Shapeshift into a demon, vastly boosting the power of your Spells. You gain Demonflame every second you remain in demon form, causing your Life to be lost at an ever-increasing rate. Maximum 10 Demonflame. Revert to human form if you reach 1 Life, use a Skill that isn't a Spell, or reactivate this Skill.
(12 - 25)% inc. Cast Speed while in Demon Form(12 - 25)% increased Cast Speed while in Demon Form
(0.8 - 18.5)Life Loss per second per Demonflame(0.8 - 18.5)Life Loss per second per Demonflame
Deal 3%moreSpell damage per DemonflameDeal 3%moreSpell damage per Demonflame
q20:(0 - 10)% inc. Cast Speed while in Demon Form(0 - 10)% increased Cast Speed while in Demon Form
Loyal Hellhound
Notable
Minions have 12% inc. maxLifeMinions have 12% increased maximumLife
Activate to summon a Reviving Infernal Hound which Ignites enemies near it.
MinionsIgnite Enemies within a radius of 2.5 m as though dealt Base Fire.Dmg equal to 20% of Minion's Maximum LifeMinionsIgnite Enemies within a radius of 2.5 metres as though dealt Base Fire Damage equal to 20% of Minion's Maximum Life
q20:Minions have (0 - 20)%more Maximum LifeMinions have (0 - 20)%more Maximum Life
Pyromantic Pact
Notable
3% inc. maxMana3% increased maximumMana
Take maxLife and ES as Fire.Dmg when Infernal Flame reaches maxTake maximumLife and Energy Shield as Fire Damage when Infernal Flame reaches maximum
Maximum Mana is replaced by twice as much Maximum Infernal FlameMaximum Mana is replaced by twice as much Maximum Infernal Flame
Gain Infernal Flame instead of spending Mana for Skill costsGain Infernal Flame instead of spending Mana for Skill costs
Lose all Infernal Flame on reaching max Infernal FlameLose all Infernal Flame on reaching maximum Infernal Flame
25% of Infernal Flame lost per second if none was gained in the past 2 seconds25% of Infernal Flame lost per second if none was gained in the past 2 seconds
Seething Body
Notable
3% inc. maxMana3% increased maximumMana
Elemental Archon does not expire while on High Infernal FlameElemental Archon does not expire while on High Infernal Flame
GainElemental Archon when you cast a Spell while on High Infernal FlameGainElemental Archon when you cast a Spell while on High Infernal Flame
Lose Elemental Archon on reaching max Infernal FlameLose Elemental Archon on reaching maximum Infernal Flame
Altered Flesh
Notable
3% inc. maxLife3% increased maximumLife
20% of Cold.Dmg taken as Fire.Dmg20% of Cold Damage taken as Fire Damage
20% of Light.Dmg taken as Fire.Dmg20% of Lightning Damage taken as Fire Damage
20% of Phys.Dmg taken as Chaos.Dmg20% of Physical Damage taken as Chaos Damage
Grinning Immolation
Notable
12% inc. Crit%12% increased Critical Hit Chance
Become Ignited when you deal a CriticalHit, taking 15% of your maxLife and ES as Fire.Dmg per secondBecome Ignited when you deal a CriticalHit, taking 15% of your maximumLife and Energy Shield as Fire Damage per second
+1 to Maximum ES per 8 Maximum Life+1 to Maximum Energy Shield per 8 Maximum Life
Reserves 25% of LifeReserves 25% of Life
Beidat's Will
Notable
3% inc. maxLife3% increased maximumLife
+1 to Maximum Spirit per 25 Maximum Life+1 to Maximum Spirit per 25 Maximum Life
Reserves 25% of LifeReserves 25% of Life
Beidat's Gaze
Notable
3% inc. maxLife3% increased maximumLife
+1 to Maximum Mana per 6 Maximum Life+1 to Maximum Mana per 6 Maximum Life
Reserves 25% of LifeReserves 25% of Life
Bringer of Flame
Notable
40% inc. Flammability Magnitude40% increased Flammability Magnitude
All Dmg from you and Allies in your PresenceAll Damage from you and Allies in your Presence
contributes to Flammability and Ignite Magnitudescontributes to Flammability and Ignite Magnitudes
Mastered Darkness
Notable
12% inc. Spell Dmg12% increased Spell Damage
Demonflame has no maxDemonflame has no maximum
Infernalist is part of the published POE2 Main V2 Ascendancy catalog. Generated .
Spells
Spells are skills that use raw magic to destroy your enemies. AttacksAttacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chanceCritical Hit Chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chanceCritical Hit Chance.Minions
Minions are summoned AlliesAllies which will accompany and fight alongside you. Persistent Minions will reserve a portion of SpiritSpirit while active.Ignited
Ignite is an Ailment that deals Fire damageFire Damage over time, and lasts for 4 seconds by default. The chance for a HitHit Damage to Ignite a target is determined by the total Magnitude of FlammabilityFlammability on the target, including the amount added by that HitHit Damage . Fire damageFire Damage from Hits ContributesContributes to the Magnitude of Ignite, so Hits dealing more Fire damageFire Damage inflict stronger Ignites. The base Magnitude of Ignite is Fire damageFire Damage per second equal to 20% of the Fire damageFire Damage dealt by the HitHit Damage that inflicted it. This is calculated using the final damage dealt by the HitHit Damage , but not any modifiers on the target that affect how much damage they will take from the HitHit Damage . This Magnitude is not further affected by any modifiers to the damage you deal. Modifiers and DebuffsDebuffs that affect the enemy's ability to mitigate damage (such as ShockShocking ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damageHit Damage (such as Penetration ) do not affect Ignite damage.Fire Damage
Fire damage is one of the five Dmg TypesDamageTypes . It is reduced by Fire ResistanceElemental Resistances . Fire Hits inflict FlammabilityFlammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnited .Fire Damage
Fire damage is one of the five Damage TypesDamageTypes . It is reduced by Fire ResistanceElemental Resistances . Fire Hits inflict FlammabilityFlammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnited .Energy Shield
EnergyEnergyShieldShield protects your Life by taking damage instead. Rapidly Recharges if you don't lose EnergyEnergyShieldShield for a short time. Chaos damage removes twice as much EnergyEnergyShieldShield. Damage from BleedingBleeding and PoisonPoisons bypasses EnergyEnergyShieldShield to remove Life directly.Gain
Damage gained as a specific damage type only scales with modifiers to the new type, not with modifiers to the source damage's type (unless they're the same type). For example, Lightning damageLightning Damage gained from Physical damagePhysical Damage scales with Lightning damageLightning Damage modifiers, but not Physical damagePhysical Damage modifiers. Damage Gain occurs in the same two step process as Damage Conversion . Damage over time cannot benefit from damage Gain.Elemental Archon
Elemental Archon is a type of Archon BuffBuffs . It grants: • 25% more Ele.DmgElemental Damage with SpellsSpells • Cannot deal Non-Ele.DmgElemental Damage with SpellsSpells • Hits with SpellsSpells cause 100% more FreezeFreezing Buildup • SpellsSpells have 100% more FlammabilityFlammability Magnitude • Hits with SpellsSpells have 100% more ShockShocking chance Using a non-instant AttackAttacks causes Elemental Archon to be removed immediately.High Infernal Flame
You are on High Infernal Flame if you have 65% of your maximum Infernal Flame or more.Elemental Archon
Elemental Archon is a type of Archon BuffBuffs . It grants: • 25% more Elemental DamageElemental Damage with SpellsSpells • Cannot deal Non-Elemental DamageElemental Damage with SpellsSpells • Hits with SpellsSpells cause 100% more FreezeFreezing Buildup • SpellsSpells have 100% more FlammabilityFlammability Magnitude • Hits with SpellsSpells have 100% more ShockShocking chance Using a non-instant AttackAttacks causes Elemental Archon to be removed immediately.Cold Damage
Cold damage is one of the five Dmg TypesDamageTypes . It is reduced by Cold ResistanceElemental Resistances . Cold hits apply ChillChill and build up FreezeFreezing , but cannot build up Heavy StunHeavy Stunned .Cold Damage
Cold damage is one of the five Damage TypesDamageTypes . It is reduced by Cold ResistanceElemental Resistances . Cold hits apply ChillChill and build up FreezeFreezing , but cannot build up Heavy StunHeavy Stunned .Lightning Damage
Lightning damage is one of the five Dmg TypesDamageTypes . It is reduced by Lightning ResistanceElemental Resistances . Lightning hits have a chance to ShockShocking based on how much Lightning damage is dealt.Lightning Damage
Lightning damage is one of the five Damage TypesDamageTypes . It is reduced by Lightning ResistanceElemental Resistances . Lightning hits have a chance to ShockShocking based on how much Lightning damage is dealt.Physical Damage
10% increased Physical DamageCritical Hit Chance
Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Dmg BonusesCritical Damage Bonus can further modify this value. AttacksAttacks usually use your weapon's base Critical HitHit Damage Chance, while SpellsSpells and some other skills have their base Critical HitHit Damage Chance listed on the skill. Most modifiers to Critical HitHit Damage Chance are percentage based. For example, gaining 100% increased Critical HitHit Damage Chance on a base Critical HitHit Damage Chance of 7% would result in a final Critical HitHit Damage Chance of 14%.Critical Hit Chance
Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage BonusesCritical Damage Bonus can further modify this value. AttacksAttacks usually use your weapon's base Critical HitHit Damage Chance, while SpellsSpells and some other skills have their base Critical HitHit Damage Chance listed on the skill. Most modifiers to Critical HitHit Damage Chance are percentage based. For example, gaining 100% increased Critical HitHit Damage Chance on a base Critical HitHit Damage Chance of 7% would result in a final Critical HitHit Damage Chance of 14%.Hit Damage
Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging Ailments innately.Critical Damage Bonus
Multiplies the damage dealt by CriticalCritical Hit Chance Hits . Default value is +100% (i.e. twice as much damage).Spirit
Spirit is a reserve of power used to activate and maintain skills with permanent effects. Spirit-powered skills are managed within the Skills Panel. Weapon SetsWeapon Set can have differing amounts of available Spirit, due to weapons with Spirit (such as Sceptres ), Weapon SetWeapon Set Passive Skills , or Persistent Skills that are active in specific Weapon SetsWeapon Set .Flammability
Flammability is a DebuffDebuffs that provides the chance for Hits to IgniteIgnited the target. It is not itself an Ailment , but is closely associated with IgniteIgnited , which is. Fire damageFire Damage from Hits ContributesContributes to the Magnitude of Flammability, so Hits that deal more Fire damageFire Damage will IgniteIgnited more often. The base Magnitude of Flammability is 1% chance to IgniteIgnited the target for every 5% of the target's Ailment ThresholdAilment Threshold dealt as Fire damageFire Damage. Flammability from a HitHit Damage is applied before that hit checks whether it should IgniteIgnited the target, and so will affect that chance for that HitHit Damage to IgniteIgnited . Since chance for Hits to IgniteIgnited comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted. Effects which do not HitHit Damage targets, but IgniteIgnited as if they had, such as IgnitedIgnited Ground , also inflict Flammability, but do not roll a random chance to IgniteIgnited . Such effects will only IgniteIgnited once the total Flammability on the target reaches 50%. Multiple instances of Flammability stack, raising the chance for Hits to IgniteIgnited the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.Allies
Your allies include other players, MinionsMinions , and any other entity that fights alongside you and has its own stats. You do not count as your own Ally.Presence
Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.