Ailments
Learn bleed, ignite, poison, chill, shock, stacking, duration, and their qualifying damage schools.
Darkspire contains damaging ailments, elemental status effects, and control effects. Player damaging ailments are bleed, ignite, and poison.
Damaging ailment baselines
| Ailment | Required hit portion | Base damage per second | Base duration |
|---|---|---|---|
| Bleed | Physical | 20% of the triggering portion | 3 seconds |
| Ignite | Fire | 25% of the triggering portion | 3 seconds |
| Poison | Chaos | 20% of the triggering portion | 4 seconds |
A hit must contain a positive amount of the required school. A purely physical hit cannot ignite without a fire portion.
Application formula
When the ailment chance succeeds:
Gear, gems, and Disciplines can add application chance. Final chance is clamped from 0% to 100%.
Gem-specific ailment affixes affect only the skill carrying that gem. Global gear and Discipline sources apply across qualifying skills.
Stacking
Damaging ailments exist as timed stacks. Repeated successful applications can overlap rather than replacing a single global effect. Each stack keeps its own damage and expiration time.
The server maintains a safety cap on active ailment stacks and removes the oldest stack when that cap is exceeded.
Chill and shock
Enemy cold effects can inflict chill, slowing the champion. Chill slow has a 50% maximum.
Enemy lightning effects can inflict shock, increasing damage taken. Shock strength has a 50% maximum.
These are not the same as the player-facing bleed, ignite, and poison damage formulas. Enemy definitions author their chance, strength, and duration directly.
Controls
Enemies may also apply root, stun, fear, silence, blind, hinder, knockback, or pull. Controls are authored encounter mechanics. They do not use the damaging-ailment formula.
Darkspire combat remains autonomous, so control counterplay comes from build defenses, resistance, recovery, and automatic target behavior rather than manual dodging.
