
Titan Quest 2's early-access build allows you to inflict passive damage on enemies with the help of Ailments, which add status effects on the unfortunate enemies.
Unlike skills that always do direct damage, Ailments function directly. All of them apply different status effects to the enemy. While some of them deal damage over time, others are more focused on debuffs. Additionally, Ailments can also be inflicted on you by an enemy.
Table of contents
All damage-dealing Ailments in Titan Quest 2
Ailments that deal damage function via different status effects in Titan Quest 2. If inflicted, you'll have to clear the status effects or keep taking (or doing) damage.
Status Effect | How it works |
---|---|
Bleed | Saps away damage over time, caused mainly by melee weapons after their attacks pierce your armor. |
Burn | Applies burn on enemies that continues to reduce their health. It can do more damage if the user's fire damage scales up. |
Chill | Similar to Fire damage, but applies Cold damage instead. Also slows down enemies for a certain amount of time. |
Holy | Spirit damage, mainly dealt from support-based attacks. |
Plague | Poison damage done by skill attacks that are poison-based. |
Shock | Lightning damage that can also stop enemies from performing actions. |
Shadow | Not only does Shadow eat enemy health with time, but they can also work well with life drain-focused builds. |

All non-damage dealing Ailments in Titan Quest 2
These Ailments might not affect the enemy's health, but they allow you to survive longer by disrupting the enemy.
Status Effect | How it Works |
---|---|
Disrupt | Stops the enemy actions with stuns. You can also use it to stop enemy castings and skills. |
Stagger | Slows down the enemy's movement and attack speed. |
Weaken | Reduces enemy DPS and can scale up. |
There are a few essential points to keep in mind about Ailments and the status effects they inflict.
- Ailments have an associated chance of determining when the status effects will be added to an enemy.
- The status effects, their durations, and damage can increase if they're based on skills that can be scaled up.
- Just like Spell Rage, Ailments have a soft and hard cap. The soft cap is set at 10, while the hard cap is set at 20.
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