Pierce Ref /40
Pierce
Projectiles that Pierce can pass through a target while still damaging them.
Requires: Level 8
+(30—50) to maximum Mana
Requires: Level 32
(7—10)% increased Cast Speed
(20—30)% increased Spell Damage
(10—15)% increased Cast Speed
Piercing Crossbow
Physical Damage: 21-84
Critical Hit Chance: 5%
Attacks per Second: 1.65
Reload Time: 0.85
Requires: Level 50, 49 Str, 49 Dex
(20—30)% chance to Pierce an Enemy
Penetrating Quiver
Requires: Level 55
100% chance to Pierce an Enemy
Elegant Crossbow
Physical Damage: 31-123
Critical Hit Chance: 5%
Attacks per Second: 1.65
Reload Time: 0.85
Requires: Level 78, 89 Str, 89 Dex
(20—30)% chance to Pierce an Enemy
Supports Projectile skills, making those Projectiles travel faster, and granting them a chance to Pierce Enemies.
Supports Projectile skills, making their Projectiles Pierce an enemy but deal less damage after doing so.
Supports Projectile skills, making their Projectiles Pierce an unlimited number of enemies, losing damage as they do so.
Suffuse your Quarterstaff with electrical energy, then Slam the ground to deal damage in a large cone in front of you. Consumes your Power Charges to fire Lightning Projectiles forwards from the impact.
Fire a slow-moving Piercing Projectile that is effective at Chilling enemies and explodes on colliding with terrain.
Fire a Piercing Projectile that seeks out enemies. Enemies hit are inflicted with a Debuff that Hinders them and deals Chaos damage over time for a short duration.
Throw a single copy of your spear. When it hits an enemy it bursts, firing secondary lightning bolt Projectiles at multiple other enemies within a large area around it. Consumes a Frenzy Charge if possible to cause the main spear to split into multiple copies on impact, each of which then bursts.
Throw a single Piercing lance that leaves icy fragments in its wake. The fragments Chill nearby enemies. Consumes a Frenzy Charge if possible to cause the glacial fragments created by the first Projectile to explode outwards after a short duration, peppering enemies with shrapnel.
Dash to an enemy and Strike them, instantly Heavily Stunning enemies which are Primed for Stun and performing additional dashing Strikes to other Primed targets in range if your first target was Stunned. Heavy Stunning an enemy with this Skill grants you a Buff that causes your Quarterstaff Attacks to also fire Projectiles for a short duration. Heavy Stunning additional enemies adds to the Buff's duration.
Fire an electrifying arrow that explodes in an Area on Hit. Hitting an enemy will attach an Electrocuting Rod to them, causing all incoming Lightning damage to build up Electrocution. This rod is removed when the enemy is next Electrocuted.
Whip up a twister with a flick of your Spear. The twister moves forward erratically, Blinding and repeatedly Hitting enemies within. If a twister touches a Whirlwind from your other skills, it Consumes the Whirlwind to create additional twisters that deal more damage. Passing over Elemental Ground Surfaces or Consuming an elemental Whirlwind will grant twisters extra damage of that element.
Hurl a single payload Spear that pierces through enemies and lodges in terrain where it lands. The Spear will explode at the end of its Detonation Time or if Detonated. Consumes a Frenzy Charge if you have one to explode immediately, dealing more damage in a cross-shaped area and creating Ignited Ground.
Load your Crossbow with Piercing bolts that apply Riven Armour to enemies with Fully Broken Armour, causing any Hits against those enemies to deal extra damage.
Load your Crossbow with Piercing bolts that fragment in flight. Bolts that hit a Frozen enemy Consume the Freeze and cause an explosion of shrapnel. Bolts that hit an Ice Crystal cause it to explode. These fragments can Merge.
Load your Crossbow with icy bolts that fragment in flight, damaging enemies on hit and in a small cone behind their final target. The icy coating on the bolts makes them extremely potent at Freezing enemies. These fragments can Merge.
Load your Crossbow with unstable bolts that require a lengthy charging period to fire but deal devastating damage, Pierce through enemies, and explode upon hitting terrain. Additional Projectiles are fired in a spread, unlike other Crossbow Skills.
Create a fiery explosion, an arcing bolt of lightning, or an icy wave of projectiles. The chance for an explosion is proportional to your Strength, for a bolt proportional to your Dexterity, and for a wave proportional to your Intelligence.
Supports any Skill which creates Projectiles, causing those Projectiles to Chain when impacting terrain, at the cost of any additional Projectiles, as well as causing them to always Pierce.
Supports Skills which can fire Projectiles. Initial Projectile created by Supported Skills will always Pierce Ignited Enemies, but Supported Skills cannot inflict Ignite themselves.
Supports Skills which fire Projectiles that are not ground targeted. Projectiles from Supported Skills randomly Fork, Chain or Pierce.
Throw an electrified Spear that lodges in the ground and periodically zaps nearby enemies with Lightning bolts. If the Spear is Detonated by another Skill, it immediately unleashes a volley of bolts and expires. Consumes a Frenzy Charge if possible to fire bolts more frequently for a shorter duration, automatically Detonate at the end of its duration, and create Shocked Ground on Detonation.
Hurl your Shield as a Projectile which Returns to you at the end of its flight. While the Shield is in flight, this skill is replaced with Embrace the Fall. This skill's cooldown is skipped if you catch the Shield as it Returns, or destroy an Ice Crystal with the Embrace the Fall.
Supports Lightning or Cold skills you use yourself which fire Projectiles and do not already have cooldowns, adding a cooldown and making the Projectiles return, piercing through targets as they do so.
Ascendancy: Invoker
Character: Monk
Trigger Elemental Expression on Melee Critical Hit
Chain
Effects that Chain are redirected to another target after colliding with an enemy.
Projectiles Splitting, Piercing or Forking take priority over Chaining.
Projectiles have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be targeted more than once in the same Chain.
Projectiles Splitting, Piercing or Forking take priority over Chaining.
Projectiles have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be targeted more than once in the same Chain.
Fork
Projectiles that Fork split into two the first time they collide with an enemy and do not Split from it or Pierce it.
Pierce
Projectiles that Pierce can pass through a target while still damaging them.
Skill Gem /18
Suffuse your Quarterstaff with electrical energy, then Slam the ground to deal damage in a large cone in front of you. Consumes your Power Charges to fire Lightning Projectiles forwards from the impact.
Fire a slow-moving Piercing Projectile that is effective at Chilling enemies and explodes on colliding with terrain.
Throw a single copy of your spear. When it hits an enemy it bursts, firing secondary lightning bolt Projectiles at multiple other enemies within a large area around it. Consumes a Frenzy Charge if possible to cause the main spear to split into multiple copies on impact, each of which then bursts.
Throw a single Piercing lance that leaves icy fragments in its wake. The fragments Chill nearby enemies. Consumes a Frenzy Charge if possible to cause the glacial fragments created by the first Projectile to explode outwards after a short duration, peppering enemies with shrapnel.
Dash to an enemy and Strike them, instantly Heavily Stunning enemies which are Primed for Stun and performing additional dashing Strikes to other Primed targets in range if your first target was Stunned. Heavy Stunning an enemy with this Skill grants you a Buff that causes your Quarterstaff Attacks to also fire Projectiles for a short duration. Heavy Stunning additional enemies adds to the Buff's duration.
Fire an electrifying arrow that explodes in an Area on Hit. Hitting an enemy will attach an Electrocuting Rod to them, causing all incoming Lightning damage to build up Electrocution. This rod is removed when the enemy is next Electrocuted.
Whip up a twister with a flick of your Spear. The twister moves forward erratically, Blinding and repeatedly Hitting enemies within. If a twister touches a Whirlwind from your other skills, it Consumes the Whirlwind to create additional twisters that deal more damage. Passing over Elemental Ground Surfaces or Consuming an elemental Whirlwind will grant twisters extra damage of that element.
Hurl a single payload Spear that pierces through enemies and lodges in terrain where it lands. The Spear will explode at the end of its Detonation Time or if Detonated. Consumes a Frenzy Charge if you have one to explode immediately, dealing more damage in a cross-shaped area and creating Ignited Ground.
Load your Crossbow with Piercing bolts that apply Riven Armour to enemies with Fully Broken Armour, causing any Hits against those enemies to deal extra damage.
Load your Crossbow with Piercing bolts that fragment in flight. Bolts that hit a Frozen enemy Consume the Freeze and cause an explosion of shrapnel. Bolts that hit an Ice Crystal cause it to explode. These fragments can Merge.
Load your Crossbow with icy bolts that fragment in flight, damaging enemies on hit and in a small cone behind their final target. The icy coating on the bolts makes them extremely potent at Freezing enemies. These fragments can Merge.
Load your Crossbow with unstable bolts that require a lengthy charging period to fire but deal devastating damage, Pierce through enemies, and explode upon hitting terrain. Additional Projectiles are fired in a spread, unlike other Crossbow Skills.
Fire a Lightning-charged arrow that homes in on enemies afflicted by Lightning Ailments. Hitting such an enemy will cause your arrow to release a damaging shockwave and Chain towards nearby targets, with those Chaining Hits also releasing a shockwave. After the final Chain, the arrow lodges into the ground as a Lightning Rod. Consumes Shock from enemies it Hits, but not Electrocution.
Create a fiery explosion, an arcing bolt of lightning, or an icy wave of projectiles. The chance for an explosion is proportional to your Strength, for a bolt proportional to your Dexterity, and for a wave proportional to your Intelligence.
Throw an electrified Spear that lodges in the ground and periodically zaps nearby enemies with Lightning bolts. If the Spear is Detonated by another Skill, it immediately unleashes a volley of bolts and expires. Consumes a Frenzy Charge if possible to fire bolts more frequently for a shorter duration, automatically Detonate at the end of its duration, and create Shocked Ground on Detonation.
Hurl your Shield as a Projectile which Returns to you at the end of its flight. While the Shield is in flight, this skill is replaced with Embrace the Fall. This skill's cooldown is skipped if you catch the Shield as it Returns, or destroy an Ice Crystal with the Embrace the Fall.
Skill Gem Quality /2
(0—20)% more Projectile Damage after Piercing an Enemy
Pierces (0—2) targets
Support Gem /8
Supports Projectile skills, making those Projectiles travel faster, and granting them a chance to Pierce Enemies.
Supports Projectile skills, making their Projectiles Pierce an enemy but deal less damage after doing so.
Supports Projectile skills, making their Projectiles Pierce an unlimited number of enemies, losing damage as they do so.
Supports any Skill which creates Projectiles, causing those Projectiles to Chain when impacting terrain, at the cost of any additional Projectiles, as well as causing them to always Pierce.
Supports Skills which can fire Projectiles. Initial Projectile created by Supported Skills will always Pierce Ignited Enemies, but Supported Skills cannot inflict Ignite themselves.
Supports Skills which fire Projectiles that are not ground targeted. Projectiles from Supported Skills randomly Fork, Chain or Pierce.
Supports Lightning or Cold skills you use yourself which fire Projectiles and do not already have cooldowns, adding a cooldown and making the Projectiles return, piercing through targets as they do so.
Item mods /9
| Name | Level | Pre/Suf | Description | Weight |
|---|---|---|---|---|
| of Piercing | 11 | Suffix | (12—14)% chance to Pierce an Enemy | quiver 1 default 0 |
| of Drilling | 26 | Suffix | (15—17)% chance to Pierce an Enemy | quiver 1 default 0 |
| of Puncturing | 44 | Suffix | (18—20)% chance to Pierce an Enemy | quiver 1 default 0 |
| of Skewering | 61 | Suffix | (21—23)% chance to Pierce an Enemy | quiver 1 default 0 |
| of Penetrating | 77 | Suffix | (24—26)% chance to Pierce an Enemy | quiver 1 default 0 |
| 1 | Corrupted | (20—30)% chance to Pierce an Enemy | quiver 1 default 0 | |
| 1 | Unique | (50—75)% chance to Pierce an Enemy | quiver 1 default 0 | |
| of the Hunt | 45 | Suffix | (25—50)% chance to Pierce an Enemy | marksman 1 default 0 |
| of the Hunt | 75 | Suffix | (51—100)% chance to Pierce an Enemy | marksman 1 default 0 |
Delve Area mods /1
| Name | Level | Pre/Suf | Description | Weight |
|---|---|---|---|---|
| 1 | DelveArea | Monsters' Projectiles always Pierce 13% increased Quantity of Items found in this Area 8% increased Rarity of Items found in this Area 5% increased Pack size | default 1 |
Misc mods /4
| Name | Level | Domain | Pre/Suf | Description | Weight |
|---|---|---|---|---|---|
| of Piercing | 1 | Jewel | Suffix | (10—20)% chance to Pierce an Enemy | dexjewel 1 default 0 |
| of Piercing | 1 | Jewel | Suffix | Notable Passive Skills in Radius also grant (5—10)% chance to Pierce an Enemy | dex_radius_jewel 1 default 0 |
| 1 | Abyss | Unique | (30—50)% chance to Pierce an Enemy | heart_unique_jewel_prefix 1 default 0 | |
| of Amanamu | 65 | Abyss | Suffix | (40—60)% chance to Pierce an Enemy amanamu | bow 1 spear 1 default 0 amanamu_mod 1 |
Item /3
Penetrating Quiver
Requires: Level 55
100% chance to Pierce an Enemy
Elegant Crossbow
Physical Damage: 31-123
Critical Hit Chance: 5%
Attacks per Second: 1.65
Reload Time: 0.85
Requires: Level 78, 89 Str, 89 Dex
(20—30)% chance to Pierce an Enemy
Piercing Crossbow
Physical Damage: 21-84
Critical Hit Chance: 5%
Attacks per Second: 1.65
Reload Time: 0.85
Requires: Level 50, 49 Str, 49 Dex
(20—30)% chance to Pierce an Enemy
Unique /6
Requires: Level 8
+(30—50) to maximum Mana
Requires: Level 32
(7—10)% increased Cast Speed
(20—30)% increased Spell Damage
(10—15)% increased Cast Speed
Timeless Jewel Passive /1
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Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.






















