Detonating Arrow
Tier: 9
Level: (1–20)
Cost: (6.82–46.07) Mana per second
Attack Speed: 45% of base
Attack Damage: (44–159)% of base
Requires: Level (1–90), (4–157) Dex
Requires: Bows
Channel to charge up before firing off a burning arrow. At maximum stages, the arrow will create a Detonating explosion at the end of its flight.
Arrow
Modifers to Attack speed also affect this skill's cost
Additional Effects From Quality:
+(0–1) to number of Maximum Stages
Explosion
Modifers to Attack speed also affect this skill's cost
Explosion radius is 2.4 metres
Skills can be managed in the Skills Panel.


Version 0.2.0
Detonating Arrow
Tier: 9
Level: (1–20)
Cost: (7.03–49.43) Mana per second
Attack Speed: 45% of base
Attack Damage: (44–159)% of base
Requires: Level (1–90), (2–205) Dex
Requires: Bows
Channel to build up power before firing off a burning arrow. At maximum charge, the arrow will detonate at the end of its flight, causing an explosion in an area around it.
Arrow
Modifers to Attack speed also affect this skill's cost
Additional Effects From Quality:
+(0–2) to number of Maximum Stages
Explosion
Modifers to Attack speed also affect this skill's cost
Explosion radius is 2.4 metres
Skills can be managed in the Skills Panel.



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From /1
Uncut Skill Gem Tier 9
Level Effect /40
Level | Requires Level | Dex | Cost | Base Damage |
---|---|---|---|---|
1 | 0 | 4 | 7 | 44%, 44%, 100% |
2 | 3 | 9 | 8 | 48%, 48% |
3 | 6 | 14 | 9 | 53%, 53% |
4 | 10 | 21 | 10 | 58%, 58% |
5 | 14 | 28 | 12 | 63%, 63% |
6 | 18 | 35 | 13 | 68%, 68% |
7 | 22 | 41 | 14 | 73%, 73% |
8 | 26 | 48 | 16 | 78%, 78% |
9 | 31 | 57 | 18 | 82%, 82% |
10 | 36 | 65 | 20 | 87%, 87% |
11 | 41 | 74 | 22 | 92%, 92% |
12 | 46 | 82 | 24 | 97%, 97% |
13 | 52 | 92 | 26 | 103%, 103% |
14 | 58 | 103 | 28 | 110%, 110% |
15 | 64 | 113 | 31 | 116%, 116% |
16 | 66 | 116 | 34 | 124%, 124% |
17 | 72 | 126 | 36 | 132%, 132% |
18 | 78 | 137 | 39 | 140%, 140% |
19 | 84 | 147 | 43 | 149%, 149% |
20 | 90 | 157 | 46 | 159%, 159% |
21 | 50 | 170%, 170% | ||
22 | 54 | 181%, 181% | ||
23 | 58 | 193%, 193% | ||
24 | 62 | 206%, 206% | ||
25 | 67 | 220%, 220% | ||
26 | 72 | 235%, 235% | ||
27 | 77 | 250%, 250% | ||
28 | 82 | 267%, 267% | ||
29 | 88 | 285%, 285% | ||
30 | 94 | 304%, 304% | ||
31 | 101 | 324%, 324% | ||
32 | 108 | 346%, 346% | ||
33 | 115 | 369%, 369% | ||
34 | 123 | 393%, 393% | ||
35 | 131 | 419%, 419% | ||
36 | 140 | 447%, 447% | ||
37 | 149 | 477%, 477% | ||
38 | 159 | 509%, 509% | ||
39 | 169 | 543%, 543% | ||
40 | 180 | 579%, 579% |
Attribute /8
Detonating Arrow
Name | Show Full Descriptions |
---|---|
Acronym | Gain |
BaseType | Detonating Arrow |
Class | Skill Gems |
TargetTypes | , ROTATE_TO_TARGET, |
Type | Attack, RangedAttack, Projectile, ProjectilesFromUser, Fire, Channel, Barrageable, Area, Bow, GainsStages, NoAttackInPlace, Detonator |
BuffIcon | ![]() |
ItemType | Metadata/Items/Gem/SkillGemDetonatingArrow |
ActiveSkillsCode | detonating_arrow |
Detonating Arrow
Tier: 9
Level: (1–20)
Cost: (6.82–46.07) Mana per second
Attack Speed: 45% of base
Attack Damage: (44–159)% of base
Requires: Level (1–90), (4–157) Dex
Requires: Bows
Channel to charge up before firing off a burning arrow. At maximum stages, the arrow will create a Detonating explosion at the end of its flight.
Arrow
Modifers to Attack speed also affect this skill's cost
active skill override turn duration ms [120]
base is projectile [1]
channel skill end animation duration multiplier permyriad [2344]
channel start lock cancelling of attack time % [20]
check for targets between initiator and projectile source [1]
has modular projectiles enabled [1]
precise cursor targeting uses contact point height offset [1]
projectile uses contact direction [1]
projectile uses contact position [1]
Additional Effects From Quality:
+(0–1) to number of Maximum Stages
Explosion
Modifers to Attack speed also affect this skill's cost
Explosion radius is 2.4 metres
active skill override turn duration ms [120]
base is projectile [1]
channel skill end animation duration multiplier permyriad [2344]
check for targets between initiator and projectile source [1]
has modular projectiles enabled [1]
is area damage [1]
precise cursor targeting uses contact point height offset [1]
projectile uses contact direction [1]
projectile uses contact position [1]
Skills can be managed in the Skills Panel.


Supported By /204
Multishot I
Supports Projectile skills, making them fire extra Projectiles. Also lowers Attack and Cast speed of supported skills, as well as lessening their damage.
Multishot II
Supports Projectile skills, making them fire extra Projectiles. Also lowers Attack and Cast speed of supported skills, as well as lessening their damage.
Nova Projectiles
Supports Projectile Skills, making them fire extra Projectiles in a circle, at the cost of Damage. Does not support Skills which rain down Projectiles from above.
Projectile Acceleration I
Supports Projectile skills, making those Projectiles travel faster.
Projectile Acceleration II
Supports Projectile skills, making those Projectiles travel faster, and granting them a chance to Pierce Enemies.
Projectile Acceleration III
Supports Projectile skills, making those Projectiles travel faster, and causing increases and reductions to Projectile speed to also apply to Damage.
Magnified Area I
Supports any skill with an area of effect, making it larger.
Magnified Area II
Supports any skill with an area of effect, making it larger at the cost of damage.
Supercritical
Supports any skill that Hits enemies, causing it to deal more damage with Critical Hits but have less Critical Hit chance.
Knockback
Supports any skill that Hits enemies, causing it to Knock Back enemies.
Pierce I
Supports Projectile skills, making their Projectiles Pierce an enemy but deal less damage after doing so.
Pierce III
Supports Projectile skills, making their Projectiles Pierce an unlimited number of enemies, losing damage as they do so.
Concentrated Area
Supports any skill with an area of effect, causing that area to be smaller but any area damage it deals to be higher.
Projectile Deceleration I
Supports Projectile skills, making those Projectiles travel more slowly.
Projectile Deceleration II
Supports Projectile skills, making those Projectiles travel more slowly.
Elemental Focus
Supports any skill that Hits enemies, causing it to deal more Elemental Damage but be unable to inflict Elemental Ailments.
Brutality I
Supports any skill that deals damage, boosting its Physical damage at the expense of all other Damage Types.
Brutality II
Supports any skill that deals damage, boosting its Physical damage at the expense of all other Damage Types.
Brutality III
Supports any skill that deals damage, boosting its Physical damage at the expense of all other Damage Types, as well as giving Hits from that skill a chance to ignore Physical Damage reduction.
Momentum
Supports any damaging skill that you use yourself, causing it to deal more damage if you move a sufficient distance while using the skill. Teleportation does not count towards the distance travelled.
Close Combat I
Supports Attacks, causing them to deal more damage to enemies based on how close they are to you.
Close Combat II
Supports Attacks, causing them to deal more damage to enemies based on how close they are to you.
Inevitable Critical
Supports any skill you use yourself that Hits enemies, causing it to accumulate Critical Hit chance over time.
Frost Nexus
Supports any skill that Hits enemies, causing it to create patches of Chilled Ground around Frozen enemies.
Shock Siphon
Supports any skill that Hits enemies, causing you to recover Energy Shield when it kills a Shocked enemy.
Exploit Weakness
Supports any skill that Hits enemies, causing them to deal more Damage against enemies with Broken Armour but preventing them from Breaking Armour themselves. Cannot support skills that Consume Broken Armour.
Neural Overload
Supports any skill that Hits enemies. Nearby enemies are marked when they are Primed for Electrocution, and hitting a marked enemy with a supported skill will Electrocute them.
Pinpoint Critical
Supports any skill that Hits Enemies, causing it to Critically Hit more often but deal less damage with Critical Hits.
Electrocute
Supports any Skill which can deal Damage. Lightning Damage from Supported Skills can inflict Electrocute, but Supported Skills cannot inflict Shock.
Hourglass
Supports any damaging skill that you use yourself, causing it to deal significantly more damage but gain a long cooldown. Cannot support Skills which already have a cooldown.
Pin II
Supports any skill that Hits enemies, allowing its Physical damage to Pin enemies but making it unable to Stun, as well as granting Critial Hit Chance against Immobilised enemies.
Ambush
Supports any skill that Hits enemies, making it more likely to Critically Hit enemies on full life.
Mana Bounty
Supports any skill that Hits enemies, causing enemies it kills to grant more Mana Flask charges.
Life Bounty
Supports any skill that Hits enemies, causing enemies it kills to grant more Life Flask charges.
Armour Demolisher I
Supports any skill, causing Armour Break it inflicts to be stronger.
Armour Demolisher II
Supports any skill, causing Armour Break it inflicts to be stronger.
Uruk's Smelting
Supports any skill, causing Armour Break it inflicts to be stronger. Fully Breaking Armour with Supported Skills permanently increases the Physical Damage taken by those affected, up to a cap.
Armour Explosion
Supports Attacks, causing them to trigger a Fiery explosion when they Fully Break an enemy's Armour.
Cold Exposure
Supports any skill that Hits enemies, causing it to inflict Exposure when it Critically Hits an enemy.
Fire Mastery
Supports Fire skills, granting them an additional level. Does not support skills which do not have levels.
Swift Affliction I
Supports any skill that deals damage, causing it to deal more non-Ailment damage over time but have a shorter duration.
Swift Affliction II
Supports any skill that deals damage, causing it to deal more non-Ailment damage over time but have a shorter duration.
Swift Affliction III
Supports any skill that deals damage, causing effects with a duration of one second or less to deal more non-Ailment damage over time.
Slow Potency
Supports any skill, causing inflicted Slows to be more powerful.
Culling Strike II
Supports Attack Skills, causing them to Cull Rare and Unique Enemies on Hit, and increasing the threshold at which they will Cull Enemies.
Armour Break I
Supports Skills that Hit Enemies, causing those Hits to Break Armour based on a portion of Physical Damage dealt.
Armour Break II
Supports Skills that Hit Enemies, causing those Hits to Break Armour based on a portion of Physical Damage dealt. On Fully Breaking Armour with Supported Skills, you have a chance to gain an Endurance Charge.
Armour Break III
Supports Skills that Hit Enemies, causing those Hits to Break Armour based on a portion of Physical Damage dealt. On Fully Breaking Armour with Supported Skills, you gain an Endurance Charge.
Longshot I
Supports Attacks, causing them to deal more damage from farther away.
Longshot II
Supports Attacks, causing them to deal more damage from farther away.
Elemental Armament III
Supports Attacks, causing them to deal more Damage for each Elemental Ailment on Enemies they Hit. Supported Skills cannot themselves inflict Elemental Ailments.
Ricochet I
Supports any Skill which creates Projectiles, giving those Projectiles a chance to Chain when impacting terrain.
Ricochet II
Supports any Skill which creates Projectiles, giving those Projectiles a chance to Chain when impacting terrain.
Ricochet III
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.
Rising Tempest
Supports Skills which deal Damage, raising Elemental Damage dealt for each Skill used Recently of a different Elemental type. Cannot support Minion Skills.
Expanse
Supports any Skill that you use yourself, granting it significantly higher Area of Effect but causing it to gain a long cooldown. Cannot support Skills which already have a cooldown.
Excise
Supports any damaging Skill that you use yourself, granting it significantly higher chance to Critically Hit, but causing it to gain a long cooldown. Cannot support Skills which already have a cooldown.
Ferocity
Supports Skills that you use yourself. Supported Skills will consume a Frenzy Charge on use if possible, and will gain significant Skill Speed if they do. Supported Skills cannot generate Frenzy Charges.
Salvo
Supports Attack Skills you use yourself which fire Projectiles. Supported Skills accumulate Seals over time, and consume them when used. For each Seal consumed, the Attack will fire additional Projectiles. Projectiles from Supported Skills are fired in random directions. Cannot Support Skills which require Combo, have a Cooldown or already gain Seals.
Volt
Supports Projectile Attack Skills you use yourself. Supported Skills gain Voltaic Charge as you move, up to a maximum. When used, Supported Skills expend that Charge to gain extra Lightning Damage.
Burgeon I
Supports Channelling Skills you use yourself, causing them to deal more damage the longer they have been Channelled.
Burgeon II
Supports Channelling Skills you use yourself, causing them to deal more damage the longer they have been Channelled.
Steadfast I
Supports Channelling Skills you use yourself, granting you higher Stun Threshold while Channelling them.
Steadfast II
Supports Channelling Skills you use yourself, granting you higher Stun Threshold and Ailment Threshold while Channelling them.
Flamepierce
Supports Skills which can fire Projectiles. Initial Projectile created by Supported Skills will always Pierce Ignited Enemies, but Supported Skills cannot inflict Ignite themselves.
Freezefork
Supports Skills which can fire Projectiles. Projectiles from Supported Skills always Fork when the initial Projectile Hits Frozen Enemies, but Supported Skills cannot build up Freeze themselves.
Verglas
Supports Skills you use yourself which can Hit Enemies. Supported Skills Gain a percentage of their Damage as Cold Damage when you destroy Ice Crystals.
Overextend
Supports Attack Skills you use yourself. Supported Skills deal more Damage with Critical Hits, but Critically Hitting an Enemy with them will Daze you for a short time.
Retreat I
Supports Skills which create Projectiles. Supported Skills deal more damage with Projectiles if you have struck with a Melee Hit in the last eight seconds, but cannot themselves deal Melee Damage.
Retreat II
Supports Skills which create Projectiles. Supported Skills deal more damage with Projectiles if you have struck with a Melee Hit in the last eight seconds, but cannot themselves deal Melee Damage.
Retreat III
Supports Skills which create Projectiles. Supported Skills deal more damage with Projectiles if you have struck with a Melee Hit in the last two seconds, but cannot themselves deal Melee Damage.
Commiserate
Supports Skills you use yourself or Trigger, which can cause Damaging Hits. Supported Skills inflict more powerful Ailments if you are afflicted with those Ailments when you inflict them, while also removing from you any Ailment that they inflict.
Blindside
Supports Skills which can cause Damaging Hits. Supported Skills are more likely to Critically Hit Blinded Enemies, and deal more Damage with Critical Hits against Blinded Enemies, but cannot themselves inflict Blind.
Hit and Run
Supports Attack Skills you use yourself which do not already have some Condition for use. Supported Skills can only be used after you have moved a certain distance, but have massively increased Skill Speed. Cannot support Skills which have a Cooldown or that are Triggered, and does not modify skills used by Minions.
Crackling Barrier
Supports Channelling Skills. While Channelling Supported Skills, you gain Lightning Thorns based off of your maximum Mana.
Defy I
Supports Attack Skills you use yourself. Hit Damage from Supported Skills is Lucky if you are Surrounded.
Defy II
Supports Attack Skills you use yourself. Hit Damage from Supported Skills is Lucky and Insufficient Mana doesn't prevent Supported Skills from being used if you are Surrounded.
Volatility
Supports Skills you use yourself which can cause Damaging Hits. Supported Skills grant Volatility on Critical Hit.
Dauntless
Supports Skills you use yourself which can cause Damaging Hits. Supported Skills cannot be used unless you have been stationary for a certain duration, but deal increasingly more damage the longer you are stationary. Cannot support Skills which have a reservation, are Triggered, have a cooldown or have another usage Condition.
Gambleshot
Supports Skills which fire Projectiles that are not ground targeted. Projectiles from Supported Skills randomly Fork, Chain or Pierce.
Living Lightning
Supports Skills which cause Damaging Hits. Living Lightning Minions are created when dealing Lightning damage with Supported Skills - bundles of living electricity that target nearby enemies with Chaining Attacks. Enemies will not directly engage these Minions, and can pass through them. Does not modify skills used by Minions.
Living Lightning II
Supports Skills which cause Damaging Hits. Living Lightning Minions are created when dealing Lightning damage with Supported Skills - bundles of living electricity that target nearby enemies with Chaining Attacks. Enemies will not directly engage these Minions, and can pass through them. Does not modify skills used by Minions.
Frozen Spite
Supports Attack Skills, causing them to create Ice Fragments on killing Frozen Enemies. Cannot Support Totem Skills and does not modify Skills used by Minions.
Piety's Mercy
Supports Skills that cause Damaging Hits. Hits from Supported Skills cannot kill Enemies.
Enduring Impact I
Supports any skill that Hits enemies, giving it a chance to gain an Endurance Charge when causing a Heavy Stun.
Enduring Impact II
Supports any skill that Hits enemies, giving it a chance to gain an Endurance Charge when causing a Heavy Stun.
Xoph's Pyre
Supports Skills that can cause Damaging Hits, granting extra Chaos damage and causing Chaos damage to Contribute to Ignites.
Esh's Radiance
Supports Skills that can cause Damaging Hits, granting extra Chaos damage and causing Chaos damage to Contribute to Shock.
Tul's Stillness
Supports Skills that can cause Damaging Hits, granting extra Chaos damage and causing Chaos damage to Contribute to Freeze Buildup.
Uul-Netol's Embrace
Supports Skills that can cause Damaging Hits, granting extra Chaos damage and causing Chaos damage to Break Armour.
Rakiata's Flow
Supports Skills that can cause Damaging Hits, causing those Hits to treat Enemy Elemental Resistances as inverted.
Rigwald's Ferocity
Supports Attack skills, granting them Attack Speed at the cost of Damage or Damage at the cost of Attack Speed depending on Weapon Set they are used in. Does not modify skills used by Minions.
Tacati's Ire
Supports Skills which can cause Damaging Hits. Poison inflicted with Supported Skills deals Damage faster the higher your Rage.
Garukhan's Resolve
Supports Attack Skills you use yourself which do not already have some Condition for use. Supported Skills can only be used after you have moved a certain distance, but will Bifurcate Critical Hit Chance. Cannot support Skills which have a Cooldown or that are Triggered, and does not modify skills used by Minions.
Varashta's Blessing
Supports any Skill that can deal Damage, causing it to deal more Damage per different Command Skill used.
Detonating Arrow
You are gaining stages by channelling the Detonating Arrow skill.
Attribute /4
detonating_arrow_stages
Name | Show Full Descriptions |
---|---|
IsCharged | 1 |
BuffGroupsID | 31 |
IsBuffDefinition | 1 |
BuffMergeModesID | 4 |
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Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.