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
Gain 120% of Damage as extra Fire Damage per Stage
Maximum 4 Stages

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
Gain 120% of Damage as extra Fire Damage per Stage
Maximum 4 Stages

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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      Level Effect /40
      Implicit
      Gain 120% of Damage as extra Fire Damage per Stage\nMaximum 4 Stages
      Modifers to Attack speed also affect this skill's cost
      Level
      Requires Level
      Dex
      Cost
      Base Damage
      104744%, 44%, 100%
      239848%, 48%
      3614953%, 53%
      410211058%, 58%
      514281263%, 63%
      618351368%, 68%
      722411473%, 73%
      826481678%, 78%
      931571882%, 82%
      1036652087%, 87%
      1141742292%, 92%
      1246822497%, 97%
      13529226103%, 103%
      145810328110%, 110%
      156411331116%, 116%
      166611634124%, 124%
      177212636132%, 132%
      187813739140%, 140%
      198414743149%, 149%
      209015746159%, 159%
      2150170%, 170%
      2254181%, 181%
      2358193%, 193%
      2462206%, 206%
      2567220%, 220%
      2672235%, 235%
      2777250%, 250%
      2882267%, 267%
      2988285%, 285%
      3094304%, 304%
      31101324%, 324%
      32108346%, 346%
      33115369%, 369%
      34123393%, 393%
      35131419%, 419%
      36140447%, 447%
      37149477%, 477%
      38159509%, 509%
      39169543%, 543%
      40180579%, 579%
      Attribute /8

      Detonating Arrow

      Name
      Show Full Descriptions
      AcronymGain
      BaseType Detonating Arrow
      Class Skill Gems
      TargetTypes, ROTATE_TO_TARGET,
      TypeAttack, RangedAttack, Projectile, ProjectilesFromUser, Fire, Channel, Barrageable, Area, Bow, GainsStages, NoAttackInPlace, Detonator
      BuffIcon
      ItemTypeMetadata/Items/Gem/SkillGemDetonatingArrow
      ActiveSkillsCodedetonating_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
      Gain 120% of Damage as extra Fire Damage per Stage
      Maximum 4 Stages
      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
    • Active Type: Attack, RangedAttack, Projectile, ProjectilesFromUser, Fire, Channel, Barrageable, Area, Bow, GainsStages, NoAttackInPlace, Detonator
    • Fire Attunement
      Supports Attacks, causing them to Gain Fire Damage but deal less Cold and Lightning Damage.
      Rapid Attacks I
      Supports Attacks, causing them to Attack faster.
      Rapid Attacks II
      Supports Attacks, causing them to Attack faster.
      Rapid Attacks III
      Supports Attacks, causing them to Attack faster at the cost of Damage.
      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.
      Cold Attunement
      Supports Attacks, causing them to Gain Cold Damage but deal less Fire and Lightning Damage.
      Heightened Accuracy I
      Supports Attacks, causing them to gain Accuracy.
      Heightened Accuracy II
      Supports Attacks, causing them to gain Accuracy, and never miss against Enemies on full Life.
      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.
      Lightning Attunement
      Supports Attacks, causing them to Gain Lightning Damage but deal less Cold and Fire 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.
      Life Leech I
      Supports Attacks, causing their Physical damage to Leech Life.
      Life Leech II
      Supports Attacks, causing their Physical damage to Leech Life.
      Life Leech III
      Supports Attacks, causing their Physical damage to Leech Life and preventing Leech gained this way from being removed at full Life.
      Mana Leech
      Supports Attacks, causing their Physical damage to Leech Mana.
      Chaos Attunement
      Supports Attacks, causing them to Gain Chaos Damage but deal less Damage of other Types.
      Pierce I
      Supports Projectile skills, making their Projectiles Pierce an enemy but deal less damage after doing so.
      Pierce II
      Supports Projectile skills, making their Projectiles Pierce an enemy.
      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.
      Blind I
      Supports any skill that Hits enemies, causing them to Blind on Hit.
      Blind II
      Supports any skill that Hits enemies, causing them to Blind on Hit with increased effect.
      Fire Penetration I
      Supports any skill that Hits enemies, making those Hits Penetrate enemy Fire resistance.
      Fire Penetration II
      Supports any skill that Hits enemies, making those Hits ignore enemy Fire resistance.
      Cold Penetration
      Supports any skill that Hits enemies, making those Hits Penetrate enemy Cold resistance.
      Lightning Penetration
      Supports any skill that Hits enemies, making those Hits Penetrate enemy Lightning resistance.
      Chain I
      Supports Projectile skills and any other skills that Chain, causing them to Chain additional times.
      Chain II
      Supports Projectile skills and any other skills that Chain, causing them to Chain additional times.
      Chain III
      Supports Projectile skills and any other skills that Chain, causing them to Chain additional times.
      Fork
      Supports Projectile skills, making their Projectiles Fork.
      Projectile Deceleration I
      Supports Projectile skills, making those Projectiles travel more slowly.
      Projectile Deceleration II
      Supports Projectile skills, making those Projectiles travel more slowly.
      Ice Bite
      Supports Attacks you use yourself. Freezing an enemy with supported skills infuses all of your Attacks with Cold damage for a short time.
      Freeze
      Supports any skill that Hits enemies, making it more effective at Freezing enemies.
      Shock
      Supports any skill that Hits enemies, making it more likely to Shock.
      Elemental Focus
      Supports any skill that Hits enemies, causing it to deal more Elemental Damage but be unable to inflict Elemental Ailments.
      Wildfire
      Supports any skill that Hits enemies, Spreading Ignites it inflicts to nearby enemies after a delay.
      Bleed I
      Supports any skill that Hits enemies, giving it a chance to inflict Bleeding.
      Bleed II
      Supports any skill that Hits enemies, giving it a chance to inflict Bleeding.
      Bleed III
      Supports any skill that Hits enemies, causing it to inflict Bleeding.
      Bleed IV
      Supports any skill that Hits enemies, causing it to deal more Melee Physical Damage to Bleeding Enemies, but be unable to inflict Bleeding itself. Supported Skills also inflict Incision on Hit.
      Poison I
      Supports any skill that Hits enemies, giving it a chance to Poison enemies.
      Poison II
      Supports any skill that Hits enemies, giving it a chance to Poison enemies.
      Poison III
      Supports any skill that Hits enemies, giving it a chance to Poison enemies and causing it to inflict more powerful Poisons against Bleeding Enemies.
      Maim
      Supports Attacks, causing them to Maim enemies.
      Immolate
      Supports Attacks, granting them extra Fire damage against Ignited enemies but making them unable to Ignite enemies themselves.
      Lasting Shock
      Supports any skill that Hits enemies or inflicts Shock, causing its Shocks to be inflicted less often but last longer.
      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.
      Withering Touch
      Supports any skill that Hits enemies, giving it a chance to Wither enemies on Hit.
      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.
      Execute I
      Supports any skill that Hits enemies, causing it to deal more damage against enemies on Low Life.
      Execute II
      Supports any skill that Hits enemies, causing it to deal more damage against enemies on Low Life.
      Execute III
      Supports any skill that Hits enemies, causing it to deal more damage against enemies on Low Life, as well as dealing more damage while you are on Low Life.
      Overcharge
      Supports any skill that Hits enemies, making its Shocks more effective but reflecting them back to you as well.
      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.
      Shock Conduction
      Supports any skill that Hits enemies, giving it a chance to also Shock nearby enemies when you Shock an enemy.
      Deep Freeze
      Supports any skill that Hits enemies, causing Freeze it inflicts to last longer.
      Ignite I
      Supports any skill that Hits enemies, making it more likely to Ignite.
      Ignite II
      Supports any skill that Hits enemies, making it more likely to Ignite.
      Ignite III
      Supports any skill that Hits enemies, making it more likely to Ignite and causing inflicted Ignites to deal their damage more quickly.
      Searing Flame I
      Supports any skill that Hits enemies, causing inflicted Ignites to deal more damage but its Hits to deal less damage.
      Searing Flame II
      Supports any skill that Hits enemies, causing inflicted Ignites to deal more damage but its Hits to deal less damage.
      Eternal Flame I
      Supports any skill that Hits enemies, causing its Ignites to be inflicted less often but last longer.
      Eternal Flame II
      Supports any skill that Hits enemies, causing its Ignites to last longer.
      Eternal Flame III
      Supports any skill that Hits enemies, causing it to refresh Ignites on Critical Hit.
      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.
      Corrosion
      Supports any skill that Hits enemies, causing Poison it applies to also Break enemy Armour. Cannot support skills that Consume Fully Broken Armour.
      Bursting Plague
      Supports skills that can Poison enemies, causing Poisoned enemies to gain Plague over time and explode in a Plague Burst on death. Cannot support the skills of Minions.
      Frostfire
      Supports any skill that Hits enemies, causing it to Consume Freeze on Igniting a Frozen enemy to boost the effect of the Ignite.
      Stormfire
      Supports any skill that Hits enemies, prolonging Shocks they inflict on Ignited enemies.
      Electrocute
      Supports any Skill which can deal Damage. Lightning Damage from Supported Skills can inflict Electrocute, but Supported Skills cannot inflict Shock.
      Biting Frost
      Supports any skill that Hits enemies, causing them to deal more damage to Frozen enemies but consume their Freeze. Cannot support skills that Consume Freeze.
      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.
      Fiery Death
      Supports any skill that Hits enemies, causing enemies it Ignites to have a chance to explode on death.
      Lockdown
      Supports any skill that Hits enemies, causing any Pin buildup it inflicts to be stronger the closer the enemy is to you.
      Stun I
      Supports any skill that Hits Enemies, causing it to build up Stun more quickly.
      Stun II
      Supports any skill that Hits Enemies, causing it to build up Stun more quickly.
      Stun III
      Supports any skill that Hits Enemies, causing it to build up Stun significantly more quickly, at the cost of Damage.
      Pin I
      Supports any skill that Hits enemies, allowing its Physical damage to Pin enemies but making it unable to Stun.
      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.
      Pin III
      Supports any skill that Hits enemies, allowing its Physical damage to Pin enemies but making it unable to Stun. Pin buildup caused by Supported Skill is lessened, but Pin duration is significantly longer.
      Ambush
      Supports any skill that Hits enemies, making it more likely to Critically Hit enemies on full life.
      Bounty I
      Supports any Skill that Hits Enemies, causing Enemies it kills to grant more Flask and Charm charges.
      Bounty II
      Supports any Skill that Hits Enemies, causing Enemies it kills to grant more Flask and Charm charges.
      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.
      Minion Pact I
      Supports damaging skills you use yourself, draining the life from one of your Minions on use in order to boost the skill's damage. Only takes effect if you have a Minion with enough life to drain the full amount.
      Minion Pact II
      Supports damaging skills you use yourself, draining the life from one of your Minions on use in order to boost the skill's damage. Only takes effect if you have a Minion with enough life to drain the full amount.
      Life Drain
      Supports any skill that Hits enemies, causing you to recover Life when it Culls an enemy.
      Soul Drain
      Supports any skill that Hits enemies, causing you to recover Mana when it Culls an enemy.
      Innervate
      Supports Attacks you use yourself. Killing a Shocked enemy with supported skills infuses all of your Attacks with Lightning damage for a short time.
      Escalating Poison
      Supports any skill that Hits enemies, allowing it to inflict an extra Poison on enemies but shortening the duration of those Poisons.
      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.
      Rageforged I
      Supports any damaging skill that you use or trigger yourself, causing it to consume Rage to deal more damage. If you don't have enough Rage to consume, the damage bonus will not apply.
      Rageforged II
      Supports any damaging skill that you use or trigger yourself, causing it to consume Rage to deal more damage, with a chance to skip consuming Rage while still benefitting as though it had. If you don't have enough Rage to consume, the damage bonus will not apply.
      Armour Explosion
      Supports Attacks, causing them to trigger a Fiery explosion when they Fully Break an enemy's Armour.
      Fire Exposure
      Supports any skill that Hits enemies, causing it to inflict Exposure when Igniting.
      Lightning Exposure
      Supports any skill that Hits enemies, causing it to inflict Exposure when inflicting Shock.
      Cold Exposure
      Supports any skill that Hits enemies, causing it to inflict Exposure when it Critically Hits an enemy.
      Deadly Poison I
      Supports any skill that Hits enemies, causing it to deal less damage but inflict more potent Poison.
      Deadly Poison II
      Supports any skill that Hits enemies, causing it to deal less damage but inflict more potent Poison.
      Deep Cuts I
      Supports any skill that Hits enemies, causing it to deal less damage but inflict more potent Bleeding.
      Deep Cuts II
      Supports any skill that Hits enemies, causing it to deal less damage but inflict more potent Bleeding.
      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.
      Rupture
      Supports skills that Hit Enemies. Supported skills Aggravate Bleeding on Hitting Heavily Stunned Enemies.
      Culling Strike I
      Supports Attack Skills, causing them to Cull Rare and Unique Enemies on Hit.
      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 I
      Supports Attacks, causing them to deal more Elemental damage.
      Elemental Armament II
      Supports Attacks, causing them to deal more Elemental damage.
      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.
      Potent Exposure
      Supports Skills which apply Exposure to Enemies, increasing the effect of applied Exposure.
      Heft
      Supports Skills which deal Damage, increasing the maximum Physical Damage of their Hits.
      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.
      Execrate
      Supports any damaging Skill that you use yourself, granting it significantly higher chance to inflict Ailments on 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.
      Cadence
      Supports Attacks you use yourself. Supported Skills gain more Attack speed each time you use them, but will become unusable if used too frequently in a short time frame.
      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.
      Bone Shrapnel
      Supports Skills which Hit Enemies. Supported Skills trigger Bone Shrapnel explosions when killing Pinned Enemies.
      Charged Shots I
      Supports Bow Attacks. Every third shot with Supported Skills restores a portion of it's Mana cost and Gains Damage as extra Lightning Damage.
      Charged Shots II
      Supports Bow Attacks. Every third shot with Supported Skills Gains Damage as 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.
      Stormchain
      Supports Projectile Skills and Skills which can Chain. Supported Skills always Chain when initially Hitting a Shocked Enemy, but cannot themselves inflict Shock. Does not support Skills which cannot Chain.
      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.
      Embitter
      Supports Skills which can Damage Enemies with Hits, causing all sources of Damage Gained to instead be treated as Damage Gained as extra Cold for Supported Skills.
      Rusted Spikes
      Supports Skills which deal Damage with Hits. When Supported Skills Pin an Enemy, they also Aggravate Bleeding on that Enemy.
      Concoct I
      Supports Skills you use yourself which Damage enemies with Hits. Supported Skills consume a percentage of your maximum Life Flask charges, inflicting more powerful Bleeding based on Life Flask charges consumed.
      Concoct II
      Supports Skills you use yourself which Damage enemies with Hits. Supported Skills consume a percentage of your maximum Life Flask charges, inflicting more powerful Bleeding based on Life Flask charges consumed.
      Ambrosia
      Supports Skills you use yourself which Damage enemies with Hits. Supported Skills consume a percentage of your maximum Mana Flask charges, Gaining a percentage of Damage as extra Lightning Damage per Mana Flask charge consumed.
      Malady
      Supports Skills which can cause Damaging Hits, causing base chance to inflict Bleed with Supported Skills to instead apply to base chance to Poison, and causing base chance to Poison to instead apply to Bleed.
      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.
      Overreach
      Supports Attack Skills which deal Damage in an Area. Supported Skills have significantly increased Area of Effect, but are less Accurate against nearby targets.
      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.
      Haemocrystals
      Supports Attack Skills you use yourself which can cause Damaging Hits. Supported Skills Consume Bleeding on Hit to create explosive blood-filled crystals, but cannot themselves inflict Bleeding. Cannot Support Skills which already Consume Bleeding.
      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.
      Frenzied Riposte
      Supports Attacks you use yourself or that you Trigger, causing them to Consume the Parried Debuff on Hit to grant you a Frenzy Charge. Cannot support Skills which already Consume the Parried Debuff.
      Incision
      Supports Attack Skills. Supported Skills inflict Incision on Hit, which causes Enemies to be increasingly more likely to be inflicted with Bleeding. All Incision is removed from a target on inflicting it with Bleeding.
      Gambleshot
      Supports Skills which fire Projectiles that are not ground targeted. Projectiles from Supported Skills randomly Fork, Chain or Pierce.
      Impale
      Supports Attacks, causing them to Impale on Hit but making them unable to Extract Impale themselves.
      Admixture
      Supports Skills which can cause Damaging Hits. Bleeding inflicted by those Hits is more effective against Poisoned Enemies, and Poison inflicted by Supported Skills is more effective against Bleeding Enemies.
      Stoicism I
      Supports Attack Skills you use yourself. Supported Skills steadily gain more Damage, up to a cap. This Damage bonus is reset if you Dodge Roll or use a Travel Skill.
      Stoicism II
      Supports Attack Skills you use yourself. Supported Skills steadily gain more Damage, up to a cap. This Damage bonus is reset if you Dodge Roll or use a Travel Skill.
      Inhibitor
      Supports any Skill you use yourself or that you Trigger. Supported Skills cannot consume Charges or Infusion by any means. Cannot Support Skills which require Charges or Infusion to be used.
      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.
      Arakaali's Lust
      Supports any Skill that Hits Enemies, causing it to deal increasingly higher damage the more Poisons are on the target.
      Detonating Arrow
      You are gaining stages by channelling the Detonating Arrow skill.
      Attribute /4

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