Projectile Tags /96
Molten Blast
Level: 1
Flamepierce
Level: 1
Scattershot
Level: 1
Acceleration
Level: 1
Pierce
Level: 1
Chain
Level: 1
Fork
Level: 1
Deceleration
Level: 1
Escape Shot
Level: 1
Toxic Growth
Level: 1
Snipe
Level: 1
Gas Arrow
Level: 1
Vine Arrow
Level: 1
Twister
Level: 1
Ice Shot
Level: 1
Tornado Shot
Level: 1
Ricochet
Level: 1
Salvo
Level: 1
Volt
Level: 1
Alignment
Level: 1
Stormchain
Level: 1
Retreat
Level: 1
Caltrops
Level: 1
Gambleshot
Level: 1
Storm Lance
Level: 1
Firebolt
Level: 1
Spark
Level: 1
Spark
Level: 1
Frostbolt
Level: 1
Soulrend
Level: 1
Chaos Bolt
Level: 1
Bonestorm
Level: 1
Fireball
Level: 1
Dark Effigy
Level: 1
Wildshards
Level: 1
Freezefork
Level: 1
Gas Grenade
Level: 1
Oil Grenade
Level: 1
Rapid Shot
Level: 1
Glacial Bolt
Level: 1
Ice Shards
Level: 1
Plasma Blast
Level: 1
Spear Throw
Level: 1
Bow Shot
Level: 1
Projectile Ref /101
Projectile
A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.

When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
+(50–70) to Armour
+(50–70) to Stun Threshold
-10 Physical damage taken from Projectile Attacks
+10% to Block chance
(120–160)% increased Physical Damage
+(50–70) to Accuracy Rating
(20–30)% increased Projectile Speed
Projectiles Split towards +2 targets
Adds 3 to 5 Fire damage to Attacks
Adds (3–5) to (6–9) Fire damage to Attacks
+(30–50) to maximum Mana
50% increased chance to Ignite
Attacks Gain (5–10)% of Damage as Extra Fire Damage
Grants Skill: Parry
(60–100)% increased Evasion Rating
+(60–100) to maximum Mana
+(10–20) to Intelligence
Infinite Projectile Parry Range
50% increased Parried Debuff Duration
parry skill art variation from item [1]
Grants Skill: Parry
(50–150)% increased Evasion Rating
+(10–20) to Dexterity
5 Life Regeneration per second
100% increased Block chance against Projectiles
Curse Enemies with Enfeeble on Block
Grants Skill: Level 7 Sigil of Power
(80–120)% increased Spell Damage
(10–20)% increased Cast Speed
+(5–10)% to all Elemental Resistances
20% increased Light Radius
Spells fire 4 additional Projectiles
Spells fire Projectiles in a circle
(7–10)% increased Cast Speed
(20–30)% increased Spell Damage
(10–15)% increased Cast Speed
Left ring slot: Projectiles from Spells cannot Chain
Left ring slot: Projectiles from Spells Fork
Right ring slot: Projectiles from Spells Chain +1 times
Right ring slot: Projectiles from Spells cannot Fork
Grants Skill: Spear Throw
(25–35)% increased Projectile Speed with this Weapon
Adds (10–15) to (21–26) Physical Damage
+100 to Evasion Rating
(10–20)% increased Attack Speed
(30–60)% increased Melee Damage if you've dealt a Projectile Attack Hit in the past eight seconds
(30–60)% increased Projectile Damage if you've dealt a Melee Hit in the past eight seconds
Grants Skill: Spear Throw
(150–200)% increased Physical Damage
(10–15)% reduced Attack Speed
+(15–30) to Strength
Strikes deal Splash damage to targets within 1.5 metres
Knocks Back Enemies on Hit
Cannot use Projectile Attacks
Grants Skill: Spear Throw
(15–25)% chance to Maim on Hit
Adds (13–17) to (22–28) Physical Damage
+(100–150) to Accuracy Rating
10% increased Attack Speed
All Damage from Hits with this Weapon Contributes to Pin Buildup
(20–30)% increased Projectile Speed with this Weapon
(20–30)% reduced Enemy Stun Threshold
Adds (7–11) to (14–20) Physical Damage to Attacks
+(150–200) to Armour
(20–30)% increased Projectile Speed
+(15–25)% to Block chance
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 Melee Strike Skills you use yourself. Supported Skills trigger Volcanic Eruption on Hit against Ignited Enemies.
Supports Projectile skills, making them fire extra Projectiles. Also lowers Attack and Cast speed of supported skills, as well as lessening their damage.
Supports Projectile skills, making those Projectiles travel faster.
Supports Projectile skills, making their Projectiles Pierce an enemy but deal less damage after doing so.
Supports Projectile skills and any other skills that Chain, causing them to Chain additional times.
Supports Projectile skills, making their Projectiles Fork.
Supports Projectile skills, making those Projectiles travel more slowly.
Supports any Skill which creates Projectiles, giving those Projectiles a chance to Chain when impacting terrain.
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.
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 and Chain.
Supports Bow Attacks. Supported Skills indicate one of four directions, changing indicated direction when an Attack with Supported Skill matches that direction. Attacks from Supported Skills which match the indicated direction deal much more Damage. Cannot Support Channelled Skills.
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.
Supports Bow or Spear Projectile Attacks you use yourself. Supported Skills deal lower damage initially, but generate Spectral Projectiles, which deal more damage when they fire. Spectral Projectiles linger and will fire a short duration after no new Spectral Projectiles have been created. Cannot support Channelling Skills, Leaping skills, or skills which rain Projectiles from above.
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.
Supports Melee Attacks. Supported Skills deal more Melee damage if you have struck with a Projectile Attack Hit in the last eight seconds, but cannot themselves deal Projectile Damage.
Supports Ranged Spear Attacks. Supported Skills create Caltrops when Projectiles they create reach the end of their flight.
Supports Melee Attack Skills. Supported Skills apply Easy Target when Knocking Back Enemies, causing the next Projectile Attack Hit they take to deal increased Damage.
Supports Skills which fire Projectiles that are not ground targeted. Projectiles from Supported Skills randomly Fork, Chain or Pierce.
Supports Spell Skills that fire Projectiles. Supported Skills have a chance to fire many additional Projectiles in a circle.
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.
Gouge molten rock from the ground and fling it at the target. The Projectile explodes on collision, damaging enemies and scattering shrapnel in a cone behind it.
Fire a hail of arrows into the air, causing them to rain from above. Consumes your Frenzy Charges to fire more arrows.
Ready a volley of arrows or spears, Empowering your next Barrageable Bow or Projectile Spear Attack to Repeat multiple times. Consumes your Frenzy Charges on use to add additional repeats.
Jump back as you rupture the earth in front of you with spearpoints, damaging enemies. Consumes the Parried Debuff on Hitting enemies to release a shockwave and grant you a Frenzy Charge. This skill can be used while using other skills, and causes Strikes and Projectiles to miss you while jumping. This skill cannot be Ancestrally Boosted.
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 ice fragments created by the first Projectile to explode outwards after a short duration, peppering enemies with shrapnel.
Load your Bow with a volley of enchanted arrows and fire them in a circle as you spin forward, firing directly at targets if possible. Consumes Frenzy Charges to cause the arrows to deal more damage and Chain to other targets. Each target can only be Hit once.
Leap into the air and fire a volley of arrows which cause toxic pustules to sprout from the ground on impact. The pustules explode after a delay and can be Poisoned, causing them to explode faster and more violently.
Fire an icy arrow that sprays a cone of ice shards when it hits a target.
Fire a skyward shot that whips up a Tornado where it lands, dealing Physical damage over time and Hindering enemies standing in it. Arrows, thrown Spears and Crossbow bolts fired at the Tornado are sucked into it, causing the Tornado to spit out a nova of copied Projectiles. Copied Projectiles cannot be copied again, even by further Tornados.
Build Glory by Heavy Stunning enemies. When you have maximum Glory you may call forth the Azmeri goddess Solaris, jumping backwards and throwing your Spear in the air. On landing the spear deals heavy damage in an area, then calls a divine skybeam that pulses periodically and creates expanding Ignited Ground. Modifiers to number of Projectiles fired do not apply to this skill.
While active, scatters caltrops in your wake when you dodge.
Launch a fiery Projectile towards a target. The Projectile explodes on impact, damaging foes in a small area.
Conjure a wave of ice in all directions, Knocking Back enemies based on how close they are to you. Casting Ice Nova targeting near a Frostbolt Projectile will cause it to originate from the Frostbolt instead of you.
Launch a spray of sparking Projectiles that travel erratically along the ground until they hit an enemy or expire.
Launch a spray of sparking Projectiles that travel erratically along the ground until they hit an enemy or expire.
Teleport inside the target's body, causing it to violently explode. Highlights enemies that can be Culled, and can only be used on these enemies or Ball Lightning Projectiles. The target is destroyed, and the explosion deals Lightning Damage to surrounding enemies. If targeting an enemy the explosion also creates Shocked Ground.
Fire a slow-moving orb Projectile that moves through enemies. The orb itself does not Hit enemies, but repeatedly shoots bolts of Lightning at nearby targets.
Fire a Projectile that applies a powerful Chaos damage over time debuff to enemies it hits.
Fire a slow-moving Piercing Projectile that leaves a wake of Chilled Ground, deals Cold damage 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.
Create a wall of Fire in front of the character, which Ignites everything within its area. Any Projectiles fired through the wall by you and Allies deal added Fire damage and inflict the Ignite on hit.
Fire a single Eye Projectile which does not Hit enemies. The Eye constantly releases damaging shard Projectiles in a spiral as it flies, plus an extra burst of shards at the end of its flight. If the Eye passes over an Elemental ground surface or Orb, it will take on that surface's effect causing shards to deal more damage of the corresponding Type.
Fire a burst of Chaos energy at the target.
Channel to conjure a swarm of bone spikes in the air, then release to fire them at enemies and explode. Shrapnel Impales Enemies Hit, causing subsequent Attack Hits against those targets to deal extra Damage. Consumes your Power Charges to cause much larger explosions.
Launch a large ball of Fire which explodes on impact, creating a nova of smaller firebolts.
Launch icy Projectiles in a sweeping arc. Multiple Projectiles can hit the same enemy.
While active, Fire Spells you use yourself will also summon Raging Spirits, which are short-lived flaming skulls that rush at nearby enemies and rapidly Attack them. Enemies will not directly engage these Minions, and can pass through them.
Raise a Totem that bombards enemies afflicted by Chaos damage over time Debuffs.
Conjure a blazing Ember that hovers above you. After a short duration, the Ember launches at an enemy, dealing Fire damage in an area on impact and prioritising the last enemy targeted. Recasting this spell resets the duration for all active Embers. Multiple Embers fired in the same Fusillade will attempt to target different enemies.
Conjure a blazing Ember that hovers above you. After a short duration, the Ember launches at an enemy, dealing Fire damage in an area on impact and prioritising the last enemy targeted. Recasting this spell resets the duration for all active Embers. Multiple Embers fired in the same Fusillade will attempt to target different enemies.
Infuse 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.
Deploy a Ballista Totem that fires bolts skyward, to explode a short time after landing.
Deploy a Ballista Totem that fires Pinning bolts which Maim Enemies.
Dash to an enemy and Strike them with an Unarmed Attack. Heavy Stunning an enemy with this Skill grants you a Buff that causes your Quarterstaff and Unarmed Attacks to also fire Projectiles for a short duration. Enemies which are Primed for Stun will instantly be Heavily Stunned. This skill always Strikes with your bare fist, even if you have a Quarterstaff equipped.
Load your Crossbow with Piercing bolts that can consume Fully Broken Armour on enemies to deal extra damage.
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.
Ready your Buckler to parry the next Strike or Projectile that would Hit you, Blocking the Hit and retaliating with a quick sweep that leaves enemies off balance, causing them to take massively increased Attack damage for a short duration. Parrying causes you to accumulate Heavy Stun buildup. You cannot Evade a Hit you could parry, but Evasion instead grants an equal chance to avoid this Heavy Stun buildup.
Grants your weapon Infusion. Non-Melee Projectile Attacks with that weapon Consume Infusions to Infuse the Projectiles fired, causing them to explode at the end of their flight.
Increases and Reductions to Projectile Speed also apply to Damage with Bows
30% increased Projectile Parry Range
Your Heavy Stun buildup empties 50% faster if you've successfully Parried Recently
30% increased Armour
Defend with 120% of Armour against Projectile Attacks
Successfully Parrying a Melee Hit grants 40% increased Damage to your next Ranged Attack
Successfully Parrying a Projectile Hit grants 40% increased Damage to your next Melee Attack
Mastery: Ultimatum
+4 to Melee Strike Range if you've dealt a Projectile Attack Hit in the past eight seconds
Projectiles have 25% chance to Fork if you've dealt a Melee Hit in the past eight seconds
30% increased Stun Buildup with Melee Damage
Projectiles deal 75% increased Damage against Heavy Stunned Enemies
3% increased Movement Speed
15% increased Projectile Speed
15% increased Projectile Damage
16% increased Projectile Damage
40% increased Accuracy Rating at Close Range
8% reduced Attack Speed
40% increased Projectile Damage
40% increased Projectile Stun Buildup
Projectiles have 15% chance to Chain an additional time from terrain
15% increased Projectile Speed
15% increased Area of Effect for Attacks
15% reduced Projectile Speed
20% increased Projectile Damage
25% chance for Projectiles to Pierce Enemies within 3m distance of you
30% chance to Pierce an Enemy
Projectiles have 10% chance to Chain an additional time from terrain
25% increased chance to inflict Ailments with Projectiles
8% increased Projectile Speed
6% increased Attack Speed
12% increased Accuracy Rating
20% reduced Projectile Speed for Spell Skills
20% increased Projectile Speed for Spell Skills
12% chance for Spell Skills to fire 2 additional Projectiles
15% chance to Pierce an Enemy
15% increased Projectile Damage
Huntress: 30% increased Melee Damage if you've dealt a Projectile Attack Hit in the past eight seconds
Huntress: 30% increased Projectile Damage if you've dealt a Melee Hit in the past eight seconds
15% increased Projectile Damage
Projectiles have 10% chance to Chain an additional time from terrain
Projectiles have 40% increased Critical Damage Bonus against Enemies within 2m
Projectiles deal 25% increased Damage with Hits against Enemies within 2m
Projectiles have 25% increased Critical Hit Chance against Enemies further than 6m
Projectiles deal 25% increased Damage with Hits against Enemies further than 6m
8% increased Projectile Speed
8% increased Attack Speed
+10 to Dexterity
Huntress: 8% increased Attack Speed
Huntress: 8% increased Area of Effect
Huntress: +10 to Dexterity
15% increased Projectile Damage
30% increased Stun Buildup against enemies within 2 metres
50% increased Grenade Detonation Time
Grenade Skills Fire an additional Projectile
Ascendancy: Tactician
Character: Mercenary
Projectile Damage builds Pin
Ascendancy: Tactician
Character: Mercenary
Skills used by Totems have 30% more Skill Speed
Totems only use Skills when you fire an Attack Projectile
is focused totem [1]
Ascendancy: Deadeye
Character: Ranger
Skills fire an additional Projectile
Ascendancy: Amazon
Character: Huntress
50% chance for Infusions to Infuse your Projectiles without being Consumed
Projectile
A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.

When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
Skill Gem /79
Launch a fiery Projectile towards a target. The Projectile explodes on impact, damaging foes in a small area.
Channel to charge in the target direction. You will crash into enemies on your path, stopping your charge and dealing damage to enemies in an area, and extra damage to the enemies you collided with. While charging, your Shield is raised and you will Block all incoming Blockable hits.
Consume a Corpse or Power Charge to create a short-lived Zombie. Zombies created from Power Charges are Empowered.
Launch a spray of sparking Projectiles that travel erratically along the ground until they hit an enemy or expire.
Launch a spray of sparking Projectiles that travel erratically along the ground until they hit an enemy or expire.
Fire a hail of arrows into the air, causing them to rain from above. Consumes your Frenzy Charges to fire more arrows.
Fire a charged arrow at the target. On hitting an enemy or wall, the arrow will fire Chaining Lightning beams at nearby enemies.
Fire a slow-moving orb Projectile that moves through enemies. The orb itself does not Hit enemies, but repeatedly shoots bolts of Lightning at nearby targets.
Perform a warcry, Empowering subsequent Attacks. Consumes all Endurance Charges to Empower additional attacks. Enemies in the warcry's area are destabilised and will Combust on death.
Lob a fiery orb that deals area damage as it hits the ground. The skill Chains, bouncing forward to deal damage multiple times. The number of Chains is refreshed when passing through a Flame Wall.
Fire a Projectile that applies a powerful Chaos damage over time debuff to enemies it hits.
Fire a slow-moving Piercing Projectile that leaves a wake of Chilled Ground, deals Cold damage 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.
Fire a single Eye Projectile which does not Hit enemies. The Eye constantly releases damaging shard Projectiles in a spiral as it flies, plus an extra burst of shards at the end of its flight. If the Eye passes over an Elemental ground surface or Orb, it will take on that surface's effect causing shards to deal more damage of the corresponding Type.
Stab the ground causing multiple spears to burst out of the ground in front of you in a large area. The spears remain for a duration, or explode when enemies touch them, damaging and Maiming them.
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 ice fragments created by the first Projectile to explode outwards after a short duration, peppering enemies with shrapnel.
Slam the ground to Stun enemies and knock them away, then continue forward and perform a devastating second Slam. Holding down the skill input allows you to change direction as you move.
Leap backwards and fire an arrow which can Chill or Freeze enemies around the location you escaped from.
Fire an arc of knives in front of the caster which deals physical damage.
Call down a mass of ice from the sky, dealing high damage at the targeted location. Targeting close to you will cause you to jump back as you cast.
Fire an arc of knives in front of the caster which deals physical damage.
Dash to an enemy and Strike them with an Unarmed Attack that manifests a wave of cold, coating nearby enemies in shards of ice. Dealing enough damage to these enemies will shatter the shards, causing an icy explosion that deals Attack damage. This skill always Strikes with your bare fist, even if you have a Quarterstaff equipped.
Create a volcano that fires projectiles around it. Channelling the skill causes it to fire more projectiles and deal more damage when it first erupts. Any Slam near the volcano causes it to erupt, firing projectiles.
Load your Bow with a volley of enchanted arrows and fire them in a circle as you spin forward, firing directly at targets if possible. Consumes Frenzy Charges to cause the arrows to deal more damage and Chain to other targets. Each target can only be Hit once.
[DNT-UNUSED] Make alot of fire
[DNT-UNUSED] Throw Spirally
Shapeshift into a bear and rampage forward, slamming the ground as you run. The initial roar generates rage, then consumes rage until you run out.
Fire a bouncing Grenade that unleashes a devastating fiery blast when its fuse expires.
Fire a bouncing Grenade that unleashes a Blinding, Stunning explosion when its fuse expires.
Fire a bouncing Grenade that causes a burst of Poison gas when its fuse expires, damaging enemies and leaving behind a growing Poison cloud. Burning effects or Detonator skills will cause the cloud to explode in a fiery blast.
Fire a bouncing Grenade that bursts in a spray of Oil when the fuse expires or when it impacts an Enemy, dealing minimal damage but covering the ground and nearby enemies in Oil. Oil created this way can be Ignited by Detonator Skills or Ignited Ground.
Fire a bouncing Grenade that discharges an Electrocuting Lightning blast when its fuse expires.
Consume all Power Charges to infuse your Quarterstaff with electricity, adding Lightning damage and a Lightning shockwave to your Quarterstaff Attacks. Reusing this skill while the Buff is active adds to the Buff's duration and damage.
Build Combo by successfully Striking Enemies with other skills. After reaching maximum Combo, use this skill to cause the Bell on your staff to grow to massive size as you drop it on the ground. The Bell damages enemies on impact and can be Hit by your skills, creating a damaging shockwave. Elemental Ailments applied to the Bell cause its shockwaves to deal extra damage of the corresponding type, and Hits which would have caused Knockback increase the area of effect of the shockwaves.
Fire a burst of Chaos energy at the target.
Channel to conjure a swarm of bone spikes in the air, then release to fire them at enemies and explode. Shrapnel Impales Enemies Hit, causing subsequent Attack Hits against those targets to deal extra Damage. Consumes your Power Charges to cause much larger explosions.
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.
Fire a virulent arrow that creates a burst of Poison on hit, affecting all enemies in an area.
Leap into the air and fire a volley of arrows which cause toxic pustules to sprout from the ground on impact. The pustules explode after a delay and can be Poisoned, causing them to explode faster and more violently.
Fire an arrow that drops from above, creating a Lightning burst. The arrow remains in the ground, and any Chaining Lightning beams can Chain to it. When Chained to, the arrows charge up for a brief period before releasing another Lightning burst. The Lightning Arrow Skill skips this delay, causing bursts immediately.
Channel to charge up your bow before releasing a powerful shot. Releasing the moment you fully charge causes the arrow to explode on impact for a guaranteed Critical Hit.
Fire a noxious arrow at the ground, creating a cloud of flammable poisonous gas at the end of its flight. The cloud will detonate if hit by a Detonator skill or if an Ignited enemy touches it, creating a fiery explosion.
Launch a large ball of Fire which explodes on impact, creating a nova of smaller firebolts.
Leap forward into the air and fire downward. 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.
Raise your Shield to Block all incoming Blockable hits. Release immediately after Blocking to perform a Shield Bash that damages and Stuns enemies. While your Shield is raised you cannot be Light Stunned by hits you Block, but Blocking too much damage may Heavy Stun you. You cannot Evade while your Shield is raised, but Evasion instead grants an equal chance to avoid this Heavy Stun buildup.
Repeatedly hammer your Shield with your weapon causing damaging shockwaves in an area around you. Enemies hit by the shockwave lose Armour for a duration. While using Resonating Shield, your Shield is raised and you will Block all incoming Blockable hits.
Launch icy Projectiles in a sweeping arc. Multiple Projectiles can hit the same enemy.
Fire an arrow into the air that lands after a short delay, damaging enemies and causing a plant to spring up at the impact location. The plant sprouts vines that latch onto nearby enemies, Slowing their movement speed and dealing Chaos damage over time. The plant can be Poisoned, causing it to deal more damage.
While active, Fire Spells you use yourself will also summon Raging Spirits, which are short-lived flaming skulls that rush at nearby enemies and rapidly Attack them. Enemies will not directly engage these Minions, and can pass through them.
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.
While active, uses fragments of armour scavenged from enemies to bolster your own. Fully Breaking an enemy's Armour grants you stacks of Scavenged Plating for a duration based on the enemy's rarity, and you gain Armour and Thorns per stack. Normal enemies grant 1 stack, Magic enemies grant 2 stacks, Rare enemies grant 5 stacks and Unique enemies grant 10 stacks.
Gouge molten rock from the ground and fling it at the target. The Projectile explodes on collision, damaging enemies and scattering shrapnel in a cone behind it.
Ram your Shield into the ground, throwing up a semi-circular wall of earth. Enemies can attack the walls and your Slams or Warcries will instantly destroy them. Each wall segment explodes when destroyed, damaging enemies around it.
Conjure a blazing Ember that hovers above you. After a short duration, the Ember launches at an enemy, dealing Fire damage in an area on impact and prioritising the last enemy targeted. Recasting this spell resets the duration for all active Embers. Multiple Embers fired in the same Fusillade will attempt to target different enemies.
Hurl your Spear with force. Consumes a Frenzy Charge if you have one to cause the Spear to explode at the end of its flight.
Fire an arrow with your Bow.
Fire a bolt from your crossbow.
Launch a fiery Projectile towards a target.
Consume charges from your Mana Flask to throw a bottle that explodes, dealing Fire attack damage in an area and inflicting Fire Exposure.
Consume charges from your Mana Flask to throw a bottle that explodes, dealing Lightning attack damage in an area and inflicting Lightning Exposure.
Consume charges from your Mana Flask to throw a bottle that explodes, dealing Cold attack damage in an area and inflicting Cold Exposure.
Consume charges from your Mana Flask to throw a bottle that explodes, dealing Chaos attack damage in an area. Poison inflicted by this skill has more effect.
Consume charges from your Mana Flask to throw a bottle that explodes, dealing Physical attack damage in an area. Bleeding inflicted by this skill has higher Magnitude.
Fire a Lightning-infused arrow that homes in on enemies afflicted by Lightning Ailments. Hitting such an enemy will charge the arrow, causing it to release a damaging shockwave and split beams towards up to two nearby targets. Those beams will repeat this process if they hit an enemy afflicted by a Lightning Ailment. Consumes Shock from enemies it Hits, but not Electrocution.
Fire an icy arrow that sprays a cone of ice shards when it hits a target.
Fire a skyward shot that whips up a Tornado where it lands, dealing Physical damage over time and Hindering enemies standing in it. Arrows, thrown Spears and Crossbow bolts fired at the Tornado are sucked into it, causing the Tornado to spit out a nova of copied Projectiles. Copied Projectiles cannot be copied again, even by further Tornados.
Aim skyward and fires energy missiles at lingering bolts or arrows created by other Lightning Attacks in front of you. The missiles explode if they land close to a lingering bolt or arrow, dealing more damage in a larger area but destroying that bolt or arrow in the process.
Passively coalesces icy missiles from the air over time. Using the skill fires a missile, firing an additional missile for each that has been accumulated.
Conjure a blazing Ember that hovers above you. After a short duration, the Ember launches at an enemy, dealing Fire damage in an area on impact and prioritising the last enemy targeted. Recasting this spell resets the duration for all active Embers. Multiple Embers fired in the same Fusillade will attempt to target different enemies.
Throw a Spear imbued with all of your weapon's Elemental Infusions, Consuming them. At the end of its flight the spear explodes once for each Infusion consumed. The explosions gain the benefits of all consumed Infusions. Throwing multiple spears will split the explosions among them.
Throw a Spear with enough force to kick up a Whirlwind where it lands, Slowing enemies and Blinding them in its area of effect. Entering the Whirlwind collapses it, dealing damage and causing Knockback. Consumes a Frenzy Charge if possible to create the Whirlwind with one more than its normal maximum number of stages.
Build Glory by Heavy Stunning enemies. When you have maximum Glory you may call forth the Azmeri goddess Solaris, jumping backwards and throwing your Spear in the air. On landing the spear deals heavy damage in an area, then calls a divine skybeam that pulses periodically and creates expanding Ignited Ground. Modifiers to number of Projectiles fired do not apply to this skill.
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.
Ready your Buckler to parry the next Strike or Projectile that would Hit you, Blocking the Hit and retaliating with a quick sweep that leaves enemies off balance, causing them to take massively increased Attack damage for a short duration. Parrying causes you to accumulate Heavy Stun buildup. You cannot Evade a Hit you could parry, but Evasion instead grants an equal chance to avoid this Heavy Stun buildup.
Skill Gem Quality /10
(0–20)% more Projectile Damage after Piercing an Enemy
(0–30)% increased Projectile Speed
+(0–10)% chance to fire 2 additional Projectiles
Fires (0–2) Projectilesnumber of poisonbloom arrow bloom allowed [0,2]
(0–30)% increased Projectile Speed
tornado shot projectile damage +% final [0,15]
(0–40)% increased Projectile Speed
Support Gem /21
Supports Projectile skills, making them fire extra Projectiles. Also lowers Attack and Cast speed of supported skills, as well as lessening their damage.
Supports Projectile skills, making their Projectiles Pierce an enemy but deal less damage after doing so.
Supports Projectile skills, making their Projectiles Fork.
Supports Projectile skills, making those Projectiles travel more slowly.
Supports any skill that Hits enemies, causing it to Consume Freeze on Igniting a Frozen enemy to boost the effect of the Ignite.
Supports any skill that you can use, triggering a blast of wind that Knocks Back enemies if you are Stunned while using it.
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.
Supports any skill that Hits enemies, causing any Pin buildup it inflicts to be stronger the closer the enemy is to you.
[DNT-UNUSED] Supports Bow Attacks you use yourself. Supported Attacks fire multiple projectiles into the air,
Supports Minion Skills. Supported Minions deal significantly more damage with their Command Skills.
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.
Supports Bow Attacks. Supported Skills indicate one of four directions, changing indicated direction when an Attack with Supported Skill matches that direction. Attacks from Supported Skills which match the indicated direction deal much more Damage. Cannot Support Channelled Skills.
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.
Supports Bow or Spear Projectile Attacks you use yourself. Supported Skills deal lower damage initially, but generate Spectral Projectiles, which deal more damage when they fire. Spectral Projectiles linger and will fire a short duration after no new Spectral Projectiles have been created. Cannot support Channelling Skills, Leaping skills, or skills which rain Projectiles from above.
Supports Skills which create Ice Crystals. Supported Skills create chilling areas which deal Cold Damage over time instead of creating Ice Crystals.
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.
Supports Melee Attacks. Supported Skills deal more Melee damage if you have struck with a Projectile Attack Hit in the last eight seconds, but cannot themselves deal Projectile Damage.
Supports Skills which summon Minions. Supported Minions deal more Damage the more different kinds of Persistent Minions you have summoned.
[DNT-UNUSED] Timerot
Supports Skills which fire Projectiles that are not ground targeted. Projectiles from Supported Skills randomly Fork, Chain or Pierce.
Item mods /19
Name
Level
Pre/Suf
Description
Weight
of the Archer5Suffix+1 to Level of all Projectile Skillsquiver 1
amulet 1
default 0
of the Fletcher41Suffix+2 to Level of all Projectile Skillsquiver 1
amulet 1
default 0
of the Sharpshooter75Suffix+3 to Level of all Projectile Skillsamulet 1
default 0
of the Archer2Suffix+1 to Level of all Projectile Skillsbow 1
spear 1
default 0
of the Fletcher18Suffix+2 to Level of all Projectile Skillsbow 1
spear 1
default 0
of the Sharpshooter36Suffix+3 to Level of all Projectile Skillsbow 1
spear 1
default 0
of the Marksman55Suffix+4 to Level of all Projectile Skillsbow 1
spear 1
default 0
of the Sniper81Suffix+5 to Level of all Projectile Skillsbow 1
spear 1
default 0
of the Archer2Suffix+(1–2) to Level of all Projectile Skillscrossbow 1
default 0
of the Fletcher18Suffix+3 to Level of all Projectile Skillscrossbow 1
default 0
of the Sharpshooter36Suffix+4 to Level of all Projectile Skillscrossbow 1
default 0
of the Marksman55Suffix+(5–6) to Level of all Projectile Skillscrossbow 1
default 0
of the Sniper81Suffix+7 to Level of all Projectile Skillscrossbow 1
default 0
Darting14Prefix(10–17)% increased Projectile Speed speedquiver 1
default 0
Brisk27Prefix(18–25)% increased Projectile Speed speedquiver 1
default 0
Quick41Prefix(26–33)% increased Projectile Speed speedquiver 1
default 0
Rapid55Prefix(34–41)% increased Projectile Speed speedquiver 1
default 0
Nimble82Prefix(42–46)% increased Projectile Speed speedquiver 1
default 0
1CorruptedProjectiles have (10–20)% chance to Chain an additional time from terrainquiver 1
Monsters mods /25
Name
Level
Pre/Suf
Description
Weight
of Splintering10SuffixSkills fire 4 additional Projectiles
of Splintering1SuffixSkills fire 4 additional Projectiles
of Chaining10SuffixSkills Chain +2 times
Projectiles have 50% chance to be able to Chain when colliding with terrain
of Chaining1SuffixSkills Chain +2 times
Projectiles have 50% chance to be able to Chain when colliding with terrain
of Far Shot10SuffixProjectiles gain Damage as they travel farther, dealing up
to 60% increased Damage with Hits to targets
of Far Shot1SuffixProjectiles gain Damage as they travel farther, dealing up
to 60% increased Damage with Hits to targets
Splitting1UniqueSkills fire 2 additional Projectiles
1Uniquecurse on hit level projectile weakness [1] caster curse
1UniqueSkills fire 2 additional Projectiles
1UniqueSkills fire an additional Projectile
1UniqueSkills fire 4 additional Projectiles
1Unique50% increased Projectile Speed speed
1Uniquemonster casts projectile vulnerability curse text [1]
1Unique40% increased Projectile Damage
display monster uses far shot text [1]
monster reverse point blank damage -% at minimum range [80]
damage
1Unique20% increased Projectile Damage
display monster uses far shot text [1]
monster reverse point blank damage -% at minimum range [60]
damage
1Unique40% increased Projectile Speed speed
1Unique120% increased Projectile Speed speed
1Unique20% reduced Projectile Speed speed
1UniqueSkills fire 24 additional Projectiles
projectiles nova [1]
1Uniquebase projectile ground effect duration [3000]
projectiles drop ground lightning [1]
1UniqueBlocks Projectiles while charging
1Uniqueprojectile distance override [15]
1Uniquenumber of projectiles override [1]
1Unique30% increased Projectile Damage
display monster uses far shot text [1]
monster reverse point blank damage -% at minimum range [30]
damage
1UniqueMonsters fire 2 additional Projectiles
Delve Area mods /2
Name
Level
Pre/Suf
Description
Weight
1DelveAreaMonsters fire 2 additional Projectiles
19% increased Quantity of Items found in this Area
11% increased Rarity of Items found in this Area
7% increased Pack size
1DelveAreaMonsters' 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
Heist Area mods /1
Name
Level
Pre/Suf
Description
Weight
Splitting1Prefix19% increased Quantity of Items found in this Area
11% increased Rarity of Items found in this Area
Monsters fire 2 additional Projectiles
heist contract alert level +% final [-7]
heist contract lockdown timer +% [7]
heist monster spawner alive limit +% [7]
Heist Equipment mods /8
Name
Level
Pre/Suf
Description
Weight
1Unique(11–15)% increased Projectile Attack Damage damage attack
1Unique(16–20)% increased Projectile Attack Damage damage attack
1Unique(21–25)% increased Projectile Attack Damage damage attack
1Unique(26–30)% increased Projectile Attack Damage damage attack
Scout's1Prefix(21–25)% increased Projectile Attack Damage damage attack
Poacher's45Prefix(26–30)% increased Projectile Attack Damage damage attack
Ranger's75Prefix(31–35)% increased Projectile Attack Damage damage attack
Sniper's81Prefix(36–40)% increased Projectile Attack Damage damage attack
Misc mods /18
Name
Level
Domain
Pre/Suf
Description
Weight
85FlaskUniqueSkills fire 2 additional Projectiles during Effect
of Chaining1JewelSuffixProjectiles have (3–5)% chance to Chain an additional time from terraindexjewel 1
default 0
of Forking1JewelSuffixProjectiles have (10–15)% chance for an additional Projectile when Forkingdexjewel 1
default 0
Archer's1JewelPrefix(5–15)% increased Projectile Damage damagedexjewel 1
default 0
Soaring1JewelPrefix(4–8)% increased Projectile Speed speeddexjewel 1
default 0
Retreating1JewelPrefix(10–20)% increased Projectile Damage if you've dealt a Melee Hit in the past eight seconds damage attackdexjewel 1
default 0
Engaging1JewelPrefix(10–20)% increased Melee Damage if you've dealt a Projectile Attack Hit in the past eight seconds damage attackdexjewel 1
default 0
of Chaining1JewelSuffixProjectiles have (1–2)% chance to Chain an additional time from terraindex_radius_jewel 1
default 0
of Forking1JewelSuffixProjectiles have (5–7)% chance for an additional Projectile when Forkingdex_radius_jewel 1
default 0
Archer's1JewelPrefix(1–2)% increased Projectile Damage damagedex_radius_jewel 1
default 0
Soaring1JewelPrefix(2–3)% increased Projectile Speed speeddex_radius_jewel 1
default 0
Retreating1JewelPrefix(2–3)% increased Projectile Damage if you've dealt a Melee Hit in the past eight seconds damage attackdex_radius_jewel 1
default 0
Engaging1JewelPrefix(2–3)% increased Melee Damage if you've dealt a Projectile Attack Hit in the past eight seconds damage attackdex_radius_jewel 1
default 0
of Archery1JewelUnique(10–12)% increased Projectile Damage damage
1JewelUnique10% increased Projectile Damage damage
of Soaring1JewelUnique(6–8)% increased Projectile Speed speed
1JewelUniqueTotems fire 2 additional Projectiles
1JewelUniqueWith at least 40 Dexterity in Radius, Barrage fires an additional 6 Projectiles simultaneously on the first and final attacks
local jewel effect base radius [1200]
attack
Item /12
Ceremonial Halberd
Physical Damage: 53-123
Critical Hit Chance: 5%
Attacks per Second: 1.2
Weapon Range: 1.3
Requires: Level 52, 93 Str, 37 Dex
Cannot use Projectile Attacks
Flying Spear
Physical Damage: 41-76
Critical Hit Chance: 5%
Attacks per Second: 1.6
Weapon Range: 1.5
Requires: Level 78, 64 Str, 165 Dex
Grants Skill: Spear Throw
(25–35)% increased Projectile Speed with this Weapon
Swift Spear
Physical Damage: 28-53
Critical Hit Chance: 5%
Attacks per Second: 1.6
Weapon Range: 1.5
Requires: Level 51, 36 Str, 91 Dex
Grants Skill: Spear Throw
(25–35)% increased Projectile Speed with this Weapon
War Spear
Physical Damage: 14-26
Critical Hit Chance: 5%
Attacks per Second: 1.6
Weapon Range: 1.5
Requires: Level 21, 17 Str, 39 Dex
Grants Skill: Spear Throw
(25–35)% increased Projectile Speed with this Weapon
Artillery Bow
Physical Damage: 39-72
Critical Hit Chance: 5%
Attacks per Second: 1.15
Requires: Level 45, 104 Dex
50% reduced Projectile Range
Siege Crossbow
Physical Damage: 29-115
Critical Hit Chance: 5%
Attacks per Second: 1.65
Reload Time: 0.75
Requires: Level 79, 116 Str, 116 Dex
Grenade Skills Fire an additional Projectile
Cannonade Crossbow
Physical Damage: 23-90
Critical Hit Chance: 5%
Attacks per Second: 1.65
Reload Time: 0.75
Requires: Level 59, 74 Str, 74 Dex
Grenade Skills Fire an additional Projectile
Bombard Crossbow
Physical Damage: 14-56
Critical Hit Chance: 5%
Attacks per Second: 1.65
Reload Time: 0.75
Requires: Level 33, 43 Str, 43 Dex
Grenade Skills Fire an additional Projectile
Flanged Arrowhead
(11–15)% increased Projectile Attack Damage
Fragmenting Arrowhead
(16–20)% increased Projectile Attack Damage
Hollowpoint Arrowhead
(21–25)% increased Projectile Attack Damage
Precise Arrowhead
(26–30)% increased Projectile Attack Damage
Unique /11
+(50–70) to Armour
+(50–70) to Stun Threshold
-10 Physical damage taken from Projectile Attacks
+10% to Block chance
(120–160)% increased Physical Damage
+(50–70) to Accuracy Rating
(20–30)% increased Projectile Speed
Projectiles Split towards +2 targets
Adds 3 to 5 Fire damage to Attacks
Adds (3–5) to (6–9) Fire damage to Attacks
+(30–50) to maximum Mana
50% increased chance to Ignite
Attacks Gain (5–10)% of Damage as Extra Fire Damage
Grants Skill: Parry
(60–100)% increased Evasion Rating
+(60–100) to maximum Mana
+(10–20) to Intelligence
Infinite Projectile Parry Range
50% increased Parried Debuff Duration
parry skill art variation from item [1]
Grants Skill: Parry
(50–150)% increased Evasion Rating
+(10–20) to Dexterity
5 Life Regeneration per second
100% increased Block chance against Projectiles
Curse Enemies with Enfeeble on Block
Grants Skill: Level 7 Sigil of Power
(80–120)% increased Spell Damage
(10–20)% increased Cast Speed
+(5–10)% to all Elemental Resistances
20% increased Light Radius
Spells fire 4 additional Projectiles
Spells fire Projectiles in a circle
(7–10)% increased Cast Speed
(20–30)% increased Spell Damage
(10–15)% increased Cast Speed
Left ring slot: Projectiles from Spells cannot Chain
Left ring slot: Projectiles from Spells Fork
Right ring slot: Projectiles from Spells Chain +1 times
Right ring slot: Projectiles from Spells cannot Fork
Grants Skill: Spear Throw
(25–35)% increased Projectile Speed with this Weapon
Adds (10–15) to (21–26) Physical Damage
+100 to Evasion Rating
(10–20)% increased Attack Speed
(30–60)% increased Melee Damage if you've dealt a Projectile Attack Hit in the past eight seconds
(30–60)% increased Projectile Damage if you've dealt a Melee Hit in the past eight seconds
Grants Skill: Spear Throw
(150–200)% increased Physical Damage
(10–15)% reduced Attack Speed
+(15–30) to Strength
Strikes deal Splash damage to targets within 1.5 metres
Knocks Back Enemies on Hit
Cannot use Projectile Attacks
Grants Skill: Spear Throw
(15–25)% chance to Maim on Hit
Adds (13–17) to (22–28) Physical Damage
+(100–150) to Accuracy Rating
10% increased Attack Speed
All Damage from Hits with this Weapon Contributes to Pin Buildup
(20–30)% increased Projectile Speed with this Weapon
(20–30)% reduced Enemy Stun Threshold
Adds (7–11) to (14–20) Physical Damage to Attacks
+(150–200) to Armour
(20–30)% increased Projectile Speed
+(15–25)% to Block chance
Passive /28
Increases and Reductions to Projectile Speed also apply to Damage with Bows
75% increased Melee Damage with Spears while Surrounded
40% increased Projectile Damage with Spears while there are no Enemies within 3m
30% increased Projectile Parry Range
Your Heavy Stun buildup empties 50% faster if you've successfully Parried Recently
30% increased Armour
Defend with 120% of Armour against Projectile Attacks
Successfully Parrying a Melee Hit grants 40% increased Damage to your next Ranged Attack
Successfully Parrying a Projectile Hit grants 40% increased Damage to your next Melee Attack
Mastery: Ultimatum
+4 to Melee Strike Range if you've dealt a Projectile Attack Hit in the past eight seconds
Projectiles have 25% chance to Fork if you've dealt a Melee Hit in the past eight seconds
30% increased Stun Buildup with Melee Damage
Projectiles deal 75% increased Damage against Heavy Stunned Enemies
3% increased Movement Speed
15% increased Projectile Speed
15% increased Projectile Damage
16% increased Projectile Damage
40% increased Accuracy Rating at Close Range
8% reduced Attack Speed
40% increased Projectile Damage
40% increased Projectile Stun Buildup
Projectiles have 15% chance to Chain an additional time from terrain
Projectiles have 75% chance for an additional Projectile when Forking
15% increased Projectile Speed
15% increased Area of Effect for Attacks
15% reduced Projectile Speed
20% increased Projectile Damage
25% chance for Projectiles to Pierce Enemies within 3m distance of you
30% chance to Pierce an Enemy
Projectiles have 10% chance to Chain an additional time from terrain
25% increased chance to inflict Ailments with Projectiles
8% increased Projectile Speed
6% increased Attack Speed
12% increased Accuracy Rating
20% reduced Projectile Speed for Spell Skills
20% increased Projectile Speed for Spell Skills
12% chance for Spell Skills to fire 2 additional Projectiles
15% chance to Pierce an Enemy
15% increased Projectile Damage
Huntress: 30% increased Melee Damage if you've dealt a Projectile Attack Hit in the past eight seconds
Huntress: 30% increased Projectile Damage if you've dealt a Melee Hit in the past eight seconds
15% increased Projectile Damage
Projectiles have 10% chance to Chain an additional time from terrain
Projectiles have 40% increased Critical Damage Bonus against Enemies within 2m
Projectiles deal 25% increased Damage with Hits against Enemies within 2m
Projectiles have 25% increased Critical Hit Chance against Enemies further than 6m
Projectiles deal 25% increased Damage with Hits against Enemies further than 6m
8% increased Projectile Speed
8% increased Attack Speed
+10 to Dexterity
Huntress: 8% increased Attack Speed
Huntress: 8% increased Area of Effect
Huntress: +10 to Dexterity
15% increased Projectile Damage
30% increased Stun Buildup against enemies within 2 metres
50% increased Grenade Detonation Time
Grenade Skills Fire an additional Projectile
Ascendancy Passive /4
Ascendancy: Deadeye
Character: Ranger
Skills fire an additional Projectile
Ascendancy: Amazon
Character: Huntress
50% chance for Infusions to Infuse your Projectiles without being Consumed
Ascendancy: Tactician
Character: Mercenary
Projectile Damage builds Pin
Ascendancy: Tactician
Character: Mercenary
Skills used by Totems have 30% more Skill Speed
Totems only use Skills when you fire an Attack Projectile
is focused totem [1]
Timeless Jewel Passive /6
Projectile Damage
Vaal Passive
(7–12)% increased Projectile Damage
Projectile Speed
Vaal Passive
(7–12)% increased Projectile Speed
Lioneye's Focus
Eternal Notable
80% increased Projectile Attack Damage
Vorana's Fury
Kalguuran Notable
40% increased Projectile Damage
Gain 1 Rage on Melee Hit
Sudden Hail
Kalguuran Notable
8% increased Projectile Speed
30% increased Freeze Buildup
Spider's Lesson
Kalguuran Notable
37% increased Chaos Damage
Projectiles have 6% chance to Chain an additional time from terrain
Timeless Jewel Passive Additions /3
Faction
Category
Show Full Descriptions
Code
VaalNotable
(7–12)% increased Projectile Damagevaal_small_projectile_damage
VaalNotable
(7–12)% increased Projectile Speedvaal_small_projectile_speed
MarakethNotable
20% increased Projectile Damagemaraketh_notable_add_projectile_damage
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