projectile GemTags /150
Launch a fiery Projectile towards a target. The Projectile explodes on impact, damaging foes in a small area.
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 them fire extra Projectiles. Also lowers Attack and Cast speed of supported skills, as well as lessening their damage.
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.
[DNT] Spiral Proj
Supports Projectile skills, making those Projectiles travel faster.
Supports Projectile skills, making those Projectiles travel faster, and granting them a chance to Pierce Enemies.
Supports Projectile skills, making those Projectiles travel faster, and causing increases and reductions to Projectile speed to also apply to Damage.
Launch a spray of sparking Projectiles that travel erratically along the ground until they hit an enemy or expire. Consumes a Cold Infusion if possible to fire many sparks in a circle.
Launch a spray of sparking Projectiles that travel erratically along the ground until they hit an enemy or expire. Consumes a Cold Infusion if possible to fire many sparks in a circle.
Supports Projectile skills, making their Projectiles Pierce an enemy but deal less damage after doing so.
Supports Projectile skills, making their Projectiles Pierce an unlimited number of enemies, losing damage as they do so.
Fire a hail of arrows into the air, causing them to rain from above. Consumes your Frenzy Charges to fire more arrows.
Suffuse your Quarterstaff with electrical energy, then Slam the ground to deal damage in a large cone in front of you. Consumes your Power Charges to fire Lightning Projectiles forwards from the impact.
Supports Projectile skills, making those Projectiles travel more slowly.
Supports Projectile skills, making those Projectiles travel more slowly.
Supports Spell Skills that fire Projectiles, causing increases and reductions to cast speed to also apply to Projectile speed.
Fire a slow-moving Projectile that moves through enemies. The Projectile itself does not Hit enemies, but repeatedly discharges bolts of Lightning at nearby enemies. Consumes a Fire Infusion if possible to slow down over time, create Ignited Ground as it travels, and explode dealing Fire damage in an Area after it dissipates.
Fire a Projectile that applies a powerful Chaos damage over time debuff to enemies it hits.
Fire a slow-moving Piercing Projectile that is effective at Chilling enemies and explodes on colliding with terrain.
Fire a Piercing Projectile that seeks out enemies. Enemies hit are inflicted with a Debuff that Hinders them and deals Chaos damage over time for a short duration.
Fire a single Eye Projectile which does not Hit enemies. The Eye constantly releases damaging shard Projectiles in a spiral as it flies. 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.
Throw a single copy of your spear. When it hits an enemy it bursts, firing secondary lightning bolt Projectiles at multiple other enemies within a large area around it. Consumes a Frenzy Charge if possible to cause the main spear to split into multiple copies on impact, each of which then bursts.
Throw a single Piercing lance that leaves icy fragments in its wake. The fragments Chill nearby enemies. Consumes a Frenzy Charge if possible to cause the glacial fragments created by the first Projectile to explode outwards after a short duration, peppering enemies with shrapnel.
Leap backwards, firing an icy arrow which can Chill or Freeze enemies around the location from which you escaped. This arrow will create Ice Fragments on impact.
Fire an arc of knives in front of the caster which deals physical damage.
Fire an arc of knives in front of the caster which deals physical damage.
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] Throw Spirally
Fire a bouncing Grenade that unleashes a devastating fiery blast when its fuse expires.
Fire a bouncing Grenade that discharges an Electrocuting Lightning blast when its fuse expires, causing all Lightning Hits against enemies to contribute to Electrocution buildup for a duration.
Dash to an enemy and Strike them, instantly Heavily Stunning enemies which are Primed for Stun. Heavy Stunning an enemy with this Skill grants you a Buff that causes your Quarterstaff Attacks to also fire Projectiles for a short duration. Heavy Stunning additional enemies adds to the Buff's duration.
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.
Fire a virulent arrow that creates a burst of Poison on hit, affecting all enemies in an area.
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 with Perfect Timing causes the arrow to explode on impact and Consume Freeze on directly Hitting. Consuming Freeze or Hitting a Heavy Stunned enemy enhances the explosion.
Fire an electrifying arrow that explodes in an Area on Hit. Hitting an enemy will attach an Electrocuting Rod to them, causing all incoming Lightning damage to build up Electrocution. This rod is removed when the enemy is next Electrocuted.
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.
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.
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.
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. Consumes a Lightning Infusion if possible to cause the entire Fusillade to create beams that Chain to enemies.
Conjure a crackling Wellsprite that hovers above you. After a short duration, the Wellsprite launches at an enemy, dealing Lightning damage in an area on impact and prioritising the last enemy targeted. Recasting this spell resets the duration for all active Wellsprites.
Load your Crossbow with Piercing bolts that apply Riven Armour to enemies with Fully Broken Armour, causing any Hits against those enemies to deal extra damage.
Load your Crossbow with Piercing bolts that fragment in flight. Bolts that hit a Frozen enemy Consume the Freeze and cause an explosion of shrapnel. Bolts that hit an Ice Crystal cause it to explode. These fragments can Merge.
Load your Crossbow with enemy-seeking payloads which are fired into the air, dropping a bolt near every enemy in the target area. These bolts lodge in the ground and explode after a short delay.
Load your Crossbow with a clip of bolts that can be fired rapidly and Break enemy Armour. Using this Skill again reloads the clip.
Load your Crossbow with flaming bolts that explode on impact. The explosion will cause any Grenades in its area of effect to also explode.
Load your Crossbow with flaming bolts that fragment in flight, damaging and Igniting enemies on hit and in a small cone behind their final target. These fragments can Merge.
Load your Crossbow with a large clip of heated bolts. Heat builds up on your Crossbow as you fire them, and reaching maximum Heat will prevent you from firing or reloading these bolts for a short time. However, other Skills can Consume Heat for extra benefits. Using this Skill again reloads the clip.
Load your Crossbow with icy bolts that create two walls of Ice Crystals at the end of their flight.
Load your Crossbow with icy bolts that fragment in flight, damaging enemies on hit and in a small cone behind their final target. The icy coating on the bolts makes them extremely potent at Freezing enemies. These fragments can Merge.
Load your Crossbow with a clip of icy bolts that rapidly fire at the ground, leaving a shard of ice at the impact location that arms after a duration. After arming, the ice shards explode when enemies step on them, dealing more damage the longer they have been armed, up to a maximum. Using this Skill again reloads the clip.
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.
Load your Crossbow with charged bolts that fragment in flight, releasing Chaining Lightning beams when they Hit enemies. These fragments can Merge.
Load your Crossbow with charged bolts that land around the target location and explode if hit by a Detonator Skill. Using this Skill again reloads the clip.
Load your Crossbow with a clip of charged bolts which release damaging pulses upon Hitting an enemy affected by a Lightning Ailment. Using this Skill again reloads the clip.
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.
Consume charges from your Mana Flask to throw a flask that explodes, dealing Physical Attack damage in an area and Aggravating Bleeding on Enemies hit.
Fire a Lightning-charged 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.
Create a fiery explosion, an arcing bolt of lightning, or an icy wave of projectiles. The chance for an explosion is proportional to your Strength, for a bolt proportional to your Dexterity, and for a wave proportional to your Intelligence.
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 ring of copied Projectiles. Copied Projectiles cannot be copied again, even by further Tornados.
Supports Crossbow Ammunition Skills, causing them to load an extra bolt at the cost of reload speed.
Supports Crossbow Ammunition Skills, causing them to load an extra bolt at the cost of reload speed.
Supports Crossbow Ammunition Skills, causing them to load an extra bolt at the cost of reload speed. Supported Skills will also automatically reload when they Heavy Stun an enemy.
Supports Crossbow Ammunition Skills, causing them to load multiple extra bolts. Supported Skills cannot reload normally, instead loading bolts when you Dodge.
Supports Crossbow Ammunition Skills, causing them to automatically reload when they Heavy Stun an enemy.
Supports Crossbow Ammunition Skills, granting a chance to not consume a Bolt when firing.
Supports Crossbow Ammunition Skills, granting a chance to not consume a Bolt when firing.
Supports Crossbow Ammunition Skills, granting a chance to not consume a Bolt when firing, at the cost of Reload speed.
Supports Crossbow Skills, granting a chance to load a bolt into all Crossbow Ammunition on kill with Supported Skill.
Supports Crossbow Ammunition Skills, causing them to Reload bolts significantly faster.
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. Fires an additional missile, up to its current missile count, targeting each Ice Fragment in its Area of effect, causing the Fragments to Detonate immediately.
[DNT] Modifiers to Melee damage also apply to Projectile damage for supported skill
Supports any Skill which creates Projectiles, giving those Projectiles a chance to Chain when impacting terrain.
Supports any Skill which creates Projectiles, giving those Projectiles a chance to Chain when impacting terrain.
Supports any Skill which creates Projectiles, causing those Projectiles to Chain when impacting terrain, at the cost of any additional Projectiles, as well as causing them to always Pierce.
Supports Projectile Spells. Supported Spells have a chance to fire many additional Projectiles in a circle.
Supports Projectile Spells. Supported Spells have a chance to fire many additional Projectiles in a circle.
Supports Projectile Spells. Supported Spells have an increasingly higher chance to fire many additional Projectiles in a circle, resetting when they do.
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.
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 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 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 fire additional Projectiles. Cannot Support Channelled Skills.
Supports Skills which can fire Projectiles. Initial Projectile created by Supported Skills will always Pierce Ignited Enemies, but Supported Skills cannot inflict Ignite themselves.
Supports Skills which 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 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 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 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.
Supports Skills which fire Projectiles that are not ground targeted. Projectiles from Supported Skills randomly Fork, Chain or Pierce.
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. Consumes a Lightning Infusion if possible to cause the entire Fusillade to create beams that Chain to enemies.
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.
While active, scatters caltrops in your wake when you dodge.
Your weapon passively accumulates anguish from the tormented souls within. When fully charged, use this skill to compose the Requiem, transforming your Crossbow shot into a torrent of anguish for a short, fixed amount of time. Does not use Ammunition.
[DNT] From the Grave Support
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.
Supports Crossbow Ammunition Skills. Supported Skills have significantly higher Attack speed and bolt capacity, but deal less damage and have longer reload time.
Ready your active Bow or Spear, Empowering your next Barrageable Bow or Projectile Spear Attacks to create Ice Fragments on Hit. This Skill's cooldown can be bypassed by expending a Frenzy Charge. Cannot Empower Sustained Skills.
Conjures a number of icy Projectiles that launch towards the target. Projectiles that Hit a Chilled or Frozen target create chunks of ice that deal additional damage on impacting the ground. Consumes a Cold Infusion if possible to cause each Projectile to lodge into the enemy then explode.
Projectile
Level: (1–40)
Attack Damage: (50–414)% of base
Projectile Speed: 315 Units per Second
wind_palm_projectile
Pierces all Targets
base is projectile [1]
base skill show average damage instead of dps [1]
display statset hide usage stats [1]
triggered by staggering palm on hit with other skill [1]
visual hit effect physical is wind [1]
Additional Effects From Quality:
(0–40)% chance to Blind Enemies

Level Effect /40
Implicit |
---|
Pierces all Targets |
Level | Requires Level | Base Damage |
---|---|---|
1 | 0 | 50%, 50%, 100% |
2 | 3 | 55%, 55%, 100% |
3 | 6 | 60%, 60%, 100% |
4 | 10 | 66%, 66%, 100% |
5 | 14 | 71%, 71%, 100% |
6 | 18 | 77%, 77%, 100% |
7 | 22 | 82%, 82%, 100% |
8 | 26 | 87%, 87%, 100% |
9 | 31 | 91%, 91%, 100% |
10 | 36 | 96%, 96%, 100% |
11 | 41 | 101%, 101%, 100% |
12 | 46 | 106%, 106%, 100% |
13 | 52 | 111%, 111%, 100% |
14 | 58 | 116%, 116%, 100% |
15 | 64 | 122%, 122%, 100% |
16 | 66 | 128%, 128%, 100% |
17 | 72 | 135%, 135%, 100% |
18 | 78 | 141%, 141%, 100% |
19 | 84 | 149%, 149%, 100% |
20 | 90 | 156%, 156%, 100% |
21 | 164%, 164%, 100% | |
22 | 172%, 172%, 100% | |
23 | 181%, 181%, 100% | |
24 | 190%, 190%, 100% | |
25 | 199%, 199%, 100% | |
26 | 209%, 209%, 100% | |
27 | 219%, 219%, 100% | |
28 | 230%, 230%, 100% | |
29 | 242%, 242%, 100% | |
30 | 254%, 254%, 100% | |
31 | 267%, 267%, 100% | |
32 | 280%, 280%, 100% | |
33 | 294%, 294%, 100% | |
34 | 309%, 309%, 100% | |
35 | 324%, 324%, 100% | |
36 | 340%, 340%, 100% | |
37 | 357%, 357%, 100% | |
38 | 375%, 375%, 100% | |
39 | 394%, 394%, 100% | |
40 | 414%, 414%, 100% |
Attribute /4
Projectile
Name | Show Full Descriptions |
---|---|
BaseType | Projectile |
TargetTypes | Ground, Enemy |
Type | RangedAttack, Physical, Attack, Triggerable, Projectile, QuarterstaffSkill |
ActiveSkillsCode | wind_palm_projectile |
Supported By /193
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.
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.
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.
Physical Mastery
Supports Physical 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.
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.
Derange
Supports Skills which you use yourself which can deal damage. Supported Skills gain an Energy Shield cost equal to your Intelligence, while also dealing more non-Ailment Damage over time based off of your Intelligence. Cannot support Channelling Skills.
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.
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.
Projectile Ref /95
(120–160)% increased Physical Damage
+(50–70) to Accuracy Rating
(20–30)% increased Projectile Speed
Projectiles Split towards +2 targets
+(30–50) to maximum Mana

(80–120)% increased Spell Damage
(10–20)% increased Cast Speed
20% increased Light Radius

(25–35)% increased Projectile Speed with this Weapon
+100 to Evasion Rating
(10–20)% increased Attack Speed

(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

+(100–150) to Accuracy Rating
10% increased Attack Speed
(20–30)% increased Projectile Speed with this Weapon
(25–40)% increased Stun Buildup
+(150–200) to Armour
(20–30)% increased Projectile Speed
+(15–25)% to Block chance
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 them fire extra Projectiles. Also lowers Attack and Cast speed of supported skills, as well as lessening their damage.
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.
[DNT] Spiral Proj
Supports Projectile skills, making those Projectiles travel faster.
Supports Projectile skills, making those Projectiles travel faster, and granting them a chance to Pierce Enemies.
Supports Projectile skills, making those Projectiles travel faster, and causing increases and reductions to Projectile speed to also apply to Damage.
Launch a spray of sparking Projectiles that travel erratically along the ground until they hit an enemy or expire. Consumes a Cold Infusion if possible to fire many sparks in a circle.
Launch a spray of sparking Projectiles that travel erratically along the ground until they hit an enemy or expire. Consumes a Cold Infusion if possible to fire many sparks in a circle.
Supports Projectile skills, making their Projectiles Pierce an enemy but deal less damage after doing so.
Supports Projectile skills, making their Projectiles Pierce an unlimited number of enemies, losing damage as they do so.
Fire a hail of arrows into the air, causing them to rain from above. Consumes your Frenzy Charges to fire more arrows.
Supports Projectile skills, making those Projectiles travel more slowly.
Supports Projectile skills, making those Projectiles travel more slowly.
Impale a Skeleton on a bone spike to shield your Minions while the spike remains, reducing the amount of damage taken from Hits. Taking a Hit that deals damage above a certain threshold will cause that Minion's shield to absorb all damage from that Hit, then explode.
The bone spike is itself a Minion, and shields itself. If it dies, shields on your other Minions disappear.
Perform a Warcry, Empowering subsequent Melee Attacks if there are enemies nearby. Enemies in the warcry's area are destabilised and will Combust on death. This Skill's cooldown can be bypassed by expending an Endurance Charge.
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.
Fire an arc of knives in front of the caster which deals physical damage.
Fire an arc of knives in front of the caster which deals physical damage.
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.
Supports skills that create Persistent Minions, causing those Minions to fight on when they are fatally wounded, dying after a short duration or when they take further damage exceeding their maximum Life. Minions from Supported Skills gain Soul Eater and a burst of speed on entering this state.
[DNT] Build Glory by Break Armour and Igniting enemies. When you have maximum Glory you may entreat the Ancestors to crush your enemies, manifesting a massive hammer that falls from the sky onto your target, Slamming into the ground after a short duration and dealing immense damage based on your weapon.
Supports Warcries, causing them to inflict massive amounts of Corrupted Blood on enemies in their area of effect, at the cost of your Life.
Supports any Skill which creates Projectiles, giving those Projectiles a chance to Chain when impacting terrain.
Supports any Skill which creates Projectiles, giving those Projectiles a chance to Chain when impacting terrain.
Supports any Skill which creates Projectiles, causing those Projectiles to Chain when impacting terrain, at the cost of any additional Projectiles, as well as causing them to always Pierce.
Supports Projectile Spells. Supported Spells have an increasingly higher chance to fire many additional Projectiles in a circle, resetting when they do.
Supports any Skill which creates Ice Crystals, causing them to be created with higher Life.
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 Skills which you use yourself which can deal damage. Supported Skills gain an Energy Shield cost equal to your Intelligence, while also dealing more non-Ailment Damage over time based off of your Intelligence. Cannot support Channelling Skills.
Supports Skills you use yourself. Supported Skills consume a Corpse on use, dealing more Chaos Damage if they do. Cannot support Triggered Skills or Reservation Skills.
Supports Skills you use yourself. Supported Skills consume many Corpses on use, dealing more Chaos Damage per Corpse consumed. Cannot support Triggered Skills or Reservation Skills.
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 two 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.
Conjures a number of icy Projectiles that launch towards the target. Projectiles that Hit a Chilled or Frozen target create chunks of ice that deal additional damage on impacting the ground. Consumes a Cold Infusion if possible to cause each Projectile to lodge into the enemy then explode.
Thane Girt's Rune of Wildness
Stack Size: 1 / 10
Requires: Level 50
Place into an empty Rune Socket in a Wand or a Staff to apply its effect to that item. Once socketed it cannot be retrieved but can be replaced by other socketable items.
Cholotl's Soul Core of War
Stack Size: 1 / 10
Requires: Level 50
Place into an empty Rune Socket in a Bow to apply its effect to that item. Once socketed it cannot be retrieved but can be replaced by other socketable items.
Ceremonial Halberd
Physical Damage: 53-123
Critical Hit Chance: 5%
Attacks per Second: 1.2
Weapon Range: 1.3
Requires: Level 52, 72 Str, 29 Dex
Cannot use Projectile Attacks
War Spear
Grants Skill: Spear Throw
Physical Damage: 14-26
Critical Hit Chance: 5%
Attacks per Second: 1.6
Weapon Range: 1.5
Requires: Level 21, 14 Str, 31 Dex

(25–35)% increased Projectile Speed with this Weapon
Bombard Crossbow
Physical Damage: 14-56
Critical Hit Chance: 5%
Attacks per Second: 1.65
Reload Time: 0.75
Requires: Level 33, 34 Str, 34 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, 58 Str, 58 Dex
Grenade Skills Fire an additional Projectile
Swift Spear
Grants Skill: Spear Throw
Physical Damage: 28-53
Critical Hit Chance: 5%
Attacks per Second: 1.6
Weapon Range: 1.5
Requires: Level 51, 29 Str, 71 Dex

(25–35)% increased Projectile Speed with this Weapon
Siege Crossbow
Physical Damage: 29-115
Critical Hit Chance: 5%
Attacks per Second: 1.65
Reload Time: 0.75
Requires: Level 79, 89 Str, 89 Dex
Grenade Skills Fire an additional Projectile
Flying Spear
Grants Skill: Spear Throw
Physical Damage: 41-76
Critical Hit Chance: 5%
Attacks per Second: 1.6
Weapon Range: 1.5
Requires: Level 78, 50 Str, 127 Dex

(25–35)% increased Projectile Speed with this Weapon
Increases and Reductions to Projectile Speed also apply to Damage with Bows
Mastery: Ultimatum
5% reduced Attack Speed
40% increased Projectile Damage
30% chance to Pierce an Enemy
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
15% increased Projectile Damage
Projectiles deal 25% increased Damage with Hits against Enemies within 2m
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: 6% increased Area of Effect
Huntress: +10 to Dexterity
15% increased Projectile Damage
30% increased Stun Buildup against enemies within 2 metres
Ascendancy: Tactician
Character: Mercenary
Projectile Damage builds Pin
Pinned enemies cannot perform actions
Skill Gem /77
Launch a fiery Projectile towards a target. The Projectile explodes on impact, damaging foes in a small area.
Launch a spray of sparking Projectiles that travel erratically along the ground until they hit an enemy or expire. Consumes a Cold Infusion if possible to fire many sparks in a circle.
Launch a spray of sparking Projectiles that travel erratically along the ground until they hit an enemy or expire. Consumes a Cold Infusion if possible to fire many sparks in a circle.
Fire a hail of arrows into the air, causing them to rain from above. Consumes your Frenzy Charges to fire more arrows.
Fire a slow-moving Projectile that moves through enemies. The Projectile itself does not Hit enemies, but repeatedly discharges bolts of Lightning at nearby enemies. Consumes a Fire Infusion if possible to slow down over time, create Ignited Ground as it travels, and explode dealing Fire damage in an Area after it dissipates.
Impale a Skeleton on a bone spike to shield your Minions while the spike remains, reducing the amount of damage taken from Hits. Taking a Hit that deals damage above a certain threshold will cause that Minion's shield to absorb all damage from that Hit, then explode.
The bone spike is itself a Minion, and shields itself. If it dies, shields on your other Minions disappear.
Perform a Warcry, Empowering subsequent Melee Attacks if there are enemies nearby. Enemies in the warcry's area are destabilised and will Combust on death. This Skill's cooldown can be bypassed by expending an Endurance Charge.
Fire a Projectile that applies a powerful Chaos damage over time debuff to enemies it hits.
Fire a slow-moving Piercing Projectile that is effective at Chilling enemies and explodes on colliding with terrain.
Activate to summon Reviving Skeletal Warriors.
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. Consumes a Lightning Infusion if possible to also add Lightning damage to the Projectiles.
Fire a single Eye Projectile which does not Hit enemies. The Eye constantly releases damaging shard Projectiles in a spiral as it flies. 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.
Throw a single copy of your spear. When it hits an enemy it bursts, firing secondary lightning bolt Projectiles at multiple other enemies within a large area around it. Consumes a Frenzy Charge if possible to cause the main spear to split into multiple copies on impact, each of which then bursts.
Throw a single Piercing lance that leaves icy fragments in its wake. The fragments Chill nearby enemies. Consumes a Frenzy Charge if possible to cause the glacial fragments created by the first Projectile to explode outwards after a short duration, peppering enemies with shrapnel.
Leap backwards, firing an icy arrow which can Chill or Freeze enemies around the location from which you escaped. This arrow will create Ice Fragments on impact.
Fire an arc of knives in front of the caster which deals physical damage.
Fire an arc of knives in front of the caster which deals physical damage.
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] Throw Spirally
Fire a bouncing Grenade that unleashes a devastating fiery blast when its fuse expires.
Fire a bouncing Grenade that discharges an Electrocuting Lightning blast when its fuse expires, causing all Lightning Hits against enemies to contribute to Electrocution buildup for a duration.
Fire a burst of Chaos energy at the target.
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.
Fire a virulent arrow that creates a burst of Poison on hit, affecting all enemies in an area.
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 with Perfect Timing causes the arrow to explode on impact and Consume Freeze on directly Hitting. Consuming Freeze or Hitting a Heavy Stunned enemy enhances the explosion.
Fire an electrifying arrow that explodes in an Area on Hit. Hitting an enemy will attach an Electrocuting Rod to them, causing all incoming Lightning damage to build up Electrocution. This rod is removed when the enemy is next Electrocuted.
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.
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.
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.
Build Glory by Heavy Stunning enemies. When you have maximum Glory you may entreat the Ancestors to crush your enemies, manifesting a massive hammer that falls from the sky onto your target, Slamming into the ground after a short duration and dealing immense damage based on your weapon.
[DNT] Build Glory by Break Armour and Igniting enemies. When you have maximum Glory you may entreat the Ancestors to crush your enemies, manifesting a massive hammer that falls from the sky onto your target, Slamming into the ground after a short duration and dealing immense damage based on your weapon.
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. Consumes a Lightning Infusion if possible to cause the entire Fusillade to create beams that Chain to enemies.
Conjure a crackling Wellsprite that hovers above you. After a short duration, the Wellsprite launches at an enemy, dealing Lightning damage in an area on impact and prioritising the last enemy targeted. Recasting this spell resets the duration for all active Wellsprites.
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 flask that explodes, dealing Physical Attack damage in an area and Aggravating Bleeding on Enemies hit.
Fire a Lightning-charged 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 ring of copied Projectiles. Copied Projectiles cannot be copied again, even by further Tornados.
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. Fires an additional missile, up to its current missile count, targeting each Ice Fragment in its Area of effect, causing the Fragments to Detonate immediately.
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. Consumes a Lightning Infusion if possible to cause the entire Fusillade to create beams that Chain to enemies.
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.
Conjures a number of icy Projectiles that launch towards the target. Projectiles that Hit a Chilled or Frozen target create chunks of ice that deal additional damage on impacting the ground. Consumes a Cold Infusion if possible to cause each Projectile to lodge into the enemy then explode.
Skill Gem Quality /11
(0–20)% more Projectile Damage after Piercing an Enemy
(0–30)% increased Projectile Speed
(0–30)% increased Projectile Speed
+(0–10)% chance to fire 2 additional Projectiles
(0–30)% increased Projectile Speed
Fires (0–4) Projectiles
tornado shot projectile damage +% final [0,15]
(0–40)% increased Projectile Speed
Throw additional Projectiles at up to (0–2) Ignited Enemies
Fires (0–2) Projectiles
+(0–10)% chance to fire 2 additional Projectiles
Support Gem /37
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 them fire extra Projectiles. Also lowers Attack and Cast speed of supported skills, as well as lessening their damage.
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.
[DNT] Spiral Proj
Supports Projectile skills, making those Projectiles travel faster, and granting them a chance to Pierce Enemies.
Supports Projectile skills, making those Projectiles travel faster, and causing increases and reductions to Projectile speed to also apply to Damage.
Supports Projectile skills, making their Projectiles Pierce an enemy but deal less damage after doing so.
Supports Projectile skills, making their Projectiles Pierce an unlimited number of enemies, losing damage as they do so.
Supports skills that create Persistent Minions, causing those Minions to fight on when they are fatally wounded, dying after a short duration or when they take further damage exceeding their maximum Life. Minions from Supported Skills gain Soul Eater and a burst of speed on entering this state.
Supports Warcries, causing them to inflict massive amounts of Corrupted Blood on enemies in their area of effect, at the cost of your Life.
Supports any Skill which creates Projectiles, giving those Projectiles a chance to Chain when impacting terrain.
Supports any Skill which creates Projectiles, giving those Projectiles a chance to Chain when impacting terrain.
Supports any Skill which creates Projectiles, causing those Projectiles to Chain when impacting terrain, at the cost of any additional Projectiles, as well as causing them to always Pierce.
Supports Projectile Spells. Supported Spells have an increasingly higher chance to fire many additional Projectiles in a circle, resetting when they do.
Supports any Skill which creates Ice Crystals, causing them to be created with higher Life.
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 Skills which you use yourself which can deal damage. Supported Skills gain an Energy Shield cost equal to your Intelligence, while also dealing more non-Ailment Damage over time based off of your Intelligence. Cannot support Channelling Skills.
Supports Skills you use yourself. Supported Skills consume a Corpse on use, dealing more Chaos Damage if they do. Cannot support Triggered Skills or Reservation Skills.
Supports Skills you use yourself. Supported Skills consume many Corpses on use, dealing more Chaos Damage per Corpse consumed. Cannot support Triggered Skills or Reservation Skills.
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 two 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 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.
[DNT-UNUSED] Timerot
[DNT] From the Grave Support
Item mods /19
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
of the Archer | 5 | +1 to Level of all Projectile Skills | quiver 1 amulet 1 default 0 | |
of the Fletcher | 41 | +2 to Level of all Projectile Skills | quiver 1 amulet 1 default 0 | |
of the Sharpshooter | 75 | +3 to Level of all Projectile Skills | amulet 1 default 0 | |
of the Archer | 2 | +1 to Level of all Projectile Skills | bow 1 spear 1 default 0 | |
of the Fletcher | 18 | +2 to Level of all Projectile Skills | bow 1 spear 1 default 0 | |
of the Sharpshooter | 36 | +3 to Level of all Projectile Skills | bow 1 spear 1 default 0 | |
of the Marksman | 55 | +4 to Level of all Projectile Skills | bow 1 spear 1 default 0 | |
of the Sniper | 81 | +5 to Level of all Projectile Skills | bow 1 spear 1 default 0 | |
of the Archer | 2 | +2 to Level of all Projectile Skills | crossbow 1 default 0 | |
of the Fletcher | 18 | +3 to Level of all Projectile Skills | crossbow 1 default 0 | |
of the Sharpshooter | 36 | +4 to Level of all Projectile Skills | crossbow 1 default 0 | |
of the Marksman | 55 | +(5–6) to Level of all Projectile Skills | crossbow 1 default 0 | |
of the Sniper | 81 | +7 to Level of all Projectile Skills | crossbow 1 default 0 | |
Darting | 14 | (10–17)% increased Projectile Speed Speed | quiver 1 default 0 | |
Brisk | 27 | (18–25)% increased Projectile Speed Speed | quiver 1 default 0 | |
Quick | 41 | (26–33)% increased Projectile Speed Speed | quiver 1 default 0 | |
Rapid | 55 | (34–41)% increased Projectile Speed Speed | quiver 1 default 0 | |
Nimble | 82 | (42–46)% increased Projectile Speed Speed | quiver 1 default 0 | |
1 | Projectiles have (10–20)% chance to Chain an additional time from terrain | quiver 1 |
Monsters mods /25
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
of Splintering | 10 | Skills fire 4 additional Projectiles | ||
of Splintering | 1 | Skills fire 4 additional Projectiles | ||
of Chaining | 10 | Skills Chain +2 times Projectiles have 50% chance to be able to Chain when colliding with terrain | ||
of Chaining | 1 | Skills Chain +2 times Projectiles have 50% chance to be able to Chain when colliding with terrain | ||
of Far Shot | 10 | Projectiles gain Damage as they travel farther, dealing up to 60% increased Damage with Hits to targets | ||
of Far Shot | 1 | Projectiles gain Damage as they travel farther, dealing up to 60% increased Damage with Hits to targets | ||
Splitting | 1 | Skills fire 2 additional Projectiles | ||
1 | curse on hit level projectile weakness [1] Caster Curse | |||
1 | Skills fire 2 additional Projectiles | |||
1 | Skills fire an additional Projectile | |||
1 | Skills fire 4 additional Projectiles | |||
1 | 50% increased Projectile Speed Speed | |||
1 | monster casts projectile vulnerability curse text [1] | |||
1 | 40% increased Projectile Damage display monster uses far shot text [1] monster reverse point blank damage -% at minimum range [80] Damage | |||
1 | 20% increased Projectile Damage display monster uses far shot text [1] monster reverse point blank damage -% at minimum range [60] Damage | |||
1 | 40% increased Projectile Speed Speed | |||
1 | 120% increased Projectile Speed Speed | |||
1 | 20% reduced Projectile Speed Speed | |||
1 | Skills fire 24 additional Projectiles projectiles nova [1] | |||
1 | base projectile ground effect duration [3000] projectiles drop ground lightning [1] | |||
1 | Blocks Projectiles while charging | |||
1 | projectile distance override [15] | |||
1 | number of projectiles override [1] | |||
1 | 30% increased Projectile Damage display monster uses far shot text [1] monster reverse point blank damage -% at minimum range [30] Damage | |||
1 | Monsters fire 2 additional Projectiles |
Delve Area mods /2
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
1 | Monsters 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 | |||
1 | Monsters' Projectiles always Pierce 13% increased Quantity of Items found in this Area 8% increased Rarity of Items found in this Area 5% increased Pack size |
Heist Area mods /1
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
Splitting | 1 | 19% 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 |
---|---|---|---|---|
1 | (11–15)% increased Projectile Attack Damage Damage Attack | |||
1 | (16–20)% increased Projectile Attack Damage Damage Attack | |||
1 | (21–25)% increased Projectile Attack Damage Damage Attack | |||
1 | (26–30)% increased Projectile Attack Damage Damage Attack | |||
Scout's | 1 | (21–25)% increased Projectile Attack Damage Damage Attack | ||
Poacher's | 45 | (26–30)% increased Projectile Attack Damage Damage Attack | ||
Ranger's | 75 | (31–35)% increased Projectile Attack Damage Damage Attack | ||
Sniper's | 81 | (36–40)% increased Projectile Attack Damage Damage Attack |
Misc mods /33
Name | Level | Domain | Pre/Suf | Description | Weight |
---|---|---|---|---|---|
85 | Flask | Skills fire 2 additional Projectiles during Effect | |||
of Chaining | 1 | Jewel | Projectiles have (3–5)% chance to Chain an additional time from terrain | dexjewel 1 default 0 | |
of Forking | 1 | Jewel | Projectiles have (10–15)% chance for an additional Projectile when Forking | dexjewel 1 default 0 | |
Archer's | 1 | Jewel | (5–15)% increased Projectile Damage Damage | dexjewel 1 default 0 | |
Soaring | 1 | Jewel | (4–8)% increased Projectile Speed Speed | dexjewel 1 default 0 | |
Retreating | 1 | Jewel | (10–20)% increased Projectile Damage if you've dealt a Melee Hit in the past eight seconds Damage Attack | dexjewel 1 default 0 | |
Engaging | 1 | Jewel | (10–20)% increased Melee Damage if you've dealt a Projectile Attack Hit in the past eight seconds Damage Attack | dexjewel 1 default 0 | |
of Chaining | 1 | Jewel | Projectiles have (1–2)% chance to Chain an additional time from terrain | dex_radius_jewel 1 default 0 | |
of Forking | 1 | Jewel | Projectiles have (5–7)% chance for an additional Projectile when Forking | dex_radius_jewel 1 default 0 | |
Archer's | 1 | Jewel | (1–2)% increased Projectile Damage Damage | dex_radius_jewel 1 default 0 | |
Soaring | 1 | Jewel | (2–3)% increased Projectile Speed Speed | dex_radius_jewel 1 default 0 | |
Retreating | 1 | Jewel | (2–3)% increased Projectile Damage if you've dealt a Melee Hit in the past eight seconds Damage Attack | dex_radius_jewel 1 default 0 | |
Engaging | 1 | Jewel | (2–3)% increased Melee Damage if you've dealt a Projectile Attack Hit in the past eight seconds Damage Attack | dex_radius_jewel 1 default 0 | |
of Archery | 1 | Jewel | (10–12)% increased Projectile Damage Damage | ||
1 | Jewel | 10% increased Projectile Damage Damage | |||
of Soaring | 1 | Jewel | (6–8)% increased Projectile Speed Speed | ||
1 | Jewel | Totems fire 2 additional Projectiles | |||
1 | Jewel | With 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 | |||
of Ulaman | 65 | Abyss | (10–16)% chance for Spell Skills to fire 2 additional Projectiles ulaman Caster | ||
Ulaman's | 65 | Abyss | Increases and Reductions to Projectile Speed also apply to Damage with Bows ulaman | ||
of Ulaman | 65 | Abyss | Projectile Attacks have a (8–12)% chance to fire two additional Projectiles while moving ulaman | ||
Amanamu's | 65 | Abyss | Projectiles deal (20–30)% increased Damage with Hits against Enemies within 2m amanamu Damage | ||
of Amanamu | 65 | Abyss | Projectiles have (18–26)% increased Critical Damage Bonus against Enemies within 2m amanamu | ||
Kurgal's | 65 | Abyss | Projectiles deal (20–30)% increased Damage with Hits against Enemies further than 6m kurgal | ||
of Kurgal | 65 | Abyss | Projectiles have (18–26)% increased Critical Hit Chance against Enemies further than 6m kurgal | ||
of Ulaman | 65 | Abyss | (25–35)% chance for Spell Skills to fire 2 additional Projectiles ulaman Caster | ||
of Ulaman | 65 | Abyss | Projectiles have (27–38)% increased Critical Damage Bonus against Enemies within 2m ulaman | ||
Kurgal's | 65 | Abyss | Projectiles deal (85–109)% increased Damage with Hits against Enemies within 2m kurgal Damage | ||
Ulaman's | 65 | Abyss | Projectiles deal (60–79)% increased Damage with Hits against Enemies further than 6m ulaman | ||
of Ulaman | 65 | Abyss | Projectile Attacks have a (10–18)% chance to fire two additional Projectiles while moving ulaman | ||
Kurgal's | 65 | Abyss | Projectiles have (25–35)% chance to Chain an additional time from terrain kurgal | ||
of Kurgal | 65 | Abyss | Projectiles have (25–34)% increased Critical Hit Chance against Enemies further than 6m kurgal | ||
Kurgal's | 65 | Abyss | (60–79)% increased Melee Damage if you've dealt a Projectile Attack Hit in the past eight seconds kurgal |
Item /13
Ceremonial Halberd
Physical Damage: 53-123
Critical Hit Chance: 5%
Attacks per Second: 1.2
Weapon Range: 1.3
Requires: Level 52, 72 Str, 29 Dex
Cannot use Projectile Attacks
Flying Spear
Grants Skill: Spear Throw
Physical Damage: 41-76
Critical Hit Chance: 5%
Attacks per Second: 1.6
Weapon Range: 1.5
Requires: Level 78, 50 Str, 127 Dex

(25–35)% increased Projectile Speed with this Weapon
Swift Spear
Grants Skill: Spear Throw
Physical Damage: 28-53
Critical Hit Chance: 5%
Attacks per Second: 1.6
Weapon Range: 1.5
Requires: Level 51, 29 Str, 71 Dex

(25–35)% increased Projectile Speed with this Weapon
War Spear
Grants Skill: Spear Throw
Physical Damage: 14-26
Critical Hit Chance: 5%
Attacks per Second: 1.6
Weapon Range: 1.5
Requires: Level 21, 14 Str, 31 Dex

(25–35)% increased Projectile Speed with this Weapon
Obliterator Bow
Physical Damage: 62-115
Critical Hit Chance: 5%
Attacks per Second: 1.15
Requires: Level 78, 163 Dex
50% reduced Projectile Range
Artillery Bow
Physical Damage: 39-72
Critical Hit Chance: 5%
Attacks per Second: 1.15
Requires: Level 45, 80 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, 89 Str, 89 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, 58 Str, 58 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, 34 Str, 34 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 /10
(120–160)% increased Physical Damage
+(50–70) to Accuracy Rating
(20–30)% increased Projectile Speed
Projectiles Split towards +2 targets
+(30–50) to maximum Mana

(80–120)% increased Spell Damage
(10–20)% increased Cast Speed
20% increased Light Radius

(25–35)% increased Projectile Speed with this Weapon
+100 to Evasion Rating
(10–20)% increased Attack Speed

(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

+(100–150) to Accuracy Rating
10% increased Attack Speed
(20–30)% increased Projectile Speed with this Weapon
(25–40)% increased Stun Buildup
+(150–200) to Armour
(20–30)% increased Projectile Speed
+(15–25)% to Block chance
Passive /29
Increases and Reductions to Projectile Speed also apply to Damage with Bows
40% increased Projectile Damage with Spears while there are no Enemies within 3m
Mastery: Ultimatum
5% reduced Attack Speed
40% increased Projectile Damage
Projectiles have 75% chance for an additional Projectile when Forking
30% chance to Pierce an Enemy
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
15% increased Projectile Damage
Projectiles deal 25% increased Damage with Hits against Enemies within 2m
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: 6% increased Area of Effect
Huntress: +10 to Dexterity
15% increased Projectile Damage
30% increased Stun Buildup against enemies within 2 metres
Ascendancy Passive /4
Timeless Jewel Passive /8







Sacrifice of Sight
Abyss Keystone
Projectiles do one of the following at random:
• Fork an additional time
• Chain an additional time
• Chain from Terrain an additional time
• Cannot collide with targets
• Fork an additional time
• Chain an additional time
• Chain from Terrain an additional time
• Cannot collide with targets
I pledge my soul to you, Sovereign of the Well, and vow to bring eternal night!
Undying Hate: Ulaman

Boneshedder
Abyss Notable
Projectiles have 10% chance for an additional Projectile when Forking per 10 Tribute
Timeless Jewel Passive Additions /3
Faction | Category | Show Full Descriptions | Code |
---|---|---|---|
Vaal | Notable | (7–12)% increased Projectile Damage | vaal_small_projectile_damage |
Vaal | Notable | (7–12)% increased Projectile Speed | vaal_small_projectile_speed |
Maraketh | Notable | 20% increased Projectile Damage | maraketh_notable_add_projectile_damage |
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Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.