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.
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 enemy.
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.
Fire a charged arrow at the target. On hitting an enemy or wall, the arrow will fire Chaining Lightning beams at nearby enemies.
An arc of Lightning stretches from the caster to a targeted enemy and Chains on to other nearby enemies. Consumes a Lightning Infusion if possible to deal more damage and Chain further.
Supports Projectile skills and any other skills that Chain, causing them to Chain additional times.
Supports Projectile skills and any other skills that Chain, causing them to Chain additional times.
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 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.
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 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.
Deploy a Ballista Totem that fires bolts skyward, to explode a short time after landing.
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 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, 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.
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 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 a rain of Toxic Pustules into the air. The Pustules deal damage on impact, then Detonate after a delay. They can also be Poisoned, causing them to Detonate faster and more violently.
Fire an arrow that embeds where it lands for a short duration. At the end of the duration, a Lightning Bolt strikes the arrow, disintegrating it and damaging enemies, with a high chance to Shock. Shocking any enemy with the Bolt also applies Shock to all enemies near the impact.
Fires an arrow that embeds where it lands for a short duration. At the end of the duration, the arrow explodes in spectral flame, turning it to ashes and damaging enemies, with a high chance to Ignite. Igniting any enemy with the Explosion also applies Ignite to enemies within range.
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 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. The explosion Consumes a Fire Infusion if possible to launch a ring of smaller firebolts.
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.
Raise a Totem that bombards enemies afflicted by Chaos damage over time Debuffs.
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.
Passively generate bolts of ice at a frequency equal to reload time, up to a cap. Activate to Load the accumulated bolts into your Crossbow. All loaded bolts are fired at once, causing them to rain down over the target area.
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.
Launch a fiery Projectile towards a target.
Consume charges from your Mana Flask to throw a flask that explodes, dealing Fire Attack damage in an area. Additional smaller flasks are thrown at nearby Ignited Enemies.
Consume charges from your Mana Flask to throw a flask that explodes, dealing Lightning Attack damage in an area with high chance to Shock.
Consume charges from your Mana Flask to throw a flask that explodes, dealing Cold Attack damage in an area and inflicting Exposure.
Consume charges from your Mana Flask to throw a flask that explodes, dealing Physical Attack damage in an area. The thrown flask Consumes Poison on Hit to cause an acidic burst.
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.
[DNT-UNUSED] Supports Bow Attacks you use yourself. Supported Attacks fire multiple projectiles into the air,
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 bouncing Grenade that explodes when its fuse expires, throwing out a ring of mini Grenades that explode when they come to a stop.
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.
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. 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 Bow Attacks. Every third shot with Supported Skills restores a portion of it's Mana cost and Gains Damage as extra Lightning Damage.
Supports Bow Attacks. Every third shot with Supported Skills Gains Damage as extra Lightning Damage.
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 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 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 Ranged Spear Attacks. Supported Skills create Caltrops when Projectiles they create reach the end of their flight.
Supports Melee Strike Skills you use yourself. Supported Skills trigger Volcanic Eruption on Hit against Ignited Enemies.
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.
Perform a Warcry using Glory gained by Igniting enemies to turn you into an embodiment of Kaom. While embodying Kaom, your footsteps Trigger Volcanic Steps, Melee Strikes and Slams are Ancestrally Boosted, and your Melee Strikes Trigger Volcanic Eruption.
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
LevelRequires LevelBase Damage
1050%, 50%, 100%
2355%, 55%, 100%
3660%, 60%, 100%
41066%, 66%, 100%
51471%, 71%, 100%
61877%, 77%, 100%
72282%, 82%, 100%
82687%, 87%, 100%
93191%, 91%, 100%
103696%, 96%, 100%
1141101%, 101%, 100%
1246106%, 106%, 100%
1352111%, 111%, 100%
1458116%, 116%, 100%
1564122%, 122%, 100%
1666128%, 128%, 100%
1772135%, 135%, 100%
1878141%, 141%, 100%
1984149%, 149%, 100%
2090156%, 156%, 100%
21164%, 164%, 100%
22172%, 172%, 100%
23181%, 181%, 100%
24190%, 190%, 100%
25199%, 199%, 100%
26209%, 209%, 100%
27219%, 219%, 100%
28230%, 230%, 100%
29242%, 242%, 100%
30254%, 254%, 100%
31267%, 267%, 100%
32280%, 280%, 100%
33294%, 294%, 100%
34309%, 309%, 100%
35324%, 324%, 100%
36340%, 340%, 100%
37357%, 357%, 100%
38375%, 375%, 100%
39394%, 394%, 100%
40414%, 414%, 100%
Attribute /4

Projectile

NameShow Full Descriptions
BaseType Projectile
TargetTypesGround, Enemy
TypeRangedAttack, Physical, Attack, Triggerable, Projectile, QuarterstaffSkill
ActiveSkillsCodewind_palm_projectile
Supported By /193
  • Active Type: RangedAttack, Physical, Attack, Triggerable, Projectile, QuarterstaffSkill
  • Fire Attunement
    Supports Attacks, causing them to Gain Fire Damage but deal less Cold and Lightning Damage.
    Rapid Attacks I
    Supports Attacks, causing them to Attack faster.
    Rapid Attacks II
    Supports Attacks, causing them to Attack faster.
    Rapid Attacks III
    Supports Attacks, causing them to Attack faster at the cost of Damage.
    Multishot I
    Supports Projectile skills, making them fire extra Projectiles. Also lowers Attack and Cast speed of supported skills, as well as lessening their damage.
    Multishot II
    Supports Projectile skills, making them fire extra Projectiles. Also lowers Attack and Cast speed of supported skills, as well as lessening their damage.
    Nova Projectiles
    Supports Projectile Skills, making them fire extra Projectiles in a circle, at the cost of Damage. Does not support Skills which rain down Projectiles from above.
    Projectile Acceleration I
    Supports Projectile skills, making those Projectiles travel faster.
    Projectile Acceleration II
    Supports Projectile skills, making those Projectiles travel faster, and granting them a chance to Pierce Enemies.
    Projectile Acceleration III
    Supports Projectile skills, making those Projectiles travel faster, and causing increases and reductions to Projectile speed to also apply to Damage.
    Cold Attunement
    Supports Attacks, causing them to Gain Cold Damage but deal less Fire and Lightning Damage.
    Heightened Accuracy I
    Supports Attacks, causing them to gain Accuracy.
    Heightened Accuracy II
    Supports Attacks, causing them to gain Accuracy, and never miss against Enemies on full Life.
    Lightning Attunement
    Supports Attacks, causing them to Gain Lightning Damage but deal less Cold and Fire Damage.
    Supercritical
    Supports any skill that Hits enemies, causing it to deal more damage with Critical Hits but have less Critical Hit chance.
    Knockback
    Supports any skill that Hits enemies, causing it to Knock Back enemies.
    Life Leech I
    Supports Attacks, causing their Physical damage to Leech Life.
    Life Leech II
    Supports Attacks, causing their Physical damage to Leech Life.
    Life Leech III
    Supports Attacks, causing their Physical damage to Leech Life and preventing Leech gained this way from being removed at full Life.
    Mana Leech
    Supports Attacks, causing their Physical damage to Leech Mana.
    Chaos Attunement
    Supports Attacks, causing them to Gain Chaos Damage but deal less Damage of other Types.
    Pierce I
    Supports Projectile skills, making their Projectiles Pierce an enemy but deal less damage after doing so.
    Pierce II
    Supports Projectile skills, making their Projectiles Pierce an enemy.
    Pierce III
    Supports Projectile skills, making their Projectiles Pierce an unlimited number of enemies, losing damage as they do so.
    Blind I
    Supports any skill that Hits enemies, causing them to Blind on Hit.
    Blind II
    Supports any skill that Hits enemies, causing them to Blind on Hit with increased effect.
    Fire Penetration I
    Supports any skill that Hits enemies, making those Hits Penetrate enemy Fire resistance.
    Fire Penetration II
    Supports any skill that Hits enemies, making those Hits ignore enemy Fire resistance.
    Cold Penetration
    Supports any skill that Hits enemies, making those Hits Penetrate enemy Cold resistance.
    Lightning Penetration
    Supports any skill that Hits enemies, making those Hits Penetrate enemy Lightning resistance.
    Chain I
    Supports Projectile skills and any other skills that Chain, causing them to Chain additional times.
    Chain II
    Supports Projectile skills and any other skills that Chain, causing them to Chain additional times.
    Chain III
    Supports Projectile skills and any other skills that Chain, causing them to Chain additional times.
    Fork
    Supports Projectile skills, making their Projectiles Fork.
    Projectile Deceleration I
    Supports Projectile skills, making those Projectiles travel more slowly.
    Projectile Deceleration II
    Supports Projectile skills, making those Projectiles travel more slowly.
    Ice Bite
    Supports Attacks you use yourself. Freezing an enemy with supported skills infuses all of your Attacks with Cold damage for a short time.
    Freeze
    Supports any skill that Hits enemies, making it more effective at Freezing enemies.
    Shock
    Supports any skill that Hits enemies, making it more likely to Shock.
    Elemental Focus
    Supports any skill that Hits enemies, causing it to deal more Elemental Damage but be unable to inflict Elemental Ailments.
    Wildfire
    Supports any skill that Hits enemies, Spreading Ignites it inflicts to nearby enemies after a delay.
    Bleed I
    Supports any skill that Hits enemies, giving it a chance to inflict Bleeding.
    Bleed II
    Supports any skill that Hits enemies, giving it a chance to inflict Bleeding.
    Bleed III
    Supports any skill that Hits enemies, causing it to inflict Bleeding.
    Bleed IV
    Supports any skill that Hits enemies, causing it to deal more Melee Physical Damage to Bleeding Enemies, but be unable to inflict Bleeding itself. Supported Skills also inflict Incision on Hit.
    Poison I
    Supports any skill that Hits enemies, giving it a chance to Poison enemies.
    Poison II
    Supports any skill that Hits enemies, giving it a chance to Poison enemies.
    Poison III
    Supports any skill that Hits enemies, giving it a chance to Poison enemies and causing it to inflict more powerful Poisons against Bleeding Enemies.
    Maim
    Supports Attacks, causing them to Maim enemies.
    Immolate
    Supports Attacks, granting them extra Fire damage against Ignited enemies but making them unable to Ignite enemies themselves.
    Lasting Shock
    Supports any skill that Hits enemies or inflicts Shock, causing its Shocks to be inflicted less often but last longer.
    Brutality I
    Supports any skill that deals damage, boosting its Physical damage at the expense of all other Damage Types.
    Brutality II
    Supports any skill that deals damage, boosting its Physical damage at the expense of all other Damage Types.
    Brutality III
    Supports any skill that deals damage, boosting its Physical damage at the expense of all other Damage Types, as well as giving Hits from that skill a chance to ignore Physical Damage reduction.
    Momentum
    Supports any damaging skill that you use yourself, causing it to deal more damage if you move a sufficient distance while using the skill. Teleportation does not count towards the distance travelled.
    Withering Touch
    Supports any skill that Hits enemies, giving it a chance to Wither enemies on Hit.
    Close Combat I
    Supports Attacks, causing them to deal more damage to enemies based on how close they are to you.
    Close Combat II
    Supports Attacks, causing them to deal more damage to enemies based on how close they are to you.
    Execute I
    Supports any skill that Hits enemies, causing it to deal more damage against enemies on Low Life.
    Execute II
    Supports any skill that Hits enemies, causing it to deal more damage against enemies on Low Life.
    Execute III
    Supports any skill that Hits enemies, causing it to deal more damage against enemies on Low Life, as well as dealing more damage while you are on Low Life.
    Overcharge
    Supports any skill that Hits enemies, making its Shocks more effective but reflecting them back to you as well.
    Inevitable Critical
    Supports any skill you use yourself that Hits enemies, causing it to accumulate Critical Hit chance over time.
    Frost Nexus
    Supports any skill that Hits enemies, causing it to create patches of Chilled Ground around Frozen enemies.
    Shock Siphon
    Supports any skill that Hits enemies, causing you to recover Energy Shield when it kills a Shocked enemy.
    Shock Conduction
    Supports any skill that Hits enemies, giving it a chance to also Shock nearby enemies when you Shock an enemy.
    Deep Freeze
    Supports any skill that Hits enemies, causing Freeze it inflicts to last longer.
    Ignite I
    Supports any skill that Hits enemies, making it more likely to Ignite.
    Ignite II
    Supports any skill that Hits enemies, making it more likely to Ignite.
    Ignite III
    Supports any skill that Hits enemies, making it more likely to Ignite and causing inflicted Ignites to deal their damage more quickly.
    Searing Flame I
    Supports any skill that Hits enemies, causing inflicted Ignites to deal more damage but its Hits to deal less damage.
    Searing Flame II
    Supports any skill that Hits enemies, causing inflicted Ignites to deal more damage but its Hits to deal less damage.
    Eternal Flame I
    Supports any skill that Hits enemies, causing its Ignites to be inflicted less often but last longer.
    Eternal Flame II
    Supports any skill that Hits enemies, causing its Ignites to last longer.
    Eternal Flame III
    Supports any skill that Hits enemies, causing it to refresh Ignites on Critical Hit.
    Exploit Weakness
    Supports any skill that Hits enemies, causing them to deal more Damage against enemies with Broken Armour but preventing them from Breaking Armour themselves. Cannot support skills that Consume Broken Armour.
    Neural Overload
    Supports any skill that Hits enemies. Nearby enemies are marked when they are Primed for Electrocution, and hitting a marked enemy with a supported skill will Electrocute them.
    Pinpoint Critical
    Supports any skill that Hits Enemies, causing it to Critically Hit more often but deal less damage with Critical Hits.
    Corrosion
    Supports any skill that Hits enemies, causing Poison it applies to also Break enemy Armour. Cannot support skills that Consume Fully Broken Armour.
    Bursting Plague
    Supports skills that can Poison enemies, causing Poisoned enemies to gain Plague over time and explode in a Plague Burst on death. Cannot support the skills of Minions.
    Frostfire
    Supports any skill that Hits enemies, causing it to Consume Freeze on Igniting a Frozen enemy to boost the effect of the Ignite.
    Stormfire
    Supports any skill that Hits enemies, prolonging Shocks they inflict on Ignited enemies.
    Electrocute
    Supports any Skill which can deal Damage. Lightning Damage from Supported Skills can inflict Electrocute, but Supported Skills cannot inflict Shock.
    Biting Frost
    Supports any skill that Hits enemies, causing them to deal more damage to Frozen enemies but consume their Freeze. Cannot support skills that Consume Freeze.
    Hourglass
    Supports any damaging skill that you use yourself, causing it to deal significantly more damage but gain a long cooldown. Cannot support Skills which already have a cooldown.
    Fiery Death
    Supports any skill that Hits enemies, causing enemies it Ignites to have a chance to explode on death.
    Lockdown
    Supports any skill that Hits enemies, causing any Pin buildup it inflicts to be stronger the closer the enemy is to you.
    Stun I
    Supports any skill that Hits Enemies, causing it to build up Stun more quickly.
    Stun II
    Supports any skill that Hits Enemies, causing it to build up Stun more quickly.
    Stun III
    Supports any skill that Hits Enemies, causing it to build up Stun significantly more quickly, at the cost of Damage.
    Pin I
    Supports any skill that Hits enemies, allowing its Physical damage to Pin enemies but making it unable to Stun.
    Pin II
    Supports any skill that Hits enemies, allowing its Physical damage to Pin enemies but making it unable to Stun, as well as granting Critial Hit Chance against Immobilised enemies.
    Pin III
    Supports any skill that Hits enemies, allowing its Physical damage to Pin enemies but making it unable to Stun. Pin buildup caused by Supported Skill is lessened, but Pin duration is significantly longer.
    Ambush
    Supports any skill that Hits enemies, making it more likely to Critically Hit enemies on full life.
    Bounty I
    Supports any Skill that Hits Enemies, causing Enemies it kills to grant more Flask and Charm charges.
    Bounty II
    Supports any Skill that Hits Enemies, causing Enemies it kills to grant more Flask and Charm charges.
    Mana Bounty
    Supports any skill that Hits enemies, causing enemies it kills to grant more Mana Flask charges.
    Life Bounty
    Supports any skill that Hits enemies, causing enemies it kills to grant more Life Flask charges.
    Minion Pact I
    Supports damaging skills you use yourself, draining the life from one of your Minions on use in order to boost the skill's damage. Only takes effect if you have a Minion with enough life to drain the full amount.
    Minion Pact II
    Supports damaging skills you use yourself, draining the life from one of your Minions on use in order to boost the skill's damage. Only takes effect if you have a Minion with enough life to drain the full amount.
    Life Drain
    Supports any skill that Hits enemies, causing you to recover Life when it Culls an enemy.
    Soul Drain
    Supports any skill that Hits enemies, causing you to recover Mana when it Culls an enemy.
    Innervate
    Supports Attacks you use yourself. Killing a Shocked enemy with supported skills infuses all of your Attacks with Lightning damage for a short time.
    Escalating Poison
    Supports any skill that Hits enemies, allowing it to inflict an extra Poison on enemies but shortening the duration of those Poisons.
    Armour Demolisher I
    Supports any skill, causing Armour Break it inflicts to be stronger.
    Armour Demolisher II
    Supports any skill, causing Armour Break it inflicts to be stronger.
    Uruk's Smelting
    Supports any skill, causing Armour Break it inflicts to be stronger. Fully Breaking Armour with Supported Skills permanently increases the Physical Damage taken by those affected, up to a cap.
    Rageforged I
    Supports any damaging skill that you use or trigger yourself, causing it to consume Rage to deal more damage. If you don't have enough Rage to consume, the damage bonus will not apply.
    Rageforged II
    Supports any damaging skill that you use or trigger yourself, causing it to consume Rage to deal more damage, with a chance to skip consuming Rage while still benefitting as though it had. If you don't have enough Rage to consume, the damage bonus will not apply.
    Armour Explosion
    Supports Attacks, causing them to trigger a Fiery explosion when they Fully Break an enemy's Armour.
    Fire Exposure
    Supports any skill that Hits enemies, causing it to inflict Exposure when Igniting.
    Lightning Exposure
    Supports any skill that Hits enemies, causing it to inflict Exposure when inflicting Shock.
    Cold Exposure
    Supports any skill that Hits enemies, causing it to inflict Exposure when it Critically Hits an enemy.
    Deadly Poison I
    Supports any skill that Hits enemies, causing it to deal less damage but inflict more potent Poison.
    Deadly Poison II
    Supports any skill that Hits enemies, causing it to deal less damage but inflict more potent Poison.
    Deep Cuts I
    Supports any skill that Hits enemies, causing it to deal less damage but inflict more potent Bleeding.
    Deep Cuts II
    Supports any skill that Hits enemies, causing it to deal less damage but inflict more potent Bleeding.
    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.
    Rupture
    Supports skills that Hit Enemies. Supported skills Aggravate Bleeding on Hitting Heavily Stunned Enemies.
    Culling Strike I
    Supports Attack Skills, causing them to Cull Rare and Unique Enemies on Hit.
    Culling Strike II
    Supports Attack Skills, causing them to Cull Rare and Unique Enemies on Hit, and increasing the threshold at which they will Cull Enemies.
    Armour Break I
    Supports Skills that Hit Enemies, causing those Hits to Break Armour based on a portion of Physical Damage dealt.
    Armour Break II
    Supports Skills that Hit Enemies, causing those Hits to Break Armour based on a portion of Physical Damage dealt. On Fully Breaking Armour with Supported Skills, you have a chance to gain an Endurance Charge.
    Armour Break III
    Supports Skills that Hit Enemies, causing those Hits to Break Armour based on a portion of Physical Damage dealt. On Fully Breaking Armour with Supported Skills, you gain an Endurance Charge.
    Longshot I
    Supports Attacks, causing them to deal more damage from farther away.
    Longshot II
    Supports Attacks, causing them to deal more damage from farther away.
    Elemental Armament I
    Supports Attacks, causing them to deal more Elemental damage.
    Elemental Armament II
    Supports Attacks, causing them to deal more Elemental damage.
    Elemental Armament III
    Supports Attacks, causing them to deal more Damage for each Elemental Ailment on Enemies they Hit. Supported Skills cannot themselves inflict Elemental Ailments.
    Ricochet I
    Supports any Skill which creates Projectiles, giving those Projectiles a chance to Chain when impacting terrain.
    Ricochet II
    Supports any Skill which creates Projectiles, giving those Projectiles a chance to Chain when impacting terrain.
    Ricochet III
    Supports any Skill which creates Projectiles, causing those Projectiles to Chain when impacting terrain, at the cost of any additional Projectiles, as well as causing them to always Pierce.
    Potent Exposure
    Supports Skills which apply Exposure to Enemies, increasing the effect of applied Exposure.
    Heft
    Supports Skills which deal Damage, increasing the maximum Physical Damage of their Hits.
    Rising Tempest
    Supports Skills which deal Damage, raising Elemental Damage dealt for each Skill used Recently of a different Elemental type. Cannot support Minion Skills.
    Excise
    Supports any damaging Skill that you use yourself, granting it significantly higher chance to Critically Hit, but causing it to gain a long cooldown. Cannot support Skills which already have a cooldown.
    Execrate
    Supports any damaging Skill that you use yourself, granting it significantly higher chance to inflict Ailments on hit, but causing it to gain a long cooldown. Cannot support Skills which already have a cooldown.
    Ferocity
    Supports Skills that you use yourself. Supported Skills will consume a Frenzy Charge on use if possible, and will gain significant Skill Speed if they do. Supported Skills cannot generate Frenzy Charges.
    Salvo
    Supports Attack Skills you use yourself which fire Projectiles. Supported Skills accumulate Seals over time, and consume them when used. For each Seal consumed, the Attack will fire additional Projectiles. Projectiles from Supported Skills are fired in random directions. Cannot Support Skills which require Combo, have a Cooldown or already gain Seals.
    Cadence
    Supports Attacks you use yourself. Supported Skills gain more Attack speed each time you use them, but will become unusable if used too frequently in a short time frame.
    Volt
    Supports Projectile Attack Skills you use yourself. Supported Skills gain Voltaic Charge as you move, up to a maximum. When used, Supported Skills expend that Charge to gain extra Lightning Damage.
    Bone Shrapnel
    Supports Skills which Hit Enemies. Supported Skills trigger Bone Shrapnel explosions when killing Pinned Enemies.
    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.
    Stormchain
    Supports Projectile Skills and Skills which can Chain. Supported Skills always Chain when initially Hitting a Shocked Enemy, but cannot themselves inflict Shock. Does not support Skills which cannot Chain.
    Verglas
    Supports Skills you use yourself which can Hit Enemies. Supported Skills Gain a percentage of their Damage as Cold Damage when you destroy Ice Crystals.
    Embitter
    Supports Skills which can Damage Enemies with Hits, causing all sources of Damage Gained to instead be treated as Damage Gained as extra Cold for Supported Skills.
    Rusted Spikes
    Supports Skills which deal Damage with Hits. When Supported Skills Pin an Enemy, they also Aggravate Bleeding on that Enemy.
    Concoct I
    Supports Skills you use yourself which Damage enemies with Hits. Supported Skills consume a percentage of your maximum Life Flask charges, inflicting more powerful Bleeding based on Life Flask charges consumed.
    Concoct II
    Supports Skills you use yourself which Damage enemies with Hits. Supported Skills consume a percentage of your maximum Life Flask charges, inflicting more powerful Bleeding based on Life Flask charges consumed.
    Ambrosia
    Supports Skills you use yourself which Damage enemies with Hits. Supported Skills consume a percentage of your maximum Mana Flask charges, Gaining a percentage of Damage as extra Lightning Damage per Mana Flask charge consumed.
    Malady
    Supports Skills which can cause Damaging Hits, causing base chance to inflict Bleed with Supported Skills to instead apply to base chance to Poison, and causing base chance to Poison to instead apply to Bleed.
    Overextend
    Supports Attack Skills you use yourself. Supported Skills deal more Damage with Critical Hits, but Critically Hitting an Enemy with them will Daze you for a short time.
    Retreat I
    Supports Skills which create Projectiles. Supported Skills deal more damage with Projectiles if you have struck with a Melee Hit in the last eight seconds, but cannot themselves deal Melee Damage.
    Retreat II
    Supports Skills which create Projectiles. Supported Skills deal more damage with Projectiles if you have struck with a Melee Hit in the last eight seconds, but cannot themselves deal Melee Damage.
    Retreat III
    Supports Skills which create Projectiles. Supported Skills deal more damage with Projectiles if you have struck with a Melee Hit in the last two seconds, but cannot themselves deal Melee Damage.
    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.
    Haemocrystals
    Supports Attack Skills you use yourself which can cause Damaging Hits. Supported Skills Consume Bleeding on Hit to create explosive blood-filled crystals, but cannot themselves inflict Bleeding. Cannot Support Skills which already Consume Bleeding.
    Dauntless
    Supports Skills you use yourself which can cause Damaging Hits. Supported Skills cannot be used unless you have been stationary for a certain duration, but deal increasingly more damage the longer you are stationary. Cannot support Skills which have a reservation, are Triggered, have a cooldown or have another usage Condition.
    Frenzied Riposte
    Supports Attacks you use yourself or that you Trigger, causing them to Consume the Parried Debuff on Hit to grant you a Frenzy Charge. Cannot support Skills which already Consume the Parried Debuff.
    Incision
    Supports Attack Skills. Supported Skills inflict Incision on Hit, which causes Enemies to be increasingly more likely to be inflicted with Bleeding. All Incision is removed from a target on inflicting it with Bleeding.
    Gambleshot
    Supports Skills which fire Projectiles that are not ground targeted. Projectiles from Supported Skills randomly Fork, Chain or Pierce.
    Impale
    Supports Attacks, causing them to Impale on Hit but making them unable to Extract Impale themselves.
    Admixture
    Supports Skills which can cause Damaging Hits. Bleeding inflicted by those Hits is more effective against Poisoned Enemies, and Poison inflicted by Supported Skills is more effective against Bleeding Enemies.
    Stoicism I
    Supports Attack Skills you use yourself. Supported Skills steadily gain more Damage, up to a cap. This Damage bonus is reset if you Dodge Roll or use a Travel Skill.
    Stoicism II
    Supports Attack Skills you use yourself. Supported Skills steadily gain more Damage, up to a cap. This Damage bonus is reset if you Dodge Roll or use a Travel Skill.
    Inhibitor
    Supports any Skill you use yourself or that you Trigger. Supported Skills cannot consume Charges or Infusion by any means. Cannot Support Skills which require Charges or Infusion to be used.
    Living Lightning
    Supports Skills which cause Damaging Hits. Living Lightning Minions are created when dealing Lightning damage with Supported Skills - bundles of living electricity that target nearby enemies with Chaining Attacks. Enemies will not directly engage these Minions, and can pass through them. Does not modify skills used by Minions.
    Living Lightning II
    Supports Skills which cause Damaging Hits. Living Lightning Minions are created when dealing Lightning damage with Supported Skills - bundles of living electricity that target nearby enemies with Chaining Attacks. Enemies will not directly engage these Minions, and can pass through them. Does not modify skills used by Minions.
    Frozen Spite
    Supports Attack Skills, causing them to create Ice Fragments on killing Frozen Enemies. Cannot Support Totem Skills and does not modify Skills used by Minions.
    Piety's Mercy
    Supports Skills that cause Damaging Hits. Hits from Supported Skills cannot kill Enemies.
    Enduring Impact I
    Supports any skill that Hits enemies, giving it a chance to gain an Endurance Charge when causing a Heavy Stun.
    Enduring Impact II
    Supports any skill that Hits enemies, giving it a chance to gain an Endurance Charge when causing a Heavy Stun.
    Xoph's Pyre
    Supports Skills that can cause Damaging Hits, granting extra Chaos damage and causing Chaos damage to Contribute to Ignites.
    Esh's Radiance
    Supports Skills that can cause Damaging Hits, granting extra Chaos damage and causing Chaos damage to Contribute to Shock.
    Tul's Stillness
    Supports Skills that can cause Damaging Hits, granting extra Chaos damage and causing Chaos damage to Contribute to Freeze Buildup.
    Uul-Netol's Embrace
    Supports Skills that can cause Damaging Hits, granting extra Chaos damage and causing Chaos damage to Break Armour.
    Rakiata's Flow
    Supports Skills that can cause Damaging Hits, causing those Hits to treat Enemy Elemental Resistances as inverted.
    Rigwald's Ferocity
    Supports Attack skills, granting them Attack Speed at the cost of Damage or Damage at the cost of Attack Speed depending on Weapon Set they are used in. Does not modify skills used by Minions.
    Tacati's Ire
    Supports Skills which can cause Damaging Hits. Poison inflicted with Supported Skills deals Damage faster the higher your Rage.
    Garukhan's Resolve
    Supports Attack Skills you use yourself which do not already have some Condition for use. Supported Skills can only be used after you have moved a certain distance, but will Bifurcate Critical Hit Chance. Cannot support Skills which have a Cooldown or that are Triggered, and does not modify skills used by Minions.
    Varashta's Blessing
    Supports any Skill that can deal Damage, causing it to deal more Damage per different Command Skill used.
    Arakaali's Lust
    Supports any Skill that Hits Enemies, causing it to deal increasingly higher damage the more Poisons are on the target.
    Projectile Ref /95
    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 Flammability Magnitude
    Attacks Gain (5–10)% of Damage as Extra Fire Damage
    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
    (25–40)% increased Stun Buildup
    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 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.
    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 enemy.
    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 their Projectiles Fork.
    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.
    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, ignoring commands. Enemies will not directly engage these Minions, and can pass through them.
    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.
    [DNT-UNUSED] Supports Bow Attacks you use yourself. Supported Attacks fire multiple projectiles into the air,
    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 Attacks you use yourself. Supported Skills gain more Attack speed each time you use them, but will become unusable if used too frequently in a short time frame.
    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 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 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.
    Channel to temper your main hand Melee Martial Weapon. Each hit of the hammer against the anvil Empowers subsequent Attacks to Combust when Hitting enemies.
    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
    Wand or Staff: 25% chance for Spell Skills to fire 2 additional Projectiles
    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
    Bows: 20% increased Projectile Speed
    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
    Physical Damage: 14-26
    Critical Hit Chance: 5%
    Attacks per Second: 1.6
    Weapon Range: 1.5
    Requires: Level 21, 14 Str, 31 Dex
    Grants Skill: Spear Throw
    (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
    Physical Damage: 28-53
    Critical Hit Chance: 5%
    Attacks per Second: 1.6
    Weapon Range: 1.5
    Requires: Level 51, 29 Str, 71 Dex
    Grants Skill: Spear Throw
    (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
    Physical Damage: 41-76
    Critical Hit Chance: 5%
    Attacks per Second: 1.6
    Weapon Range: 1.5
    Requires: Level 78, 50 Str, 127 Dex
    Grants Skill: Spear Throw
    (25–35)% increased Projectile Speed with this Weapon
    Increases and Reductions to Projectile Speed also apply to Damage with Bows
    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
    15% increased Accuracy Rating
    20% increased Projectile Damage
    5% 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
    12% increased Area of Effect for Attacks
    10% reduced Projectile Speed
    20% increased Projectile Damage
    50% 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
    15% increased Spell Damage
    10% reduced 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
    Projectiles have 30% increased Critical Hit Chance against Enemies further than 6m
    Projectiles have 30% increased Critical Damage Bonus against Enemies further than 6m
    25% chance to inflict Daze 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
    50% increased Grenade Detonation Time
    Grenade Skills Fire an additional Projectile
    Projectile Attacks have a 12% chance to fire two additional Projectiles while moving
    Ascendancy: Tactician
    Character: Mercenary
    Projectile Damage builds Pin
    Pinned enemies cannot perform actions
    Ascendancy: Tactician
    Character: Mercenary
    +1 to maximum number of Summoned Totems
    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 Surges to suffuse 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 /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 charged arrow at the target. On hitting an enemy or wall, the arrow will fire Chaining Lightning beams at nearby enemies.
    An arc of Lightning stretches from the caster to a targeted enemy and Chains on to other nearby enemies. Consumes a Lightning Infusion if possible to deal more damage and Chain further.
    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.
    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 is effective at Chilling enemies and explodes on colliding with terrain.
    Activate to summon Reviving Skeletal Warriors.
    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. 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 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, 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 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 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 a rain of Toxic Pustules into the air. The Pustules deal damage on impact, then Detonate after a delay. They can also be Poisoned, causing them to Detonate faster and more violently.
    Fire an arrow that embeds where it lands for a short duration. At the end of the duration, a Lightning Bolt strikes the arrow, disintegrating it and damaging enemies, with a high chance to Shock. Shocking any enemy with the Bolt also applies Shock to all enemies near the impact.
    Fires an arrow that embeds where it lands for a short duration. At the end of the duration, the arrow explodes in spectral flame, turning it to ashes and damaging enemies, with a high chance to Ignite. Igniting any enemy with the Explosion also applies Ignite to enemies within range.
    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 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. The explosion Consumes a Fire Infusion if possible to launch a ring of smaller firebolts.
    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.
    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, ignoring commands. 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.
    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 Fire Attack damage in an area. Additional smaller flasks are thrown at nearby Ignited Enemies.
    Consume charges from your Mana Flask to throw a flask that explodes, dealing Lightning Attack damage in an area with high chance to Shock.
    Consume charges from your Mana Flask to throw a flask that explodes, dealing Cold Attack damage in an area and inflicting Exposure.
    Consume charges from your Mana Flask to throw a flask that explodes, dealing Physical Attack damage in an area. The thrown flask Consumes Poison on Hit to cause an acidic burst.
    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.
    Mark a target, making them more susceptible to being Frozen. When the Marked target dies, a Cold explosion erupts from their corpse. This explosion does not use your Weapon Damage, and instead uses its own base Attack Damage.
    Fire a bouncing Grenade that explodes when its fuse expires, throwing out a ring of mini Grenades that explode when they come to a stop.
    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.
    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. 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.
    Channel to temper your main hand Melee Martial Weapon. Each hit of the hammer against the anvil Empowers subsequent Attacks to Combust when Hitting enemies.
    Perform a Warcry using Glory gained by Igniting enemies to turn you into an embodiment of Kaom. While embodying Kaom, your footsteps Trigger Volcanic Steps, Melee Strikes and Slams are Ancestrally Boosted, and your Melee Strikes Trigger Volcanic Eruption.
    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
    tornado shot projectile damage +% final [0,15]
    (0–40)% increased Projectile Speed
    Throw additional Projectiles at up to (0–2) Ignited Enemies
    +(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.
    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.
    Supports Projectile skills, making their Projectiles Pierce an enemy but deal less damage after doing so.
    Supports Projectile skills, making their Projectiles Pierce an enemy.
    Supports Projectile skills, making their Projectiles Pierce an unlimited number of enemies, losing damage as they do so.
    Supports any skill that Hits enemies, making those Hits ignore enemy Fire resistance.
    Supports Projectile skills, making their Projectiles Fork.
    Supports Projectile skills, making those Projectiles travel more slowly.
    Supports Projectile skills, making those Projectiles travel more slowly.
    Supports Melee Attacks, causing them to grant Rage on Hit. Supported Skills have signficantly higher Attack speed while you are not at maximum Rage.
    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.
    [DNT-UNUSED] Supports Bow Attacks you use yourself. Supported Attacks fire multiple projectiles into the air,
    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 Attacks you use yourself. Supported Skills gain more Attack speed each time you use them, but will become unusable if used too frequently in a short time frame.
    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 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 Melee Attacks you use yourself. Supported Skills Consume all Endurance Charge on use, causing you to restore a percentage of your maximum Life for each Charge Consumed.
    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
    NameLevelPre/SufDescriptionWeight
    of the Archer5+1 to Level of all Projectile Skillsquiver 1
    amulet 1
    default 0
    of the Fletcher41+2 to Level of all Projectile Skillsquiver 1
    amulet 1
    default 0
    of the Sharpshooter75+3 to Level of all Projectile Skillsamulet 1
    default 0
    of the Archer2+1 to Level of all Projectile Skillsbow 1
    spear 1
    default 0
    of the Fletcher18+2 to Level of all Projectile Skillsbow 1
    spear 1
    default 0
    of the Sharpshooter36+3 to Level of all Projectile Skillsbow 1
    spear 1
    default 0
    of the Marksman55+4 to Level of all Projectile Skillsbow 1
    spear 1
    default 0
    of the Sniper81+5 to Level of all Projectile Skillsbow 1
    spear 1
    default 0
    of the Archer2+2 to Level of all Projectile Skillscrossbow 1
    default 0
    of the Fletcher18+3 to Level of all Projectile Skillscrossbow 1
    default 0
    of the Sharpshooter36+4 to Level of all Projectile Skillscrossbow 1
    default 0
    of the Marksman55+(5–6) to Level of all Projectile Skillscrossbow 1
    default 0
    of the Sniper81+7 to Level of all Projectile Skillscrossbow 1
    default 0
    Darting14(10–17)% increased Projectile Speed Speedquiver 1
    default 0
    Brisk27(18–25)% increased Projectile Speed Speedquiver 1
    default 0
    Quick41(26–33)% increased Projectile Speed Speedquiver 1
    default 0
    Rapid55(34–41)% increased Projectile Speed Speedquiver 1
    default 0
    Nimble82(42–46)% increased Projectile Speed Speedquiver 1
    default 0
    1Projectiles have (10–20)% chance to Chain an additional time from terrainquiver 1
    Monsters mods /25
    NameLevelPre/SufDescriptionWeight
    of Splintering10Skills fire 4 additional Projectiles
    of Splintering1Skills fire 4 additional Projectiles
    of Chaining10Skills Chain +2 times
    Projectiles have 50% chance to be able to Chain when colliding with terrain
    of Chaining1Skills Chain +2 times
    Projectiles have 50% chance to be able to Chain when colliding with terrain
    of Far Shot10Projectiles gain Damage as they travel farther, dealing up
    to 60% increased Damage with Hits to targets
    of Far Shot1Projectiles gain Damage as they travel farther, dealing up
    to 60% increased Damage with Hits to targets
    Splitting1Skills fire 2 additional Projectiles
    1curse on hit level projectile weakness [1] Caster Curse
    1Skills fire 2 additional Projectiles
    1Skills fire an additional Projectile
    1Skills fire 4 additional Projectiles
    150% increased Projectile Speed Speed
    1monster casts projectile vulnerability curse text [1]
    140% increased Projectile Damage
    display monster uses far shot text [1]
    monster reverse point blank damage -% at minimum range [80]
    Damage
    120% increased Projectile Damage
    display monster uses far shot text [1]
    monster reverse point blank damage -% at minimum range [60]
    Damage
    140% increased Projectile Speed Speed
    1120% increased Projectile Speed Speed
    120% reduced Projectile Speed Speed
    1Skills fire 24 additional Projectiles
    projectiles nova [1]
    1base projectile ground effect duration [3000]
    projectiles drop ground lightning [1]
    1Blocks Projectiles while charging
    1projectile distance override [15]
    1number of projectiles override [1]
    130% increased Projectile Damage
    display monster uses far shot text [1]
    monster reverse point blank damage -% at minimum range [30]
    Damage
    1Monsters fire 2 additional Projectiles
    Delve Area mods /2
    NameLevelPre/SufDescriptionWeight
    1Monsters 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
    1Monsters' 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
    NameLevelPre/SufDescriptionWeight
    Splitting119% 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
    NameLevelPre/SufDescriptionWeight
    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's1(21–25)% increased Projectile Attack Damage Damage Attack
    Poacher's45(26–30)% increased Projectile Attack Damage Damage Attack
    Ranger's75(31–35)% increased Projectile Attack Damage Damage Attack
    Sniper's81(36–40)% increased Projectile Attack Damage Damage Attack
    Misc mods /33
    NameLevelDomainPre/SufDescriptionWeight
    85FlaskSkills fire 2 additional Projectiles during Effect
    of Chaining1JewelProjectiles have (3–5)% chance to Chain an additional time from terraindexjewel 1
    default 0
    of Forking1JewelProjectiles have (10–15)% chance for an additional Projectile when Forkingdexjewel 1
    default 0
    Archer's1Jewel(5–15)% increased Projectile Damage Damagedexjewel 1
    default 0
    Soaring1Jewel(4–8)% increased Projectile Speed Speeddexjewel 1
    default 0
    Retreating1Jewel(10–20)% increased Projectile Damage if you've dealt a Melee Hit in the past eight seconds Damage Attackdexjewel 1
    default 0
    Engaging1Jewel(10–20)% increased Melee Damage if you've dealt a Projectile Attack Hit in the past eight seconds Damage Attackdexjewel 1
    default 0
    of Chaining1JewelProjectiles have (1–2)% chance to Chain an additional time from terraindex_radius_jewel 1
    default 0
    of Forking1JewelProjectiles have (5–7)% chance for an additional Projectile when Forkingdex_radius_jewel 1
    default 0
    Archer's1Jewel(1–2)% increased Projectile Damage Damagedex_radius_jewel 1
    default 0
    Soaring1Jewel(2–3)% increased Projectile Speed Speeddex_radius_jewel 1
    default 0
    Retreating1Jewel(2–3)% increased Projectile Damage if you've dealt a Melee Hit in the past eight seconds Damage Attackdex_radius_jewel 1
    default 0
    Engaging1Jewel(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 Archery1Jewel(10–12)% increased Projectile Damage Damage
    1Jewel10% increased Projectile Damage Damage
    of Soaring1Jewel(6–8)% increased Projectile Speed Speed
    1JewelTotems fire 2 additional Projectiles
    1JewelWith 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 Ulaman65Abyss(10–16)% chance for Spell Skills to fire 2 additional Projectiles ulaman Caster
    Ulaman's65AbyssIncreases and Reductions to Projectile Speed also apply to Damage with Bows ulaman
    of Ulaman65AbyssProjectile Attacks have a (8–12)% chance to fire two additional Projectiles while moving ulaman
    Amanamu's65AbyssProjectiles deal (20–30)% increased Damage with Hits against Enemies within 2m amanamu Damage
    of Amanamu65AbyssProjectiles have (18–26)% increased Critical Damage Bonus against Enemies within 2m amanamu
    Kurgal's65AbyssProjectiles deal (20–30)% increased Damage with Hits against Enemies further than 6m kurgal
    of Kurgal65AbyssProjectiles have (18–26)% increased Critical Hit Chance against Enemies further than 6m kurgal
    of Ulaman65Abyss(25–35)% chance for Spell Skills to fire 2 additional Projectiles ulaman Caster
    of Ulaman65AbyssProjectiles have (27–38)% increased Critical Damage Bonus against Enemies within 2m ulaman
    Kurgal's65AbyssProjectiles deal (85–109)% increased Damage with Hits against Enemies within 2m kurgal Damage
    Ulaman's65AbyssProjectiles deal (60–79)% increased Damage with Hits against Enemies further than 6m ulaman
    of Ulaman65AbyssProjectile Attacks have a (10–18)% chance to fire two additional Projectiles while moving ulaman
    Kurgal's65AbyssProjectiles have (25–35)% chance to Chain an additional time from terrain kurgal
    of Kurgal65AbyssProjectiles have (25–34)% increased Critical Hit Chance against Enemies further than 6m kurgal
    Kurgal's65Abyss(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
    Physical Damage: 41-76
    Critical Hit Chance: 5%
    Attacks per Second: 1.6
    Weapon Range: 1.5
    Requires: Level 78, 50 Str, 127 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, 29 Str, 71 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, 14 Str, 31 Dex
    Grants Skill: Spear Throw
    (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
    +(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 Flammability Magnitude
    Attacks Gain (5–10)% of Damage as Extra Fire Damage
    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
    (25–40)% increased Stun Buildup
    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 /29
    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 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
    15% increased Accuracy Rating
    20% increased Projectile Damage
    5% 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
    12% increased Area of Effect for Attacks
    10% reduced Projectile Speed
    20% increased Projectile Damage
    50% 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
    15% increased Spell Damage
    10% reduced 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
    Projectiles have 30% increased Critical Hit Chance against Enemies further than 6m
    Projectiles have 30% increased Critical Damage Bonus against Enemies further than 6m
    25% chance to inflict Daze 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
    50% increased Grenade Detonation Time
    Grenade Skills Fire an additional Projectile
    Projectile Attacks have a 12% chance to fire two additional Projectiles while moving
    Ascendancy Passive /4
    Ascendancy: Deadeye
    Character: Ranger
    Skills fire an additional Projectile
    Ascendancy: Amazon
    Character: Huntress
    50% chance for Surges to suffuse your Projectiles without being Consumed
    Ascendancy: Tactician
    Character: Mercenary
    Projectile Damage builds Pin
    Pinned enemies cannot perform actions
    Ascendancy: Tactician
    Character: Mercenary
    +1 to maximum number of Summoned Totems
    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 /8
    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
    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
    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
    FactionCategoryShow Full DescriptionsCode
    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
    Edit

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