projectile GemTags /222
Unleashes a ball of fire towards a target which explodes, damaging nearby foes.
Launches a series of fireballs in a spiral around the caster.
Fires a projectile and teleports you in the opposite direction
Fires a projectile with a wand or bow that deals fire, cold and lightning damage. If the projectile hits an enemy, it will deal damage in an area around them.
Performs an attack with a ranged weapon that gives the character a frenzy charge if it hits. Frenzy charges increase your attack speed.
Fires a projectile that will pierce through enemies to impact the ground at the targeted location, creating a Bone Archer corpse where it lands.
Fires multiple arrows at different targets.
Fires an arrow that splits to hit different targets.
Supports projectile skills.
Fires an arrow which deals chaos damage in an area on impact, and spreads caustic ground. Enemies standing on the caustic ground take chaos damage over time.
Fires a poisonous arrow which deals chaos damage in an area on impact.
Launches unpredictable sparks that move randomly until they hit an enemy or expire.
Launches unpredictable sparks in all directions that move randomly until they hit an enemy or expire.
Launches unpredictable sparks with that move randomly with large differences in speed and distance until they hit an enemy or expire.
Continuously launches unpredictable sparks in all directions that move randomly until they hit an enemy or expire.
Launches shards of ice in rapid succession. After travelling a short distance they change to a second form, which moves much faster and pierces through enemies.
Launches a shard of ice that splits on hitting terrain or enemies. After splitting, the projectiles are in second form, which moves much faster and pierces through enemies.
Supports projectile skills.
An icy projectile which has a chance to freeze enemies it passes through. The projectile fades quickly, reducing damage and freezing chance until it dissipates.
Fires an arrow which will stick into an enemy or wall, and then explode, dealing area damage around it, either after a duration or when the maximum number of arrows stuck to that target is reached. If an enemy has multiple Explosive Arrows stuck in them, the first one to explode will consume the others, adding their damage to its explosion.
Fires multiple arrows into the air, to land in sequence after a delay, starting at the targeted location and spreading outwards in all directions. Each arrow deals damage in an area around it. Half of the arrows will land directly on targets if there are targets in their range.
Fires multiple arrows into the air, to land in sequence after a delay, starting in front of you and proceeding in a line in the direction of the target. Each arrow deals damage in an area around it.
Fires multiple arrows into the air, to slowly land in sequence after a delay, starting at the targeted location and spreading outwards in all directions. Each arrow deals damage in an area around it. Half of the arrows will land directly on targets if there are targets in their range.
Fires multiple arrows into the air, to land in multiple sequences after a delay, each starting at the targeted location and spreading outwards in all directions. Each arrow deals damage in an area around it. Half of the arrows will land directly on targets if there are targets in their range.
Infuses your melee weapon with electrical energies as you swing. In addition to converting some of your physical damage to lightning damage, the stored energy is released from the weapon as projectiles as you strike, flying out to hit farther-away enemies. The projectiles cannot miss if the melee attack hit a target.
Infuses your melee weapon with electrical energies as you swing. In addition to converting some of your physical damage to lightning damage, the stored energy is released from the weapon as a projectile as you strike, flying out to hit farther-away enemies and chain between them. The projectile cannot miss if the melee attack hit a target.
Infuses your melee weapon with electrical energies as you swing. In addition to converting some of your physical damage to lightning damage, the stored energy becomes an orb attached to the enemy you hit, or the ground if you don't hit an enemy. The orb will periodically fire projectiles at other nearby enemies for a duration, which will also damage the enemy the orb is attached to.
Fires your wand to fire a single projectile each at a number of nearby enemies, granting you a power charge if an enemy is killed by, or soon after, the hit.
Fires your wand to fire a single projectile each at a number of nearby enemies, granting you a power charge if an enemy is killed by, or soon after, the hit.
Fires your wand simultaneously at all nearby enemies, culling those close to death and granting you a power charge for each. Cannot be supported by Volley.
Punctures enemies with your Bow, causing a bleeding debuff, which will be affected by modifiers to skill duration.
Fires a charged arrow which damages enemies by causing them to be struck by a bolt of lightning, which also damages a number of surrounding enemies.
Fires a charged arrow which damages enemies by causing them to be struck by a bolt of lightning. It sticks into the final target, causing them to be struck and damaged multiple times.
Fires a burning arrow that deals fire damage and has a chance to ignite.
Fires a burning arrow that deals fire damage and has a chance to ignite.
Fires an arrow that explodes, dealing fire damage to its target and other nearby enemies, with an increased chance of igniting them.
Supports projectile skills.
Supports attack skills that fire projectiles, making the increase to physical melee damage from strength also increase their physical projectile damage.
Throws a mine that fires projectiles around it when detonated. These projectiles quickly dissipate as they travel, before disappearing.
Throws a mine that fires projectiles at enemies when detonated. These projectiles quickly dissipate as they travel, before disappearing.
Throws a mine that fires projectiles around it when detonated. These projectiles quickly dissipate as they travel, before disappearing.
Fires an arc of knives outwards in front of the caster which deal physical damage.
Fires an arc of knives down into the ground in front of the caster which deal physical damage. Cannot be supported by Volley.
Fires a circle of knives outwards around the caster which deal physical damage.
Fires an arrow that converts some physical damage to cold on its target and converts all physical damage to cold in a cone behind that target.
Fires a piercing arrow that converts some physical damage to cold on its target and converts all physical damage to cold in two cones perpendicular to the target.
Fire an icy projectile that bursts on impact or when reaching the targeted area, dealing area damage and creating a chilling area that deals cold damage over time. This area will creep across the ground towards nearby enemies until its duration expires.
Summons a totem that channels to fire a stream of flame at nearby enemies, and creates an area of consecrated ground around the totem.
Summons a totem that channels to fire a stream of flame at nearby enemies, and creates an area of consecrated ground around the totem.
Supports any bow or wand attack skill, causing it to summon a ballista totem that uses the skill for you.
Supports projectile skills, and any other skills that chain.
Supports projectile skills, making their projectiles fork into two projectiles the first time they hit an enemy and don't pierce it.
Throws a trap that launches a ring of projectiles through the enemy that set it off, dealing lightning damage to them and subsequent targets.
Throws a trap that launches projectiles through the enemy that set it off, dealing lightning damage to them and subsequent targets.
Throws a trap that launches a ring of projectiles through the enemy that set it off, dealing lightning damage to them and subsequent targets and leaving a trail of shocked ground.
Throws a spectral copy of your shield as a projectile which cannot pierce, and deals off-hand damage augmented by the defences of the shield. When it collides with something it will shatter, launching a number of smaller shards as projectiles in all directions. Modifiers that cause additional projectiles to be fired will add more shards, not more copies of the shield.
Throws a spectral copy of your shield as a projectile which cannot pierce, and deals off-hand damage augmented by the evasion of the shield. When it collides with something it will shatter, launching a number of smaller shards as projectiles in all directions. Modifiers that cause additional projectiles to be fired will add more shards, not more copies of the shield.
Throws a spectral copy of your shield as a piercing projectile which deals off-hand damage augmented by the defences of the shield. When it reaches the targeted location it will hover in place, repeatedly firing a number of smaller shards as projectiles in all directions. The rate at which it releases shards will increase until all shards have been fired. Modifiers that cause additional projectiles to be fired will add more shards, not more copies of the shield.
Throws a spectral copy of your melee weapon. It flies out and then returns to you, in a spinning attack that damages enemies in its path.
Throws an intangible spectral copy of your melee weapon. It flies out and then becomes tangible as it returns to you, in a spinning attack that only hits and damages enemies while returning.
Throws a trap which, once triggered, fires many spectral copies of your melee weapon. They fly out in all directions and then return to where the trap triggered, in a spinning attack that damages enemies in their path. If dual wielding, each Trap thrown will randomly use either the main hand or off hand weapon.
Throws several spectral copies of your melee weapon. They fly out and then return to you, in a spinning attack that damages enemies in their path.
Supports projectile skills.
After a short preparation time, you fire individual projectiles repeatedly with a Bow or Wand. These projectiles have a small randomised spread. This skill cannot be Triggered.
After a short preparation time, you fire projectiles repeatedly with a Bow or Wand. These projectiles have a small randomised spread. This skill cannot be Triggered.
Fires a slow-moving projectile that damages each enemy in an area around it repeatedly with bolts of lightning.
Fires a single projectile which moves in a spiral while damaging each enemy in an area around it repeatedly with bolts of lightning.
Supports projectile attack skills.
Infuses your melee weapon with molten energies to attack with physical and fire damage. This attack causes balls of molten magma to launch forth from the enemies you hit, divided amongst all enemies hit by the strike. These will deal area attack damage to enemies where they land.
Infuses your two-handed melee weapon with molten energies to attack with physical and fire damage. This attack causes balls of molten magma to launch forth from the enemies you hit, divided amongst all enemies hit by the strike. These will deal area attack damage to enemies where they land. Every fifth time you attack with this skill it fires more, high-damage projectiles.
Throws a mine that deals damage in an area when detonated, then launches fiery projectiles that rain down around it, each exploding to deal damage in a smaller area. Placed mines apply a fire exposure aura to nearby enemies.
Throws a mine that deals damage in an area when detonated, then launches fiery projectiles that rain down around it, each exploding to deal damage in a smaller area. Placed mines apply a fire exposure aura to nearby enemies.
Fires a piercing shot that travels until it reaches the targeted location. It will then fire projectiles out in all directions from that point, which will travel for a short time before disappearing.
Fires a single payload arrow into the air to land at a targeted location. It will then fire arrows out in all directions from that point.
Fires a projectile from a Wand that causes a series of area explosions in a secondary radius around its point of impact, each damaging enemies.
Fires a projectile from a Wand that causes a series of area explosions in a secondary radius around its point of impact, each damaging enemies.
Attack enemies with increased range, releasing icy blades from the first enemy hit which fly at other enemies. Requires a Melee Weapon.
Lob a fiery orb that deals area damage as it hits the ground. The skill chains, bouncing forward to deal damage multiple times.
Your melee weapon strikes enemies, converting physical damage to a random element. Then, depending on the element chosen, it releases a fiery explosion, an arcing bolt of lightning, or an icy wave. It will avoid choosing the same element twice in a row.
Your melee weapon strikes enemies, converting physical damage to a random element. Then, depending on the element chosen, it releases a fiery explosion, an arcing bolt of lightning, or an icy wave. It will avoid choosing the same element twice in a row.
Fires arrows up in the air, to rain down in an area. Each arrow deals area damage around where it lands, and they will all overlap on the targeted location.
Fires a single arrow up in the air, to rain down at a targeted location. The arrow deals area damage around where it lands, as well as releasing a wave of fire which will apply a burning debuff to enemies. The impact of the arrow will also inflict this debuff.
Fire a trio of electrical arrows that quickly dissipate, vanishing shortly after being loosed. The arrows are fired with such force that they create a burst of lightning, damaging enemies in a cone in front of you.
Fire a trio of electrical arrows that quickly dissipate, vanishing shortly after being loosed. If the arrows' flight is stopped by colliding with a target, they create a burst of lightning, damaging enemies in a cone behind the target
Summons a ballista totem that attacks with piercing arrows. Requires a Bow.
Summons a ballista totem that attacks with forking arrows. Requires a Bow.
Summons a ring of ballista totems around a targeted location. These ballistae fire once at the targeted location and then expire. Requires a Bow.
Fires a projectile that applies a damage over time debuff when it hits. You are healed for a portion of the debuff damage. The debuff is spread by Contagion.
Fires a projectile that applies a damage over time debuff when it hits. You lose Life and Energy Shield equal to a portion of the debuff damage. The debuff is spread by Contagion.
Fires a piercing projectile that applies a damage over time debuff when it hits. You are healed for a portion of the debuff damage.
Fires a slow-moving projectile that pierces through enemies, dealing cold damage.
A targeted corpse explodes, dealing area damage and turning into a volcanic geyser, which will repeatedly unleash projectiles sequentially over the surrounding area for a duration. The explosion of the corpse is not affected by modifiers to spell damage, and cannot be reflected.
A targeted corpse explodes, dealing area damage and turning into a volcanic geyser, which will repeatedly unleash projectiles sequentially over the surrounding area and detonate nearby corpses for a duration. Corpse explosions are not affected by modifiers to spell damage, and cannot be reflected.
Creates a volcanic geyser at a location, which will repeatedly unleash projectiles sequentially over the surrounding area for a duration.
Supports skills that fire projectiles from the user. Does not affect projectiles fired from other locations as secondary effects. Does not support skills that fire projectiles in a spiral.
Channel to infuse an arrow with chaos, gaining stages while it is held. Release to fire it, leaving spore pods in its wake. Each spore pod blooms, firing thorn arrows, which travel for a short time before dissipating. Modifiers that cause additional projectiles to be fired will only apply to the initial arrows, and the spore pods will be divided between those arrows.
Fire an arrow that leaves a spore pod in its wake. The spore pod blooms, firing thorn arrows, which travel for a short time before dissipating. Modifiers that cause additional projectiles to be fired will only apply to the initial arrows, each of which leaves its own spore pod.
Fire arrows into the air that rain down around the targeted area, dealing damage to enemies they hit and creating spore pods where they land. Each spore pod deals chaos damage over time to nearby enemies and slows their movement speed. The pods last for a duration before bursting, dealing area damage.
Fire arrows into the air that rain down around the targeted area, dealing damage to enemies they hit and creating spore pods where they land. Each spore pod slows the movement speed of nearby enemies. The pods last for a duration before bursting, dealing area damage.
Fire arrows into the air that rain down around the targeted area, dealing damage to enemies they hit and creating spore pods where they land. Each spore pod deals chaos damage over time to nearby enemies and withers them, causing them to take increased chaos damage. The pods last for a duration before bursting, dealing area damage.
Channel to conjure an orb above you, which pelts nearby enemies with projectiles that impact the ground and explode. Channelling for longer builds up stages on the skill. When you stop channelling, the stages decay over a duration.
Thrust an Axe or Sword forward, consuming your Steel Shards to form a cluster of shards in front of you. The cluster will fire a number of projectiles in sequence, aiming at enemies in front of or close to it. Steel Shards are gained with the Call of Steel Skill.
Thrust an Axe or Sword forward to form a cluster of shards in front of you. The cluster will fire a number of projectiles in sequence, aiming at enemies in front of or close to it.
Swing an Axe or Sword, firing projectiles which shatter on impact or soon after being launched, dealing area damage in front of where they shatter.
Swing an Axe or Sword, consuming Steel Shards to gain a Steel Ward that protects you for a duration, and fire projectiles which shatter on impact or soon after being launched, dealing area damage in front of where they shatter. Steel Shards are gained with the Call of Steel Skill.
Fires a projectile that turns towards enemies in front of it, damaging and piercing through those it hits, and leeching some of that damage as energy shield. As the projectile travels, it repeatedly applies a short but powerful chaos damage over time debuff to each enemy in an area around it.
Fires a projectile that deals chaos damage to enemies it hits and leeches some of that damage as energy shield.
Fires a series of projectiles in a spiral that turn towards enemies in front of them, damaging and piercing through those they hit, and leeching some of that damage as energy shield. As the projectiles travel, they repeatedly apply a short but powerful chaos damage over time debuff to each enemy in an area around them.
Fires a poisonous projectile based on your weapon that will chain between enemies. Requires a Dagger or Claw.
[UNUSED] Fling out projectiles in front of you. Every third attack fires a single, piercing, more powerful projectile at the center, and you dash forward with it.
Fires a returning projectile that can be caught. Caught projectiles spiral outwards when you use Whirling Blades and do not return. Requires a Dagger or Claw.
Summons a ballista totem that fires multiple arrows with extreme force, breaking them apart into shrapnel. Enemies can be hit by multiple arrows from the same attack. Requires a Bow.
Summons a ballista totem that consumes your Steel Shards to fire multiple arrows with extreme force, breaking them apart into shrapnel. Enemies can be hit by multiple arrows from the same attack. Requires a Bow. Steel Shards are gained with the Call of Steel Skill.
Supports bow attack skills that fire arrows forwards as projectiles. These skills will instead fire a payload arrow into the air to land at a targeted location. The supported skills' arrows will then fire out in a circle from where it lands. Cannot support skills that already fire arrows into the air, channelled skills, or skills that create Minions.
Supports projectile attack skills that use bows or wands. Cannot support triggered skills, channelled skills, or skills that create Minions.
Fires an arrow that remains in the ground behind its final target, tethering that enemy to it. Ensnared enemies have less movement speed while trying to break the snare. The snare will break if they leave the area of effect.
Summons a ballista totem that propels a sequence of fiery arrows into the air. The arrows impact the ground in a line, each dealing area damage to enemies around it. Requires a Bow.
Summons a ballista totem that propels a sequence of fiery arrows into the air. The arrows impact the ground in two perpendicular lines, each dealing area damage to enemies around it. Requires a Bow.
Summons a ballista totem that propels a number of fiery arrows into the air, each targeting a specific enemy. Arrows deal area damage to enemies around it on landing. Requires a Bow.
Supports skills that fire projectiles from the user. Does not affect projectiles fired from other locations as secondary effects. Does not support skills that fire projectiles in a spiral.
Supports bow attack skills that fire arrows forwards as projectiles. These skills will instead fire a payload arrow into the air to land at a targeted location. The supported skills' arrows will then fire out in a circle from where it lands. Cannot support skills that already fire arrows into the air, channelled skills, or skills that create Minions.
Supports projectile skills, and any other skills that chain.
Supports projectile skills, making their projectiles fork into two projectiles the first two times they hit an enemy and don't pierce it.
Fire a projectile from your wand that changes direction in a zig-zag pattern at regular intervals or when hitting enemies. Each time it changes direction, a secondary projectile breaks off, flying in the direction it changed away from.
Fire a projectile from your wand that changes direction in a zig-zag pattern at regular intervals or when hitting enemies. Each time it changes direction, a secondary projectile breaks off, flying in the direction it changed away from. Multiple of these projectiles can hit the same target.
Fires projectiles which fly in an arc, dealing area damage on impact with either enemies or the ground near where you target. Targeting farther away causes the projectiles to spread out and land over a wider area.
Fire a single projectile that splits on impact or at the targeted location, dealing area damage when it splits and again when the split projectiles explode at the end of their flight. Projectiles from this skill cannot return. Requires a Sword or Axe.
Consume Steel Shards to fire a single projectile that splits on impact or at the targeted location, dealing area damage when it splits and again when the split projectiles explode at the end of their flight. Projectiles from this skill cannot return. Requires a Sword or Axe. Steel Shards are gained with the Call of Steel Skill.
Supports projectile spells you cast yourself. Cannot support triggered skills, Vaal skills, instant skills, channelling skills, skills with a reservation or which create minions, or skills used by totems, traps, or mines.
[UNUSED] The environmentally unsustainable child of Explosive Arrow and Flame Wall
Infuses your melee weapon with molten energies to attack with physical and fire damage. This attack causes balls of molten magma to launch forth from the enemies you hit, divided amongst all enemies hit by the strike. These will deal area attack damage to enemies where they land.
Throws a spectral copy of your shield as a projectile which cannot pierce, and deals off-hand damage augmented by the defences of the shield. When it collides with something it will shatter, launching a number of smaller shards as projectiles in all directions. Modifiers that cause additional projectiles to be fired will add more shards, not more copies of the shield.
Throws a spectral copy of your melee weapon. It flies out and then returns to you, in a spinning attack that damages enemies in its path.
Fires a returning projectile that can be caught. Caught projectiles spiral outwards when you use Whirling Blades and do not return. Requires a Dagger or Claw.
Punctures enemies with your Bow, causing a bleeding debuff, which will be affected by modifiers to skill duration.
Fires multiple arrows into the air, to land in sequence after a delay, starting at the targeted location and spreading outwards in all directions. Each arrow deals damage in an area around it. Half of the arrows will land directly on targets if there are targets in their range.
Channel to infuse an arrow with chaos, gaining stages while it is held. Release to fire it, leaving spore pods in its wake. Each spore pod blooms, firing thorn arrows, which travel for a short time before dissipating. Modifiers that cause additional projectiles to be fired will only apply to the initial arrows, and the spore pods will be divided between those arrows.
Fire arrows into the air that rain down around the targeted area, dealing damage to enemies they hit and creating spore pods where they land. Each spore pod deals chaos damage over time to nearby enemies and slows their movement speed. The pods last for a duration before bursting, dealing area damage.
Fires an arrow that remains in the ground behind its final target, tethering that enemy to it. Ensnared enemies have less movement speed while trying to break the snare. The snare will break if they leave the area of effect.
Fires arrows up in the air, to rain down in an area. Each arrow deals area damage around where it lands, and they will all overlap on the targeted location.
Fires a slow-moving projectile that pierces through enemies, dealing cold damage.
Lob a fiery orb that deals area damage as it hits the ground. The skill chains, bouncing forward to deal damage multiple times.
A targeted corpse explodes, dealing area damage and turning into a volcanic geyser, which will repeatedly unleash projectiles sequentially over the surrounding area for a duration. The explosion of the corpse is not affected by modifiers to spell damage, and cannot be reflected.
Fires a projectile that applies a damage over time debuff when it hits. You are healed for a portion of the debuff damage. The debuff is spread by Contagion.
Fire an icy projectile that bursts on impact or when reaching the targeted area, dealing area damage and creating a chilling area that deals cold damage over time. This area will creep across the ground towards nearby enemies until its duration expires.
Summons a totem that channels to fire a stream of flame at nearby enemies, and creates an area of consecrated ground around the totem.
Summons a ballista totem that propels a sequence of fiery arrows into the air. The arrows impact the ground in a line, each dealing area damage to enemies around it. Requires a Bow.
Summons a ballista totem that attacks with piercing arrows. Requires a Bow.
Throws a trap that launches a ring of projectiles through the enemy that set it off, dealing lightning damage to them and subsequent targets.
Supports any bow or wand attack skill, causing it to summon a ballista totem that uses the skill for you.
Supports skills that fire projectiles from the user. Does not affect projectiles fired from other locations as secondary effects. Does not support skills that fire projectiles in a spiral.
Throws a spectral copy of your melee weapon. It spins around while flying in a large spiral, damaging enemies in its path, and bouncing if it collides with walls.
Throws a trap which, once triggered, fires a spectral copy of your melee weapon. It spins around while flying in a large spiral, damaging enemies in its path, and bouncing if it collides with walls. If dual wielding, each Trap thrown will randomly use either the main hand or off hand weapon.
Supports bow attack skills that fire arrows forwards as projectiles. These skills will instead fire a payload arrow into the air to land at a targeted location. The supported skills' arrows will then fire out in a circle from where it lands. Cannot support skills that already fire arrows into the air, channelled skills, or skills that create Minions.
Fires a burning arrow that deals fire damage and has a chance to ignite.
Fires an arrow which deals chaos damage in an area on impact, and spreads caustic ground. Enemies standing on the caustic ground take chaos damage over time.
Fire a trio of electrical arrows that quickly dissipate, vanishing shortly after being loosed. The arrows are fired with such force that they create a burst of lightning, damaging enemies in a cone in front of you.
Fires an arc of knives outwards in front of the caster which deal physical damage.
Fires a projectile that will pierce through enemies to impact the ground at the targeted location, creating a Bone Archer corpse where it lands.
Fires a slow-moving projectile that damages each enemy in an area around it repeatedly with bolts of lightning.
Fires projectiles which fly in an arc, dealing area damage on impact with either enemies or the ground near where you target. Targeting farther away causes the projectiles to spread out and land over a wider area.
Unleashes a ball of fire towards a target which explodes, damaging nearby foes.
Attack enemies with increased range, releasing icy blades from the first enemy hit which fly at other enemies. Requires a Melee Weapon.
Swing an Axe or Sword, firing projectiles which shatter on impact or soon after being launched, dealing area damage in front of where they shatter.
Your melee weapon strikes enemies, converting physical damage to a random element. Then, depending on the element chosen, it releases a fiery explosion, an arcing bolt of lightning, or an icy wave. It will avoid choosing the same element twice in a row.
Supports projectile skills.
Supports projectile skills.
Fires a charged arrow which damages enemies by causing them to be struck by a bolt of lightning, which also damages a number of surrounding enemies.
Fires an arrow which will stick into an enemy or wall, and then explode, dealing area damage around it, either after a duration or when the maximum number of arrows stuck to that target is reached. If an enemy has multiple Explosive Arrows stuck in them, the first one to explode will consume the others, adding their damage to its explosion.
Fires an arrow that converts some physical damage to cold on its target and converts all physical damage to cold in a cone behind that target.
An icy projectile which has a chance to freeze enemies it passes through. The projectile fades quickly, reducing damage and freezing chance until it dissipates.
Fires a poisonous projectile based on your weapon that will chain between enemies. Requires a Dagger or Claw.
Launches shards of ice in rapid succession. After travelling a short distance they change to a second form, which moves much faster and pierces through enemies.
Lobs an exploding projectile near the targeted location, and extra projectiles toward enemies around you. The projectiles deal chaos damage based on your life and energy shield. Casting this spell damages you.
Lobs an exploding projectile near the targeted location, and extra projectiles toward enemies around you. The projectiles deal chaos damage based on your energy shield. Casting this spell damages you.
Fires an arrow into the air to land at a targeted location, dealing area damage. The arrow sticks in the ground where it lands, and periodically fires a beam of lightning to another arrow near it, dealing area damage between them.
Fires an arrow into the air to land at a targeted location, dealing area damage. The arrow sticks in the ground where it lands, and periodically fires a beam of lightning to you, dealing area damage between the arrow and you.
Fires an arrow into the air to land at a targeted location, dealing area damage. The arrow sticks in the ground where it lands, and periodically fires a beam of lightning to another arrow near it, dealing area damage between them.
Supports skills that summon ballista totems. Cannot modify the skills of minions.
Throws a bottle that explodes to deal unarmed attack damage in an area. Can consume charges from your Ruby, Sapphire, and Topaz flasks to add further damage. Requires an empty main hand, and no off-hand weapon.
Throws a bottle that explodes to deal unarmed attack damage in an area. Can consume charges from your Ruby, Sapphire, and Topaz flasks to add further damage. Requires an empty main hand, and no off-hand weapon.
Fires a single eye projectile which constantly releases shard projectiles in a spiral. The shards will damage enemies they impact, dealing cold damage. The eye cannot damage enemies. When the eye dissipates or collides with terrain, it releases a faster spiral of extra shards.
Fires a single eye projectile which cannot damage enemies. When the eye dissipates or collides with terrain, it releases a fast spiral of shards. The shards will deal cold damage to enemies they impact.
Fires a single eye projectile which releases a number shard projectiles in a spiral before dissipating. The shards will damage enemies they impact, dealing cold damage. The eye cannot damage enemies.
Throws a bottle that explodes to deal unarmed attack damage in an area and has a chance to poison. Can consume charges from a Life flask to add further damage. Requires an empty main hand, and no off-hand weapon.
Throws a single bottle that releases a burst when it hits the ground, dealing unarmed attack damage in an area with a chance to poison. The skill chains, bouncing randomly to deal damage multiple times. Can consume charges from a Life flask to add further damage. Requires an empty main hand, and no off-hand weapon.
Slam the ground, creating a winding fissure that deals area damage while travelling outwards. When it reaches the target location it erupts, releasing a burst of molten projectiles. Requires an Axe, Mace, Sceptre, Staff or Unarmed.
Slam the ground, creating a winding fissure that deals area damage while travelling outwards. When it reaches the target location it erupts, releasing a burst of molten projectiles. After erupting, the fissure continues moving towards enemies to cause further eruptions. Requires an Axe, Mace, Sceptre, Staff or Unarmed.
Fires a slow-moving serpentine arrow which deals chaos damage while piercing enemies, and leaves a trail of caustic ground. Enemies standing on the caustic ground take chaos damage over time.
Infuses your melee weapon with molten energies to attack with physical and fire damage. This attack causes balls of molten magma to launch forth causing area attack damage to enemies where they land.
Creates already-caught projectiles without firing them first, both immediately and over a secondary duration. Caught projectiles spiral outwards when you use Whirling Blades and do not return. Requires a Dagger or Claw.
Fires charged arrows, which repeatedly travel for a short time before changing direction. When they hit enemies, they are struck by a bolt of lightning which damages a number of surrounding enemies.
Fires an arrow that converts some physical damage to cold on its target and converts all physical damage to cold in a cone behind that target. When you use this skill, it summons a squad of Mirage Sharpshooters for a duration. Cannot be used by Totems, Traps, or Mines.
[DNT] Fires multiple arrows which continuously fork as they fly.
Channel to charge up your bow, gaining stages. Release to trigger one supported bow skill for each stage gained. If there are no supported skills, but at least one stage was gained, this skill will fire its own arrow instead. Cannot be used by Totems.
Fire arrows into the air that rain down around the targeted area, dealing area damage on impact and leaving the arrows stuck in the ground for a duration. If you move close to a stuck arrow, it will explode, dealing area damage and applying a fire damage over time debuff, as well as causing other stuck arrows in range to also explode.
Swing your wand to cause a number of projectiles to rain down within a large area in front of you, directly targeting the locations of enemies in the area. The locations where each projectile will land are shown with markers before they fall. Each projectile explodes when hitting the ground, dealing area damage and triggering Kinetic Anomaly. Cannot be used by Totems, Traps, or Mines.
Swing your wand to cause a number of projectiles to rain down within a large area in front of you, directly targeting the locations of enemies in the area. The locations where each projectile will land are shown with markers before they fall. Each projectile explodes when hitting the ground, dealing area damage.
Fire a damaging projectile from your wand which aims itself towards an enemy and applies a shell to the first enemy struck. Damage from hits against that target is taken from the shell first. If fully depleted, the shell will explode, dealing area damage and firing a projectile at another target to apply a new shell to it. If multiple projectiles are fired by an exploding shell, only the first one to hit a target can apply a shell.
Fires an arrow into the air to land at a targeted location. On impact, deals area damage and creates a thunderstorm which blinds enemies within it. Entering the thunderstorm will cause it to gain stages, and leaving it will cause it to dissipate. Leaving the storm while it is at maximum stages will cause it to explode, dealing damage and triggering Thunderburst. You must use this skill yourself, it cannot be used by Totems, Traps, Mines, or other objects that use skills for you.
Wave your wand to create a hovering kinetic projectile. After a short duration, the projectile is fired at an enemy, dealing area damage on impact and chaining to further targets. Using this attack again will reset the duration for all hovering projectiles. Multiple projectiles fired in sequence will attempt to target different enemies. Cannot be directly used by traps or mines.
Supports skills which summon totems. Cannot modify the skills of minions.
Supports attack skills that use bows or wands and fire projectiles ahead. Instead of using that skill, you will throw mines that will use the skill for you when you detonate them, targeting your location. Mines cannot use channelling skills.
When you are missing Life, this Graft will apply a Buff that takes some Damage from Hits for you before being depleted. When you are struck while the Buff is active, this skill will fire a nova of fiery projectiles which explode on impact.
When commanded, this Graft will cause a cataclysmic eruption that leaves multiple geysers of flame in its wake. These geysers will regularly fire off fiery mortars, firing more in a burst whenever you use a warcry. Triggering warcries will not cause these bursts of mortars.
When commanded, this Graft will call forth a devastating tornado which rapidly deals cold damage to Enemies within it. When you Critically Strike with an Attack while the Tornado is active, it will fire off a nova of icicle projectiles.
While equipped, this Graft will periodically fling icy mortars at Enemies in range that are Chilled or Frozen.
Strike your foes down with a powerful blow.
Unleashes a ball of fire towards a target which explodes, damaging nearby foes.
Supports Attack Skills, causing them to trigger Windburst on hit after you've travelled a certain distance. Cannot support triggered skills or skills used by things other than you. Cannot modify the skills of minions.
Skill Gem /129
A chilling circle of ice expands from the caster, repeating from every enemy it hits.
Channel to project an illusion which you steer. You gain stages while it moves, until it stops at a maximum total distance. Waves of area damage frequently pulse along its path, based on your attack speed. Stop channelling to teleport to the illusion, dealing a final wave of damage. Requires a Melee Weapon.
Charges at a targeted location or enemy, pushing away enemies in your path and repeatedly dealing off-hand damage in a small area in front of you. You deal damage in a larger area when you reach the target. The further you travel, the more damage you deal, and the greater your chance of stunning enemies.
Fires a projectile with a wand or bow that deals fire, cold and lightning damage. If the projectile hits an enemy, it will deal damage in an area around them.
Performs an attack with a ranged weapon that gives the character a frenzy charge if it hits. Frenzy charges increase your attack speed.
Fires multiple arrows at different targets.
Fires an arrow that splits to hit different targets.
Fires an arrow which deals chaos damage in an area on impact, and spreads caustic ground. Enemies standing on the caustic ground take chaos damage over time.
Fires a poisonous arrow which deals chaos damage in an area on impact.
Gain a buff that makes you faster, harder to detect, and grants Phasing, letting you pass through enemies. Performing any skill replaces this buff with one that boosts melee physical damage of skills you use yourself (it will not apply to your melee skills used by totems). Consumes Frenzy Charges to increase duration.
Fires an arrow which will stick into an enemy or wall, and then explode, dealing area damage around it, either after a duration or when the maximum number of arrows stuck to that target is reached. If an enemy has multiple Explosive Arrows stuck in them, the first one to explode will consume the others, adding their damage to its explosion.
Fires multiple arrows into the air, to land in sequence after a delay, starting at the targeted location and spreading outwards in all directions. Each arrow deals damage in an area around it. Half of the arrows will land directly on targets if there are targets in their range.
Fires multiple arrows into the air, to land in sequence after a delay, starting in front of you and proceeding in a line in the direction of the target. Each arrow deals damage in an area around it.
Fires multiple arrows into the air, to slowly land in sequence after a delay, starting at the targeted location and spreading outwards in all directions. Each arrow deals damage in an area around it. Half of the arrows will land directly on targets if there are targets in their range.
Fires multiple arrows into the air, to land in multiple sequences after a delay, each starting at the targeted location and spreading outwards in all directions. Each arrow deals damage in an area around it. Half of the arrows will land directly on targets if there are targets in their range.
Punctures enemies with your Bow, causing a bleeding debuff, which will be affected by modifiers to skill duration.
Fires a charged arrow which damages enemies by causing them to be struck by a bolt of lightning, which also damages a number of surrounding enemies.
Fires a charged arrow which damages enemies by causing them to be struck by a bolt of lightning. It sticks into the final target, causing them to be struck and damaged multiple times.
Casts an aura that increases the movement speed, attack speed and cast speed of you and your allies.
Casts a temporary aura that increases the movement speed, attack speed and cast speed of you and your allies.
Casts an aura that grants evasion to you and your allies.
Casts a temporary aura that grants you and your allies additional chance to evade attacks, and makes suppressed spell damage unlucky against you.
Fires a burning arrow that deals fire damage and has a chance to ignite.
Fires a burning arrow that deals fire damage and has a chance to ignite.
Fires an arrow that explodes, dealing fire damage to its target and other nearby enemies, with an increased chance of igniting them.
Throws a mine that fires projectiles around it when detonated. These projectiles quickly dissipate as they travel, before disappearing.
Throws a mine that fires projectiles at enemies when detonated. These projectiles quickly dissipate as they travel, before disappearing.
Throws a mine that fires projectiles around it when detonated. These projectiles quickly dissipate as they travel, before disappearing.
Throws a trap that damages and immobilises a single enemy for a duration based on how much damage was dealt. After the immobilise expires, a debuff remains on the enemy for a duration, lowering their movement speed by an amount which lessens over time. The affected enemy will take increased damage from traps and mines until the debuff expires. Modifiers to spell damage do not affect this skill's damage.
Throws a trap that damages and impales a single enemy, and immobilises them for a duration based on how much damage was dealt. Modifiers to spell damage do not affect this skill's damage.
Fires an arrow that converts some physical damage to cold on its target and converts all physical damage to cold in a cone behind that target.
Fires a piercing arrow that converts some physical damage to cold on its target and converts all physical damage to cold in two cones perpendicular to the target.
A shocking arc of lightning reaches from the caster to a targeted enemy and chains to other enemies. Each time the arc chains from an enemy, it will do so simultaneously to two further enemies, but never to enemies that have already been hit by any of these chains. Also grants a buff making your Arc damage lucky for a short duration.
Conjures an icy barrier that chills enemies when they hit you. You drop chilled ground while moving, and take less Fire and Physical damage while stationary.
Immediately encases you in ice, protecting you for a duration or until you take damage from a number of hits, and also grants a buff once the cast time has finished. You cannot move or perform non-instant actions while in the ice. When the ice breaks, the buff is also removed.
Throws a mine that will teleport you to it when detonated. It covers both your escape and arrival with a cloud of smoke that blinds enemies, and gives you a temporary buff to movement speed. Shares a cooldown with other Blink skills.
Animates a melee weapon or armour, attaching it to an invisible Guardian that fights by your side. Animating multiple items attaches them to the same Guardian. You cannot animate unidentified items. Cannot be used by Traps or Mines. If your Guardian dies you cannot summon an Animated Guardian again in that area.
Animates a melee weapon or armour, attaching it to an invisible Guardian that fights by your side using Smite of Divine Judgement, ignoring weapon restrictions. Animating multiple items attaches them to the same Guardian. You cannot animate unidentified items. Cannot be used by Traps or Mines. If your Guardian dies you cannot summon an Animated Guardian again in that area.
Throws a spectral copy of your shield as a projectile which cannot pierce, and deals off-hand damage augmented by the defences of the shield. When it collides with something it will shatter, launching a number of smaller shards as projectiles in all directions. Modifiers that cause additional projectiles to be fired will add more shards, not more copies of the shield.
Throws a spectral copy of your shield as a projectile which cannot pierce, and deals off-hand damage augmented by the evasion of the shield. When it collides with something it will shatter, launching a number of smaller shards as projectiles in all directions. Modifiers that cause additional projectiles to be fired will add more shards, not more copies of the shield.
Throws a spectral copy of your shield as a piercing projectile which deals off-hand damage augmented by the defences of the shield. When it reaches the targeted location it will hover in place, repeatedly firing a number of smaller shards as projectiles in all directions. The rate at which it releases shards will increase until all shards have been fired. Modifiers that cause additional projectiles to be fired will add more shards, not more copies of the shield.
Animates a Melee Weapon Item or Lingering Blade to fight by your side. You cannot animate unidentified Weapons. Will not animate weapons with 6 sockets. Cannot be used by Traps or Mines.
Animates a copy of your main hand Melee Weapon to fight by your side. Cannot be used by Totems, Traps or Mines.
Animates a Ranged Weapon Item or Lingering Blade to fight by your side. You cannot animate unidentified Weapons. Will not animate weapons with 6 sockets. Cannot be used by Traps or Mines.
After a short preparation time, you fire individual projectiles repeatedly with a Bow or Wand. These projectiles have a small randomised spread. This skill cannot be Triggered.
After a short preparation time, you fire projectiles repeatedly with a Bow or Wand. These projectiles have a small randomised spread. This skill cannot be Triggered.
Consumes a corpse, which temporarily empowers your minions with swiftness. The skill consumes other nearby corpses, increasing the duration for each corpse consumed.
Throws a mine that deals damage in an area when detonated, then launches fiery projectiles that rain down around it, each exploding to deal damage in a smaller area. Placed mines apply a fire exposure aura to nearby enemies.
Throws a mine that deals damage in an area when detonated, then launches fiery projectiles that rain down around it, each exploding to deal damage in a smaller area. Placed mines apply a fire exposure aura to nearby enemies.
Fires a piercing shot that travels until it reaches the targeted location. It will then fire projectiles out in all directions from that point, which will travel for a short time before disappearing.
Fires a single payload arrow into the air to land at a targeted location. It will then fire arrows out in all directions from that point.
Grants a buff giving more poison damage and a chance to inflict poison. When you poison an enemy while you have this buff, you gain Virulence, and summon an Agony Crawler minion that uses projectile and area attacks. You will lose Virulence over time, at a rate which increases the more Virulence you have. The minion will die when you have no Virulence.
Grants a buff which lets you deal more physical damage. When you kill an enemy while you have this buff, this skill will summon a Sentinel of Purity, or refresh the duration and life of an existing one instead if you have the maximum number of them. The Sentinels of Purity have a single-target melee attack and an area melee attack.
While you channel this skill, it releases pulses of electrical energy, dealing lightning damage in a semicircular area in front of you.
While you channel this skill, it releases pulses of electrical energy, dealing lightning damage in a semicircular area in front of you.
Fires an arrow at the target destination. When the arrow lands, you are teleported to it and a clone is summoned at your old location. The clone is a minion that uses your bow and quiver.
Fires an arrow at the target destination. When the arrow lands, you are teleported to it and a clone is summoned at your old location. The clone is a minion that uses your bow and quiver to fire arrows into the air to land around a target.
Fires an arrow at the target destination. When the arrow lands, you are teleported to it and a clone is summoned at your old location. The clone is a minion that uses your bow and quiver to fire random elemental arrows which convert all physical damage to the chosen element and deal no damage of other damage types.
Fires an arrow at the target destination. When the arrow lands, a clone is summoned. The clone is a minion that uses your bow and quiver.
Fires an arrow at the target destination. When the arrow lands, a clone is summoned. The clone is a minion that uses your bow and quiver to fire arrows into the air to land around a target.
Fires an arrow at the target destination. When the arrow lands, a clone is summoned. The clone is a minion that uses your bow and quiver to fire random elemental arrows which convert all physical damage to the chosen element and deal no damage of other damage types.
Summons a Chaos Golem. The Chaos Golem can cast a damage over time Chaos aura and a cascade of Chaos spikes in addition to its melee attack.
Summons a Chaos Golem. The Chaos Golem can cast a powerful damage over time Chaos aura that Withers enemies in addition to its melee attack.
Summons an Ice Golem. The Ice Golem can use an icy barrage spell and a chilling spinning attack in addition to its melee attack.
Summons an Ice Golem. The Ice Golem can use an icy barrage spell and a chilling spinning attack in addition to its melee attack. If reduced to low life it will trigger a spell that destroys itself to deal area damage and fire icy projectiles in a circle.
Summons a Flame Golem that grants you increased Damage and Area of Effect. The Flame Golem can cast a fire spray, a wave of fire damage, and an explosive arcing projectile.
Summons a Flame Golem. The Flame Golem can cast a fire spray, a wave of fire damage, and an explosive arcing projectile.
Summons a Flame Golem. When summoned, the Flame Golem attacks by falling from the sky, dealing fire damage in an area and leaving burning ground around the impact. After landing, it can cast a fire spray and a wave of fire damage.
Summons a Lightning Golem. The Lightning Golem fires a projectile spell, creates orbs of Lightning that zap nearby enemies, and casts a temporary aura that grants added Lightning Damage to spells and attacks used by the Golem and its nearby allies.
Lob a fiery orb that deals area damage as it hits the ground. The skill chains, bouncing forward to deal damage multiple times.
Fires arrows up in the air, to rain down in an area. Each arrow deals area damage around where it lands, and they will all overlap on the targeted location.
Fires a single arrow up in the air, to rain down at a targeted location. The arrow deals area damage around where it lands, as well as releasing a wave of fire which will apply a burning debuff to enemies. The impact of the arrow will also inflict this debuff.
Fire a trio of electrical arrows that quickly dissipate, vanishing shortly after being loosed. The arrows are fired with such force that they create a burst of lightning, damaging enemies in a cone in front of you.
Fire a trio of electrical arrows that quickly dissipate, vanishing shortly after being loosed. If the arrows' flight is stopped by colliding with a target, they create a burst of lightning, damaging enemies in a cone behind the target
Summons a ballista totem that attacks with piercing arrows. Requires a Bow.
Summons a ballista totem that attacks with forking arrows. Requires a Bow.
Summons a ring of ballista totems around a targeted location. These ballistae fire once at the targeted location and then expire. Requires a Bow.
Summons a Stone Golem. In addition to its melee attack, the Stone Golem uses a rolling charge and a powerful slam that can taunt enemies.
Casts a debilitating debuff on enemies in an area, hindering their movement and also inflicts the Withered debuff, which increases the Chaos Damage they take and can stack up to 15 times.
Apply a debuff to enemies in front of you which deals chaos damage over time. Enemies who aren't already debuffed by Blight are also hindered for a shorter secondary duration, slowing their movement. Continued channelling adds layers of damage to the debuff, each with their own duration.
Apply a debuff to enemies in front of you which deals chaos damage over time. Enemies who aren't already debuffed by Blight are also hindered for a shorter secondary duration, slowing their movement. Continued channelling adds layers of damage to the debuff, each with their own duration. The damaging debuff is spread by Contagion.
Apply a debuff to enemies in front of you which deals chaos damage over time. Enemies who aren't already debuffed by Blight are also hindered for a longer secondary duration, slowing their movement and reducing their life regeneration rate. Continued channelling adds layers of damage to the debuff, each with their own duration.
Fires a burst of three piercing projectiles in an arc in front of you.
This spell removes some life from one of your Skeleton minions near you or the targeted location to deal chaos damage in an area around it. This effect will chain to your other nearby skeletons. If you have no skeletons near you or the targeted location, it will sacrifice your own life to deal damage instead.
Slam the ground, unleashing a fiery fissure in front of you, dealing area damage and randomly releasing a number of smaller fissures branching off from it. Consume an Endurance Charge every third time you slam the ground with this skill. Requires a Mace, Sceptre, Sword, Axe, Staff, or Unarmed.
Apply a powerful debuff to enemies around you which deals chaos damage over time. Then applies two additional layers in a larger area, growing greatly in size each time. Enemies are also substantially hindered for a shorter secondary duration, slowing their movement.
Channel to infuse an arrow with chaos, gaining stages while it is held. Release to fire it, leaving spore pods in its wake. Each spore pod blooms, firing thorn arrows, which travel for a short time before dissipating. Modifiers that cause additional projectiles to be fired will only apply to the initial arrows, and the spore pods will be divided between those arrows.
Fire an arrow that leaves a spore pod in its wake. The spore pod blooms, firing thorn arrows, which travel for a short time before dissipating. Modifiers that cause additional projectiles to be fired will only apply to the initial arrows, each of which leaves its own spore pod.
Fire arrows into the air that rain down around the targeted area, dealing damage to enemies they hit and creating spore pods where they land. Each spore pod deals chaos damage over time to nearby enemies and slows their movement speed. The pods last for a duration before bursting, dealing area damage.
Fire arrows into the air that rain down around the targeted area, dealing damage to enemies they hit and creating spore pods where they land. Each spore pod slows the movement speed of nearby enemies. The pods last for a duration before bursting, dealing area damage.
Fire arrows into the air that rain down around the targeted area, dealing damage to enemies they hit and creating spore pods where they land. Each spore pod deals chaos damage over time to nearby enemies and withers them, causing them to take increased chaos damage. The pods last for a duration before bursting, dealing area damage.
You must gain Valour from melee combat to use this skill, which will consume all Valour to place a banner with an aura. The aura will be larger and more powerful the more Valour was consumed. The banner lasts for a duration, but will end early if you leave the aura, or use the skill again while it's active.
You must gain Valour from melee combat to use this skill, which will consume all Valour to place a banner with an aura. The aura will be larger and more powerful the more Valour was consumed. The banner lasts for a duration, but will end early if you leave the aura, or use the skill again while it's active.
Swing an Axe or Sword, firing projectiles which shatter on impact or soon after being launched, dealing area damage in front of where they shatter.
Swing an Axe or Sword, consuming Steel Shards to gain a Steel Ward that protects you for a duration, and fire projectiles which shatter on impact or soon after being launched, dealing area damage in front of where they shatter. Steel Shards are gained with the Call of Steel Skill.
Summons a Carrion Golem. The Carrion Golem attacks with a series of slashes that increase in speed and damage, as well as a cascade of bone spikes.
Summons a Carrion Golem. The Carrion Golem attacks with a series of slashes that increase in speed and damage, can consume corpses to heal itself and gain the ability to unleash a devastating cascade of bone spikes, and deals more damage for each of your non-golem minions near it.
Throws a mine that deals damage in an area when detonated.
Summons a ballista totem that fires multiple arrows with extreme force, breaking them apart into shrapnel. Enemies can be hit by multiple arrows from the same attack. Requires a Bow.
Summons a ballista totem that consumes your Steel Shards to fire multiple arrows with extreme force, breaking them apart into shrapnel. Enemies can be hit by multiple arrows from the same attack. Requires a Bow. Steel Shards are gained with the Call of Steel Skill.
Fires an arrow that remains in the ground behind its final target, tethering that enemy to it. Ensnared enemies have less movement speed while trying to break the snare. The snare will break if they leave the area of effect.
Summons a ballista totem that propels a sequence of fiery arrows into the air. The arrows impact the ground in a line, each dealing area damage to enemies around it. Requires a Bow.
Summons a ballista totem that propels a sequence of fiery arrows into the air. The arrows impact the ground in two perpendicular lines, each dealing area damage to enemies around it. Requires a Bow.
Summons a ballista totem that propels a number of fiery arrows into the air, each targeting a specific enemy. Arrows deal area damage to enemies around it on landing. Requires a Bow.
Spends a portion of your mana to grant a buff that takes some of the damage from hits for you until depleted. The buff grants added lightning damage based on the amount of mana spent by this skill. Shares a cooldown with other Guard skills.
Channel to spread runes on the ground in a growing pattern. The runes fade away after a duration, or will be immediately removed and deal damage in a circular area when detonated by Rune Blast. Enemies standing on the runes are Hindered, reducing their movement speed.
Channel to spread runes on the ground in a growing pattern. The runes fade away after a duration, or will be immediately removed and deal damage in a circular area when detonated by Rune Blast. Enemies standing on the runes are Hindered, reducing their movement speed.
Fire a projectile from your wand that changes direction in a zig-zag pattern at regular intervals or when hitting enemies. Each time it changes direction, a secondary projectile breaks off, flying in the direction it changed away from. Multiple of these projectiles can hit the same target.
Reserves mana based on the supported spells to cause those spells to trigger when you fire projectiles from a wand attack.
Creates a magical brand which can attach to a nearby enemy. It periodically activates while attached, triggering linked spells. The brand will detach if the enemy dies.
Performs a warcry, taunting nearby enemies to attack the user, and summoning Mirage Warriors from nearby corpses. The Mirage Warriors each use a linked attack skill once before dissipating.
Deals chaos damage to a single enemy, dealing more damage if they are Hexed, then removing the Hex. If the enemy was Hexed, also deals area damage to other enemies around the target, boosting damage and removing Hexes from those enemies in the same way.
[UNUSED] The environmentally unsustainable child of Explosive Arrow and Flame Wall
Create a sphere of water, or move an existing sphere and reset its duration. The sphere continually applies a drenched debuff with a short duration to enemies in its area or those it moves through. You can hit the sphere with other skills to inflict Cold and Lightning Ailments (other than Chill). The sphere pulses when created, at regular intervals while afflicted by an Ailment, and after moving, damaging all drenched enemies in a large area.
You must gain Valour from melee combat to use this skill, which will consume all Valour to place a banner with an aura. The aura will be larger and more powerful the more Valour was consumed. The banner lasts for a duration, but will end early if you leave the aura, or use the skill again while it's active.
Fires an arrow into the air to land at a targeted location, dealing area damage. The arrow sticks in the ground where it lands, and periodically fires a beam of lightning to another arrow near it, dealing area damage between them.
Fires an arrow into the air to land at a targeted location, dealing area damage. The arrow sticks in the ground where it lands, and periodically fires a beam of lightning to you, dealing area damage between the arrow and you.
Fires an arrow into the air to land at a targeted location, dealing area damage. The arrow sticks in the ground where it lands, and periodically fires a beam of lightning to another arrow near it, dealing area damage between them.
Summons a Reaper which uses a variety of slashing area attacks. The presence of any Reapers weakens your other non-Reaper minions, and Reapers will consume them to temporarily empower and heal themselves.
Fires a single eye projectile which releases a number shard projectiles in a spiral before dissipating. The shards will damage enemies they impact, dealing cold damage. The eye cannot damage enemies.
Fires a slow-moving serpentine arrow which deals chaos damage while piercing enemies, and leaves a trail of caustic ground. Enemies standing on the caustic ground take chaos damage over time.
Animates multiple Melee Weapon Items and Lingering Blades to fight by your side, and transforms them into different, unique weapons. You cannot animate unidentified Weapons. Will not animate weapons with 6 sockets. Cannot be used by Traps or Mines.
Fires charged arrows, which repeatedly travel for a short time before changing direction. When they hit enemies, they are struck by a bolt of lightning which damages a number of surrounding enemies.
Fires an arrow that converts some physical damage to cold on its target and converts all physical damage to cold in a cone behind that target. When you use this skill, it summons a squad of Mirage Sharpshooters for a duration. Cannot be used by Totems, Traps, or Mines.
[DNT] Fires multiple arrows which continuously fork as they fly.
Channel to charge up your bow, gaining stages. Release to trigger one supported bow skill for each stage gained. If there are no supported skills, but at least one stage was gained, this skill will fire its own arrow instead. Cannot be used by Totems.
Skill Gem Quality /59
Projectiles Split towards (0–2) targets
Fires +(0–2) Projectiles
Fires +(0–2) Projectiles
Fires +(0–2) Projectiles
Fires +(0–2) Projectiles
Projectiles Split towards (0–2) targets
(0–40)% increased Projectile Speed
Cursed enemies take (0–5)% increased Damage from Projectile Hits
Fires +(0–1) Projectile
Projectiles deal (0–10)% more Damage with Hits and Ailments
Every fifth Attack, Projectiles deal (0–200)% more Damage with Hits and Ailments
Projectiles deal (0–10)% more Damage with Hits and Ailments
Fires +(0–2) Projectiles
Fires +(0–2) Projectiles
Fires +(0–3) Projectiles
(0–40)% increased Projectile Speed
Projectiles that have Pierced deal (0–20)% more Damage
Projectiles that have Pierced deal (0–20)% more Damage
Projectiles that have Pierced deal (0–20)% more Damage
Projectiles that have Pierced deal (0–20)% more Damage
Fires +(0–1) Projectile
The first and final shots of the sequence fire (0–4) additional Projectiles simultaneously
(0–40)% increased Projectile Speed
Fires +(0–2) Projectiles
Projectiles have (0–40)% chance for an additional Projectile when Forking
(0–20)% more Projectile Damage
(0–40)% increased Projectile Speed
(0–40)% increased Projectile Speed
Projectiles that have Pierced deal (0–20)% more Damage
Fires (0–2) additional Projectiles
(0–20)% more Projectile Speed
(0–20)% more Projectile Speed
Fires Projectiles (0–10)% faster
Fires Projectiles (0–10)% faster
Fires Projectiles (0–10)% faster
Fires +(0–1) Projectile
Fires +(0–1) Projectile
Fires +(0–2) Projectiles
(0–40)% increased Projectile Speed
Fires +(0–1) Projectile
Fires +(0–1) Projectile
Fires +(0–2) Projectiles
Fires +(0–2) Projectiles
Maximum +(0–10) caught Projectiles
(0–40)% increased Projectile Speed
(0–40)% increased Projectile Speed
Projectile changes direction (0–1) times
Fires extra Projectiles at up to +(0–2) surrounding Enemies
Fires extra Projectiles at up to +(0–2) surrounding Enemies
Projectiles that have Pierced deal (0–20)% more Damage
Projectiles that have Pierced deal (0–20)% more Damage
Fires +(0–2) Shard Projectiles in a Spiral when Projectile ends
Projectiles gain up to +(0–20)% more Damage by the time they dissipate
Projectiles gain up to +(0–15)% more Damage by the time they dissipate
Fires +(0–2) Projectiles
Fires +(0–2) Projectiles
Fires +(0–2) Projectiles
Fires +(0–2) Projectiles
Projectiles deal +(0–4)% more Damage per previous Projectile fired in sequence
Support Gem /26
Supports projectile skills.
Supports projectile skills.
Supports projectile skills.
Supports spell skills, making the increase to physical melee damage from strength also increase their spell damage.
Supports spells, or attacks that use bows or wands. Instead of using that skill, you will throw a mine that will use the skill for you when you detonate it. Mines cannot use channelling skills.
Supports projectile skills, making their projectiles fork into two projectiles the first time they hit an enemy and don't pierce it.
Supports spell skills, making them repeat when cast. Cannot support Vaal skills, totem skills, channelling skills, triggered skills, instant skills, retaliation skills, blink skills, or skills with a reservation.
Supports any skill that has a duration, or can hit enemies to inflict ailments on them.
Supports any skill that hits enemies or inflicts ailments
Supports skills that fire projectiles from the user. Does not affect projectiles fired from other locations as secondary effects. Does not support skills that fire projectiles in a spiral.
Supports spells, or attacks that use bows or wands. Instead of using that skill, you will throw a mine that will use the skill for you when you detonate it. Mines cannot use channelling skills.
Supports bow attack skills that fire arrows forwards as projectiles. These skills will instead fire a payload arrow into the air to land at a targeted location. The supported skills' arrows will then fire out in a circle from where it lands. Cannot support skills that already fire arrows into the air, channelled skills, or skills that create Minions.
Supports projectile attack skills that use bows or wands. Cannot support triggered skills, channelled skills, or skills that create Minions.
Supports skills that fire projectiles from the user. Does not affect projectiles fired from other locations as secondary effects. Does not support skills that fire projectiles in a spiral.
Supports aura skills that affect you and allies, increasing the aura's effect on allies, but preventing it from affecting you at all. Cannot support curse auras, or other auras that only affect enemies. Cannot support skills used by totems. Cannot modify the skills of minions.
Supports melee strike skills, causing their melee strike to deal splash damage around each target hit.
Supports bow attack skills that fire arrows forwards as projectiles. These skills will instead fire a payload arrow into the air to land at a targeted location. The supported skills' arrows will then fire out in a circle from where it lands. Cannot support skills that already fire arrows into the air, channelled skills, or skills that create Minions.
Supports projectile skills, making their projectiles fork into two projectiles the first two times they hit an enemy and don't pierce it.
Supports any skill that has a duration, or can hit enemies to inflict ailments on them.
Supports spell skills, making them repeat when cast. Cannot support Vaal skills, totem skills, channelling skills, triggered skills, instant skills, retaliation skills, blink skills, or skills with a reservation.
Supports any skill that hits enemies or inflicts ailments
Supports slam skills, providing a powerful boost when they're used, with a delay before they can be boosted again. Cannot support Vaal skills or triggered skills. Cannot modify the skills of minions. Only skills you use yourself can receive the boost.
Supports projectile spells you cast yourself. Cannot support triggered skills, Vaal skills, instant skills, channelling skills, skills with a reservation or which create minions, or skills used by totems, traps, or mines.
Supports melee strike skills that do not inherently apply Trauma. Cannot support triggered skills, Vaal skills, or skills used by things other than you. Cannot modify the skills of minions.
Supports attack skills that use bows or wands and fire projectiles ahead. Instead of using that skill, you will throw mines that will use the skill for you when you detonate them, targeting your location. Mines cannot use channelling skills.
Support Gem Quality /17
Supported Skills deal (0–10)% increased Projectile Damage
Supported Skills deal (0–10)% increased Projectile Damage
Supported Skills have (0–10)% increased Projectile Speed
Supported Skills deal (0–10)% increased Projectile Damage
Supported Skills deal (0–10)% increased Projectile Damage
Supported Skills deal (0–10)% increased Projectile Damage
Supported Skills deal (0–10)% increased Projectile Damage
Supported Skills have (0–10)% increased Projectile Speed
Supported Skills deal (0–10)% increased Projectile Damage
Supported Skills deal (0–10)% increased Projectile Damage
Supported Skills deal (0–20)% increased Projectile Damage
Supported Skills deal (0–10)% increased Projectile Damage
Supported Skills deal (0–10)% increased Projectile Damage
Supported Skills deal (0–10)% increased Projectile Damage
Supported Skills deal (0–10)% increased Projectile Damage
Supported Skills deal (0–10)% increased Projectile Damage
Supported Skills deal (0–10)% increased Projectile Damage
Item mods /135
NameLevelPre/SufDescriptionWeight
of Darting14Suffix(10–17)% increased Projectile Speed Speedranged 1000
quiver 1000
default 0
of Flight27Suffix(18–25)% increased Projectile Speed Speedranged 1000
quiver 1000
default 0
of Propulsion41Suffix(26–33)% increased Projectile Speed Speedranged 1000
quiver 1000
default 0
of the Zephyr55Suffix(34–41)% increased Projectile Speed Speedranged 1000
quiver 1000
default 0
of the Gale82Suffix(42–46)% increased Projectile Speed Speedranged 1000
quiver 1000
default 0
1CorruptedSkills fire an additional Projectilerapier 1000
default 0
40CorruptedProjectiles deal (20–25)% increased Damage with Hits and Ailments for each time they have Chained Damagequiver 1000
default 0
40CorruptedProjectiles deal (8–10)% increased Damage with Hits and Ailments for each Enemy Pierced Damagequiver 1000
default 0
20Corrupted(4–6)% reduced Damage taken from Projectile Hitsshield 1000
default 0
1CorruptedSocketed Gems are supported by Level 10 Faster Projectiles Gembow 1000
default 0
20Corrupted+2 to Level of Socketed Projectile Gems GemArmour 1000
default 0
of Shaping68Suffix(6–9)% chance to avoid Projectilesboots_shaper 500
default 0
of Shaping84Suffix(10–12)% chance to avoid Projectilesboots_shaper 500
default 0
The Elder's68PrefixSocketed Gems are supported by Level 16 Faster Projectiles
(15–20)% increased Projectile Speed
Speed Gem
gloves_elder 800
default 0
The Elder's75PrefixSocketed Gems are supported by Level 18 Faster Projectiles
(21–25)% increased Projectile Speed
Speed Gem
gloves_elder 800
default 0
The Elder's82PrefixSocketed Gems are supported by Level 20 Faster Projectiles
(26–30)% increased Projectile Speed
Speed Gem
gloves_elder 800
default 0
The Shaper's68PrefixSocketed Gems are Supported by Level 16 Slower Projectiles
(15–18)% increased Projectile Damage
Damage Gem
gloves_shaper 800
default 0
The Shaper's75PrefixSocketed Gems are Supported by Level 18 Slower Projectiles
(19–22)% increased Projectile Damage
Damage Gem
gloves_shaper 800
default 0
The Shaper's83PrefixSocketed Gems are Supported by Level 20 Slower Projectiles
(23–25)% increased Projectile Damage
Damage Gem
gloves_shaper 800
default 0
The Elder's68PrefixProjectiles Pierce an additional Targetamulet_elder 800
quiver_elder 800
default 0
of the Elder68Suffix(20–25)% increased Projectile Attack Damage during any Flask Effect Damage Attackbelt_elder 800
default 0
of the Elder75Suffix(26–30)% increased Projectile Attack Damage during any Flask Effect Damage Attackbelt_elder 800
default 0
of the Elder80Suffix(31–35)% increased Projectile Attack Damage during any Flask Effect Damage Attackbelt_elder 800
default 0
of the Elder82SuffixSkills fire an additional Projectile2h_sword_elder 500
2h_axe_elder 500
staff_elder 500
warstaff_elder 500
bow_elder 500
default 0
of Shaping68SuffixProjectiles Pierce an additional Targetbow_shaper 1000
wand_shaper 1000
default 0
of Shaping75SuffixProjectiles Pierce 2 additional Targetsbow_shaper 1000
wand_shaper 1000
default 0
of the Elder68SuffixSocketed Gems are Supported by Level 16 Lesser Multiple Projectiles
(15–20)% increased Projectile Damage
Damage Gem
wand_elder 1000
default 0
of the Elder75SuffixSocketed Gems are Supported by Level 18 Lesser Multiple Projectiles
(21–25)% increased Projectile Damage
Damage Gem
wand_elder 1000
default 0
of the Elder80SuffixSocketed Gems are Supported by Level 20 Lesser Multiple Projectiles
(26–30)% increased Projectile Damage
Damage Gem
wand_elder 1000
default 0
of Shaping68SuffixSocketed Gems are Supported by Level 16 Volley
(15–18)% increased Projectile Speed
Speed Gem
wand_shaper 1000
default 0
of Shaping75SuffixSocketed Gems are Supported by Level 18 Volley
(19–22)% increased Projectile Speed
Speed Gem
wand_shaper 1000
default 0
of Shaping80SuffixSocketed Gems are Supported by Level 20 Volley
(23–25)% increased Projectile Speed
Speed Gem
wand_shaper 1000
default 0
of Shaping68SuffixProjectiles deal (20–30)% increased Damage with Hits and Ailments for each Enemy Pierced Damagebow_shaper 1000
default 0
of the Elder68Suffix1% increased Projectile Attack Damage per 200 Accuracy Rating Damage Attackbow_elder 1000
default 0
of Redemption68Suffix(6–9)% chance to avoid Projectilesboots_eyrie 500
default 0
of Redemption73Suffix(10–12)% chance to avoid Projectilesboots_eyrie 500
default 0
Hunter's75PrefixProjectiles Pierce an additional Targetboots_basilisk 500
quiver_basilisk 500
amulet_basilisk 500
default 0
Hunter's80PrefixProjectiles Pierce 2 additional Targetsboots_basilisk 500
default 0
Warlord's68Prefix(18–22)% increased Projectile Attack Damage Damage Attackgloves_adjudicator 500
default 0
Warlord's70Prefix(23–26)% increased Projectile Attack Damage Damage Attackgloves_adjudicator 500
default 0
Warlord's73Prefix(27–30)% increased Projectile Attack Damage Damage Attackgloves_adjudicator 500
default 0
of Redemption68Suffix(20–25)% increased Projectile Attack Damage during any Flask Effect Damage Attackbelt_eyrie 500
default 0
of Redemption75Suffix(26–30)% increased Projectile Attack Damage during any Flask Effect Damage Attackbelt_eyrie 500
default 0
of Redemption80Suffix(31–35)% increased Projectile Attack Damage during any Flask Effect Damage Attackbelt_eyrie 500
default 0
Redeemer's68Prefix(15–17)% increased Projectile Attack Damage Damage Attackring_eyrie 500
default 0
Redeemer's75Prefix(18–21)% increased Projectile Attack Damage Damage Attackring_eyrie 500
default 0
Redeemer's80Prefix(22–25)% increased Projectile Attack Damage Damage Attackring_eyrie 500
default 0
Crusader's68Prefix(25–34)% increased Physical Damage
(20–25)% increased Projectile Speed
Damage Physical Attack Speed
wand_crusader 500
bow_crusader 500
default 0
Crusader's71Prefix(35–44)% increased Physical Damage
(20–25)% increased Projectile Speed
Damage Physical Attack Speed
wand_crusader 250
bow_crusader 250
default 0
Crusader's74Prefix(45–54)% increased Physical Damage
(20–25)% increased Projectile Speed
Damage Physical Attack Speed
wand_crusader 150
bow_crusader 150
default 0
Crusader's77Prefix(55–64)% increased Physical Damage
(20–25)% increased Projectile Speed
Damage Physical Attack Speed
wand_crusader 100
bow_crusader 100
default 0
Crusader's80Prefix(65–69)% increased Physical Damage
(20–25)% increased Projectile Speed
Damage Physical Attack Speed
wand_crusader 50
bow_crusader 50
default 0
Hunter's68Prefix(25–34)% increased Physical Damage
Projectiles Pierce an additional Target
Damage Physical Attack
wand_basilisk 500
bow_basilisk 500
default 0
Hunter's71Prefix(35–44)% increased Physical Damage
Projectiles Pierce an additional Target
Damage Physical Attack
wand_basilisk 250
bow_basilisk 250
default 0
Hunter's74Prefix(45–54)% increased Physical Damage
Projectiles Pierce an additional Target
Damage Physical Attack
wand_basilisk 150
bow_basilisk 150
default 0
Hunter's77Prefix(55–64)% increased Physical Damage
Projectiles Pierce an additional Target
Damage Physical Attack
wand_basilisk 100
bow_basilisk 100
default 0
Hunter's80Prefix(65–69)% increased Physical Damage
Projectiles Pierce an additional Target
Damage Physical Attack
wand_basilisk 50
bow_basilisk 50
default 0
of the Conquest82SuffixSkills fire an additional Projectile2h_sword_adjudicator 200
2h_axe_adjudicator 200
staff_adjudicator 200
warstaff_adjudicator 200
bow_adjudicator 200
default 0
of the Crusade85SuffixProjectiles from Socketed Gems Fork Gembow_crusader 100
default 0
of the Crusade68SuffixProjectiles deal (15–20)% increased Damage with Hits and Ailments for each Enemy Pierced Damagebow_crusader 500
default 0
of the Crusade70SuffixProjectiles deal (21–25)% increased Damage with Hits and Ailments for each Enemy Pierced Damagebow_crusader 500
default 0
of the Crusade73SuffixProjectiles deal (26–30)% increased Damage with Hits and Ailments for each Enemy Pierced Damagebow_crusader 500
default 0
1ScourgeUpside(14–16)% increased Projectile Speed Speedranged 500
quiver 500
default 0
45ScourgeUpside(17–19)% increased Projectile Speed Speedranged 500
quiver 500
default 0
68ScourgeUpside(20–22)% increased Projectile Speed Speedranged 500
quiver 500
default 0
68ScourgeUpside(23–25)% increased Projectile Speed Speedranged 500
quiver 500
default 0
1ScourgeUpside(8–9)% increased Projectile Damage Damagegloves 1000
default 0
45ScourgeUpside(10–11)% increased Projectile Damage Damagegloves 1000
default 0
68ScourgeUpside(12–13)% increased Projectile Damage Damagegloves 1000
default 0
68ScourgeUpside(14–15)% increased Projectile Damage Damagegloves 1000
default 0
68ScourgeUpside+1 to Level of Socketed Projectile Gems Gembody_armour 25
default 0
68ScourgeUpsideProjectiles Pierce 2 additional Targetsquiver 5
default 0
68ScourgeUpsideProjectiles Split towards +1 targetsquiver 5
default 0
68ScourgeUpsideAttack Projectiles Return to you Attackquiver 5
default 0
1ScourgeDownside(18–21)% reduced Projectile Damage Damagegloves 250
default 0
45ScourgeDownside(24–27)% reduced Projectile Damage Damagegloves 250
default 0
68ScourgeDownside(30–33)% reduced Projectile Damage Damagegloves 250
default 0
68ScourgeDownside(36–39)% reduced Projectile Damage Damagegloves 250
default 0
75BlueImplicitProjectiles Pierce an additional Targetno_tier_6_eldritch_implicit 0
gloves 500
default 0
75BlueImplicitProjectiles Pierce an additional Targetno_tier_5_eldritch_implicit 0
gloves 500
default 0
75BlueImplicitProjectiles Pierce an additional Targetno_tier_4_eldritch_implicit 0
gloves 500
default 0
75BlueImplicitProjectiles Pierce an additional Targetno_tier_3_eldritch_implicit 0
gloves 500
default 0
75BlueImplicitProjectiles Pierce 2 additional Targetsno_tier_2_eldritch_implicit 0
gloves 500
default 0
75BlueImplicitProjectiles Pierce 2 additional Targetsno_tier_1_eldritch_implicit 0
gloves 500
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, Projectiles Pierce 2 additional Targetsno_tier_5_eldritch_implicit 0
gloves 250
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, Projectiles Pierce 2 additional Targetsno_tier_4_eldritch_implicit 0
gloves 250
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, Projectiles Pierce 2 additional Targetsno_tier_3_eldritch_implicit 0
gloves 250
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, Projectiles Pierce 3 additional Targetsno_tier_2_eldritch_implicit 0
gloves 250
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, Projectiles Pierce 3 additional Targetsno_tier_1_eldritch_implicit 0
gloves 250
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, Projectiles Pierce 3 additional Targetsno_tier_4_eldritch_implicit 0
gloves 100
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, Projectiles Pierce 3 additional Targetsno_tier_3_eldritch_implicit 0
gloves 100
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, Projectiles Pierce 4 additional Targetsno_tier_2_eldritch_implicit 0
gloves 100
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, Projectiles Pierce 4 additional Targetsno_tier_1_eldritch_implicit 0
gloves 100
default 0
10WeaponTree25% increased Projectile Speed
15% reduced Projectile Damage
wand 500
default 0
65WeaponTree35% increased Projectile Speed
15% reduced Projectile Damage
wand 500
default 0
10WeaponTree40% increased Projectile Speed
30% reduced Projectile Damage
bow 500
default 0
65WeaponTree55% increased Projectile Speed
30% reduced Projectile Damage
bow 500
default 0
78WeaponTreeProjectiles Pierce an additional Targettwo_hand_weapon 0
ranged 300
one_hand_weapon 75
default 0
16WeaponTreeProjectiles Pierce an additional Targetone_hand_weapon 0
ranged 300
two_hand_weapon 75
default 0
78WeaponTreeProjectiles Pierce 2 additional Targetsone_hand_weapon 0
ranged 300
two_hand_weapon 75
default 0
32WeaponTreeProjectiles have 30% chance for an additional Projectile when Forkingtwo_hand_weapon 0
ranged 200
one_hand_weapon 50
default 0
78WeaponTreeProjectiles have 40% chance for an additional Projectile when Forkingtwo_hand_weapon 0
ranged 200
one_hand_weapon 50
default 0
32WeaponTreeProjectiles have 50% chance for an additional Projectile when Forkingone_hand_weapon 0
ranged 200
two_hand_weapon 50
default 0
78WeaponTreeProjectiles have 75% chance for an additional Projectile when Forkingone_hand_weapon 0
ranged 200
two_hand_weapon 50
default 0
1WeaponTree-20% chance to Block Projectile Attack Damage
+25% chance to Block Projectile Spell Damage
shield 500
default 0
65WeaponTree-20% chance to Block Projectile Attack Damage
+30% chance to Block Projectile Spell Damage
shield 500
default 0
1WeaponTree+25% chance to Block Projectile Attack Damage
-20% chance to Block Projectile Spell Damage
shield 500
default 0
62WeaponTree+30% chance to Block Projectile Attack Damage
-20% chance to Block Projectile Spell Damage
shield 500
default 0
1WeaponTreeMinions have 15% increased Projectile Speedtwo_hand_weapon 0
weapon_can_roll_minion_modifiers 800
minion_unique_weapon 800
default 0
76WeaponTreeMinions have 20% increased Projectile Speedtwo_hand_weapon 0
weapon_can_roll_minion_modifiers 800
minion_unique_weapon 800
default 0
1WeaponTreeMinions have 30% increased Projectile Speedone_hand_weapon 0
weapon_can_roll_minion_modifiers 800
minion_unique_weapon 800
default 0
76WeaponTreeMinions have 40% increased Projectile Speedone_hand_weapon 0
weapon_can_roll_minion_modifiers 800
minion_unique_weapon 800
default 0
38WeaponTreeSocketed Gems are supported by Level 10 Faster Projectilesone_hand_weapon 100
shield 100
default 0
38WeaponTreeSocketed Gems are supported by Level 10 Faster Projectilestwo_hand_weapon 100
default 0
38WeaponTreeSocketed Gems are Supported by Level 10 Lesser Multiple Projectilesone_hand_weapon 100
shield 100
default 0
38WeaponTreeSocketed Gems are Supported by Level 10 Lesser Multiple Projectilestwo_hand_weapon 100
default 0
38WeaponTreeSocketed Gems are Supported by Level 10 Slower Projectilesone_hand_weapon 100
shield 100
default 0
38WeaponTreeSocketed Gems are Supported by Level 10 Slower Projectilestwo_hand_weapon 100
default 0
38WeaponTreeSocketed Gems are supported by Level 10 Faster Projectilesone_hand_weapon 25
shield 25
default 0
38WeaponTreeSocketed Gems are supported by Level 10 Faster Projectilestwo_hand_weapon 25
default 0
38WeaponTreeSocketed Gems are Supported by Level 10 Lesser Multiple Projectilesone_hand_weapon 25
shield 25
default 0
38WeaponTreeSocketed Gems are Supported by Level 10 Lesser Multiple Projectilestwo_hand_weapon 25
default 0
38WeaponTreeSocketed Gems are Supported by Level 10 Slower Projectilesone_hand_weapon 25
shield 25
default 0
38WeaponTreeSocketed Gems are Supported by Level 10 Slower Projectilestwo_hand_weapon 25
default 0
1WeaponTreeCaustic Arrow and Scourge Arrow fire 25% more projectilesbow 1000
default 0
1WeaponTreeEach Projectile from Spectral Helix or Spectral Throw has
between 40% more and 40% less Projectile Speed at random
ranged 0
one_hand_weapon 1000
default 0
1WeaponTreeEach Projectile from Spectral Helix or Spectral Throw has
between 75% more and 75% less Projectile Speed at random
ranged 0
two_hand_weapon 1000
default 0
1WeaponTreeEthereal Knives requires 1 fewer Projectile Fired to leave each Lingering Bladetwo_hand_weapon 0
caster_unique_weapon 1000
attack_staff 0
attack_dagger 0
weapon_can_roll_minion_modifiers 0
wand 1000
staff 1000
dagger 1000
sceptre 1000
shield 500
default 0
1WeaponTreeEthereal Knives requires 2 fewer Projectiles Fired to leave each Lingering Bladeone_hand_weapon 0
caster_unique_weapon 1000
attack_staff 0
attack_dagger 0
weapon_can_roll_minion_modifiers 0
wand 1000
staff 1000
dagger 1000
sceptre 1000
default 0
1WeaponTreeFireball and Rolling Magma have 100% more Area of Effect
Modifiers to number of Projectiles do not apply to Fireball and Rolling Magma
two_hand_weapon 0
caster_unique_weapon 1000
attack_staff 0
attack_dagger 0
weapon_can_roll_minion_modifiers 0
wand 1000
staff 1000
dagger 1000
sceptre 1000
shield 500
default 0
1WeaponTreeFireball and Rolling Magma have 200% more Area of Effect
Modifiers to number of Projectiles do not apply to Fireball and Rolling Magma
one_hand_weapon 0
caster_unique_weapon 1000
attack_staff 0
attack_dagger 0
weapon_can_roll_minion_modifiers 0
wand 1000
staff 1000
dagger 1000
sceptre 1000
default 0
1WeaponTreeIce Spear and Ball Lightning fire Projectiles in a circle
Ice Spear and Ball Lightning Projectiles Return to you
caster_unique_weapon 1000
attack_staff 0
attack_dagger 0
weapon_can_roll_minion_modifiers 0
wand 1000
staff 1000
dagger 1000
sceptre 1000
shield 500
default 0
1WeaponTree25% reduced Essence Drain and Soulrend Projectile Speed
Essence Drain and Soulrend fire 2 additional Projectiles
two_hand_weapon 0
caster_unique_weapon 1000
attack_staff 0
attack_dagger 0
weapon_can_roll_minion_modifiers 0
wand 1000
staff 1000
dagger 1000
sceptre 1000
shield 500
default 0
1WeaponTree50% reduced Essence Drain and Soulrend Projectile Speed
Essence Drain and Soulrend fire 4 additional Projectiles
one_hand_weapon 0
caster_unique_weapon 1000
attack_staff 0
attack_dagger 0
weapon_can_roll_minion_modifiers 0
wand 1000
staff 1000
dagger 1000
sceptre 1000
default 0
1WeaponTreeBlazing Salvo Projectiles Fork when they pass through a Flame Wallcaster_unique_weapon 1000
attack_staff 0
attack_dagger 0
weapon_can_roll_minion_modifiers 0
wand 1000
staff 1000
dagger 1000
sceptre 1000
shield 500
default 0
Enchantment Modifier /73
NameLevelPre/SufDescriptionWeight
Enchantment Frost Blades Projectile Speed 166Enchantment20% increased Frost Blades Projectile Speed Attack Speedhelmet 100
default 0
Enchantment Frost Blades Projectile Speed 275Enchantment30% increased Frost Blades Projectile Speed Attack Speedhelmet 100
default 0
66Enchantment30% reduced Ball Lightning Projectile Speed Caster Speedhelmet 0
default 0
75Enchantment45% reduced Ball Lightning Projectile Speed Caster Speedhelmet 0
default 0
Enchantment Ball Lightning Additional Projectiles 175EnchantmentBall Lightning fires an additional Projectile Casterhelmet 100
default 0
66EnchantmentBarrage fires an additional Projectile Attackhelmet 0
default 0
Enchantment Barrage Num Of Additional Projectiles 175EnchantmentBarrage fires an additional Projectile Attackhelmet 100
default 0
Enchantment Blazing Salvo Num of Additional Projectiles 175EnchantmentBlazing Salvo fires an additional Projectilehelmet 100
default 0
Enchantment Blazing Salvo Spread Area 166EnchantmentBlazing Salvo Projectiles land in a 20% increased Areahelmet 100
default 0
Enchantment Blazing Salvo Spread Area 275EnchantmentBlazing Salvo Projectiles land in a 30% increased Areahelmet 100
default 0
Enchantment Ethereal Knives Projectile Speed 166Enchantment20% increased Ethereal Knives Projectile Speed Caster Speedhelmet 100
default 0
Enchantment Ethereal Knives Projectile Speed 275Enchantment30% increased Ethereal Knives Projectile Speed Caster Speedhelmet 75
default 0
Enchantment Ethereal Knives Projectiles Fire in Circle 175EnchantmentEthereal Knives fires Projectiles in a circle Casterhelmet 75
default 0
Enchantment Eye of Winter Projectile Speed 166Enchantment20% increased Eye of Winter Projectile Speed Caster Speedhelmet 100
default 0
Enchantment Eye of Winter Projectile Speed 275Enchantment30% increased Eye of Winter Projectile Speed Caster Speedhelmet 100
default 0
Enchantment Eye of Winter Shard Frequency 166EnchantmentEye of Winter fires Shard projectiles with 8% increased Frequency during flight Casterhelmet 100
default 0
Enchantment Eye of Winter Shard Frequency 275EnchantmentEye of Winter fires Shard projectiles with 12% increased Frequency during flight Casterhelmet 100
default 0
Enchantment Pyroclast Mine Additional Projectiles 166EnchantmentPyroclast Mine fires an additional Projectile Casterhelmet 0
default 0
Enchantment Pyroclast Mine Additional Projectiles 275EnchantmentPyroclast Mine fires 2 additional Projectiles Casterhelmet 0
default 0
Enchantment Flame Totem Num Of Additional Projectiles 166EnchantmentHoly Flame Totem fires an additional Projectile Casterhelmet 75
default 0
Enchantment Flame Totem Num Of Additional Projectiles 275EnchantmentHoly Flame Totem fires 2 additional Projectiles Casterhelmet 75
default 0
Enchantment Flame Totem Projectile Speed 166EnchantmentHoly Flame Totem has 20% increased Projectile Speed Caster Speedhelmet 75
default 0
Enchantment Flame Totem Projectile Speed 275EnchantmentHoly Flame Totem has 30% increased Projectile Speed Caster Speedhelmet 75
default 0
Enchantment Flame Wall Added Damage 166EnchantmentFlame Wall grants 19 to 28 Added Fire Damage to Projectiles Elemental Fire Casterhelmet 100
default 0
Enchantment Flame Wall Added Damage 275EnchantmentFlame Wall grants 31 to 47 Added Fire Damage to Projectiles Elemental Fire Casterhelmet 100
default 0
Enchantment Forbidden Rite Projectile Speed 166Enchantment20% increased Forbidden Rite Projectile Speed Caster Speedhelmet 100
default 0
Enchantment Forbidden Rite Projectile Speed 275Enchantment30% increased Forbidden Rite Projectile Speed Caster Speedhelmet 100
default 0
Enchantment Forbidden Rite Additional Projectile75EnchantmentForbidden Rite fires an additional Projectile Casterhelmet 100
default 0
Enchantment Freezing Pulse Projectile Speed 166Enchantment20% increased Freezing Pulse Projectile Speed Caster Speedhelmet 100
default 0
Enchantment Freezing Pulse Projectile Speed 275Enchantment30% increased Freezing Pulse Projectile Speed Caster Speedhelmet 100
default 0
Enchantment Herald Of Agony Num Of Secondary Projectiles 175EnchantmentSummoned Agony Crawler fires 2 additional Projectiles Minionhelmet 100
default 0
Enchantment Ice Spear Additional Projectile 175EnchantmentIce Spear fires an additional Projectile Casterhelmet 75
default 0
Enchantment Lancing Steel Number of Additional Projectiles 175EnchantmentLancing Steel fires an additional Projectile Attackhelmet 100
default 0
Enchantment Lightning Strike Num Of Additional Projectiles 166EnchantmentLightning Strike fires an additional Projectile Attackhelmet 100
default 0
Enchantment Lightning Strike Num Of Additional Projectiles 275EnchantmentLightning Strike fires 2 additional Projectiles Attackhelmet 100
default 0
Enchantment Molten Strike Num Of Additional Projectiles 166EnchantmentMolten Strike fires an additional Projectile Attackhelmet 100
default 0
Enchantment Molten Strike Num Of Additional Projectiles 275EnchantmentMolten Strike fires 2 additional Projectiles Attackhelmet 100
default 0
Enchantment Spectral Helix Projectile Speed 166Enchantment20% increased Spectral Helix Projectile Speed Attack Speedhelmet 100
default 0
Enchantment Spectral Helix Projectile Speed 275Enchantment30% increased Spectral Helix Projectile Speed Attack Speedhelmet 100
default 0
Enchantment Spectral Helix Extra Rotation75EnchantmentSpectral Helix Projectile spirals through +1 rotations Attackhelmet 100
default 0
Enchantment Soulrend Number Of Additional Projectiles 175EnchantmentSoulrend fires an additional Projectile Casterhelmet 100
default 0
Enchantment Galvanic Arrow Projectile Speed 166EnchantmentGalvanic Arrow has 20% increased Projectile Speed Attack Speedhelmet 100
default 0
Enchantment Galvanic Arrow Projectile Speed 275EnchantmentGalvanic Arrow has 30% increased Projectile Speed Attack Speedhelmet 100
default 0
Enchantment Spark Num Of Additional Projectiles 166EnchantmentSpark fires 2 additional Projectiles Casterhelmet 100
default 0
Enchantment Spark Num Of Additional Projectiles 275EnchantmentSpark fires 3 additional Projectiles Casterhelmet 100
default 0
Enchantment Spark Projectile Fire in Circle 175EnchantmentSpark fires Projectiles in a circle Casterhelmet 100
default 0
Enchantment Spark Projectile Speed 166Enchantment20% increased Spark Projectile Speed Caster Speedhelmet 0
default 0
Enchantment Spark Projectile Speed 275Enchantment30% increased Spark Projectile Speed Caster Speedhelmet 0
default 0
Enchantment Spectral Shield Throw Projectile Speed 166Enchantment20% increased Spectral Shield Throw Projectile Speed Attack Speedhelmet 100
default 0
Enchantment Spectral Shield Throw Projectile Speed 275Enchantment30% increased Spectral Shield Throw Projectile Speed Attack Speedhelmet 100
default 0
Enchantment Spectral Shield Throw Num Of Additional Projectiles 166EnchantmentSpectral Shield Throw fires 2 additional Shard Projectiles Attackhelmet 100
default 0
Enchantment Spectral Shield Throw Num Of Additional Projectiles 275EnchantmentSpectral Shield Throw fires 3 additional Shard Projectiles Attackhelmet 100
default 0
Enchantment Spectral Throw Projectile Deceleration 166Enchantment20% reduced Spectral Throw Projectile Deceleration Attack Speedhelmet 100
default 0
Enchantment Spectral Throw Projectile Deceleration 275Enchantment30% reduced Spectral Throw Projectile Deceleration Attack Speedhelmet 100
default 0
Enchantment Spectral Throw Projectile Speed 166Enchantment20% increased Spectral Throw Projectile Speed Attack Speedhelmet 100
default 0
Enchantment Spectral Throw Projectile Speed 275Enchantment30% increased Spectral Throw Projectile Speed Attack Speedhelmet 100
default 0
Enchantment Split Arrow Num Of Additional Projectiles 166EnchantmentSplit Arrow fires 2 additional Projectiles Attackhelmet 100
default 0
Enchantment Split Arrow Num Of Additional Projectiles 275EnchantmentSplit Arrow fires 3 additional Projectiles Attackhelmet 100
default 0
Enchantment Tornado Shot Num Of Secondary Projectiles 166EnchantmentTornado Shot fires an additional secondary Projectile Attackhelmet 0
default 0
Enchantment Tornado Shot Num Of Secondary Projectiles 275EnchantmentTornado Shot fires an additional secondary Projectile Attackhelmet 100
default 0
66EnchantmentPyroclast Mine fires an additional Projectile Casterhelmet 0
default 0
Enchantment Pyroclast Mine Additional Projectiles 175EnchantmentPyroclast Mine fires an additional Projectile Casterhelmet 100
default 0
Enchantment Cobra Lash Projectile Speed 166EnchantmentCobra Lash has 20% increased Projectile Speed Attack Speedhelmet 100
default 0
Enchantment Cobra Lash Projectile Speed 275EnchantmentCobra Lash has 30% increased Projectile Speed Attack Speedhelmet 100
default 0
Enchantment Venom Gyre Chance To Retain Projectile On Release 166EnchantmentVenom Gyre has a 15% chance to keep each caught Projectile fired with Whirling Blades Attackhelmet 0
default 0
Enchantment Venom Gyre Chance To Retain Projectile On Release 275EnchantmentVenom Gyre has a 25% chance to keep each caught Projectile fired with Whirling Blades Attackhelmet 100
default 0
Enchantment Artillery Ballista Cross Pattern 175EnchantmentArtillery Ballista Projectiles fall in two perpendicular lines instead Attackhelmet 100
default 0
Enchantment Shrapnel Ballista Projectile Speed 166EnchantmentShrapnel Ballista has 20% increased Projectile Speed Attack Speedhelmet 100
default 0
Enchantment Shrapnel Ballista Projectile Speed 275EnchantmentShrapnel Ballista has 30% increased Projectile Speed Attack Speedhelmet 100
default 0
Enchantment Kinetic Bolt Projectile Speed 166EnchantmentKinetic Bolt has 20% increased Projectile Speed Attack Speedhelmet 100
default 0
Enchantment Kinetic Bolt Projectile Speed 275EnchantmentKinetic Bolt has 30% increased Projectile Speed Attack Speedhelmet 100
default 0
Enchantment Volcanic Fissure Additional Projectiles 166EnchantmentVolcanic Fissure fires an additional Projectile Attackhelmet 100
default 0
Enchantment Volcanic Fissure Additional Projectiles 275EnchantmentVolcanic Fissure fires 2 additional Projectiles Attackhelmet 100
default 0
Monsters mods /25
NameLevelPre/SufDescriptionWeight
Splitting1UniqueSkills fire 2 additional Projectilesranged 1000
default 0
1Uniquecurse on hit level projectile weakness [1] Caster Curse
1UniqueSkills fire 2 additional Projectiles
1UniqueSkills fire an additional Projectile
1UniqueSkills fire 4 additional Projectiles
1Unique50% increased Projectile Speed Speed
1Uniquemonster casts projectile vulnerability curse text [1]
1Unique40% increased Projectile Damage
display monster uses far shot text [1]
monster reverse point blank damage -% at minimum range [80]
Damage
1Unique20% increased Projectile Damage
display monster uses far shot text [1]
monster reverse point blank damage -% at minimum range [60]
Damage
of Bombardment34UniqueSkills Chain +2 times
Skills fire 2 additional Projectiles
Projectiles have 20% chance to be able to Chain when colliding with terrain
Projectiles gain Damage as they travel farther, dealing up
to 60% increased Damage with Hits to targets
no_common_monster_mods 0
magic 0
ranged 800
default 0
of Splitting6UniqueSkills fire 4 additional Projectiles
30% increased Projectile Damage
30% chance to avoid Projectiles
no_common_monster_mods 0
ranged 5000
default 0
1Unique40% increased Projectile Speed Speed
1Unique120% increased Projectile Speed Speed
1Unique20% reduced Projectile Speed Speed
1UniqueSkills fire 24 additional Projectiles
projectiles nova [1]
1Uniqueprojectile speed variation +% [8] Speed
1Uniqueprojectile speed variation +% [10] Speed
1Uniquebase projectile ground effect duration [3000]
projectiles drop ground lightning [1]
1UniqueBlocks Projectiles while charging
1Uniqueprojectile distance override [15]
1Uniquenumber of projectiles override [1]
1Unique30% increased Projectile Damage
display monster uses far shot text [1]
monster reverse point blank damage -% at minimum range [30]
Damage
of Splintering1SuffixSkills fire 4 additional Projectilesranged 5000
default 0
Chaining34PrefixSkills Chain +2 times
Projectiles have 25% chance to be able to Chain when colliding with terrain
ranged 1500
default 0
of Far Shot34SuffixProjectiles gain Damage as they travel farther, dealing up
to 60% increased Damage with Hits to targets
ranged 1500
default 0
Cluster Jewel mods /3
NameLevelPre/SufDescriptionWeight
of Darting1SuffixAdded Small Passive Skills also grant: 2% increased Projectile Speed Speedaffliction_projectile_damage 350
default 0
of Flight68SuffixAdded Small Passive Skills also grant: 3% increased Projectile Speed Speedaffliction_projectile_damage 350
default 0
of Propulsion84SuffixAdded Small Passive Skills also grant: 4% increased Projectile Speed Speedaffliction_projectile_damage 250
default 0
Map mods /7
NameLevelPre/SufDescriptionWeight
Splitting1PrefixMonsters fire 2 additional Projectiles
10% increased Quantity of Items found in this Area
uber_tier_map 0
secret_area 1000
default 0
Splitting69PrefixMonsters fire 4 additional Projectiles
Found Items have 2% chance to drop Corrupted in Area
15% increased Quantity of Items found in this Area
uber_tier_map 0
secret_area 1000
default 0
Splitting1PrefixMonsters 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
uber_tier_map 0
secret_area 0
maven_map 0
expedition_logbook 0
primordial_map 0
default 1000
Splitting1PrefixMonsters fire 2 additional Projectiles
19% increased Quantity of Items found in this Area
11% increased Rarity of Items found in this Area
uber_tier_map 0
secret_area 0
maven_map 1000
primordial_map 1000
default 0
Splitting1PrefixMonsters 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
uber_tier_map 0
secret_area 0
maven_map 0
expedition_logbook 1000
default 0
Chaining1PrefixMonsters' skills Chain 3 additional times
Monsters' Projectiles can Chain when colliding with Terrain
16% increased Quantity of Items found in this Area
45% increased Rarity of Items found in this Area
6% increased Pack size
uber_tier_map 50
default 0
Magnifying1PrefixMonsters have 100% increased Area of Effect
Monsters fire 2 additional Projectiles
19% increased Quantity of Items found in this Area
45% increased Rarity of Items found in this Area
7% increased Pack size
uber_tier_map 100
default 0
Delve Area mods /2
NameLevelPre/SufDescriptionWeight
1DelveAreaMonsters fire 2 additional Projectiles
19% increased Quantity of Items found in this Area
11% increased Rarity of Items found in this Area
7% increased Pack size
default 1000
1DelveAreaMonsters' Projectiles always Pierce
13% increased Quantity of Items found in this Area
8% increased Rarity of Items found in this Area
5% increased Pack size
default 1000
Heist Area mods /1
NameLevelPre/SufDescriptionWeight
Splitting1PrefixMonsters fire 2 additional Projectiles
heist contract alert level +% final [-7]
heist contract lockdown timer +% [7]
heist monster spawner alive limit +% [7]
map item drop quantity +% [19]
map item drop rarity +% [11]
default 1000
Heist Equipment mods /8
NameLevelPre/SufDescriptionWeight
1Unique(11–15)% increased Projectile Attack Damage Damage Attack
1Unique(16–20)% increased Projectile Attack Damage Damage Attack
1Unique(21–25)% increased Projectile Attack Damage Damage Attack
1Unique(26–30)% increased Projectile Attack Damage Damage Attack
Scout's1Prefix(21–25)% increased Projectile Attack Damage Damage Attackheist_equipment_ranged 1000
default 0
Poacher's45Prefix(26–30)% increased Projectile Attack Damage Damage Attackheist_equipment_ranged 800
default 0
Ranger's75Prefix(31–35)% increased Projectile Attack Damage Damage Attackheist_equipment_ranged 600
default 0
Sniper's81Prefix(36–40)% increased Projectile Attack Damage Damage Attackheist_equipment_ranged 400
default 0
Veiled mods /3
NameLevelPre/SufDescriptionWeight
Chosen60Prefix(23–25)% increased Projectile Speed
(17–20)% increased Projectile Damage
Damage Speed
gloves 750
default 0
Chosen60Prefix+2 to Level of Socketed Projectile Gems
Projectiles Pierce an additional Target
Gem
helmet 1500
default 0
Catarina's60PrefixRaised Spectres fire 2 additional Projectilesweapon 0
helmet 0
quiver 0
flask 0
body_armour 0
catarina_veiled_prefix 2000
default 0
Crafting Bench /4
ModRequireItemClassesUnlock
+1 to Level of Socketed Projectile Gems
Projectiles Pierce an additional Target
4x Chaos OrbHelmetDesert Spring Map
(10–12)% increased Projectile Speed
(9–10)% increased Projectile Damage
3x Orb of AlchemyGlovesDesert Spring Map
(13–16)% increased Projectile Speed
(11–13)% increased Projectile Damage
3x Chaos OrbGlovesDesert Spring Map
(17–20)% increased Projectile Speed
(14–16)% increased Projectile Damage
1x Exalted OrbGlovesDesert Spring Map
Misc mods /39
NameLevelDomainPre/SufDescriptionWeight
85FlaskUniqueSkills fire 2 additional Projectiles during Effect
Dancer's1SanctumRelicPrefix(5–6)% increased chance to Avoid Resolve Loss from Enemy Projectile Hitsmedium_sanctum_relic 30
default 0
Acrobat's77SanctumRelicPrefix(7–8)% increased chance to Avoid Resolve Loss from Enemy Projectile Hitsmedium_sanctum_relic 30
default 0
Tumbler's84SanctumRelicPrefix(9–10)% increased chance to Avoid Resolve Loss from Enemy Projectile Hitsmedium_sanctum_relic 15
default 0
1JewelUnique(7–10)% increased Projectile Damage Damage
1JewelUniqueProjectiles Pierce an additional Target
of Archery1JewelSuffix(10–12)% increased Projectile Damage Damagenot_dex 400
default 500
1JewelUnique10% increased Projectile Damage Damage
of Soaring1JewelSuffix(6–8)% increased Projectile Speed Speednot_dex 300
default 500
1JewelUniqueTotems fire 2 additional Projectiles
1JewelUniqueSplit Arrow fires an additional arrow with 50 Dexterity from Passives in Radius
1% increased Projectile Damage per 5 Dexterity from Allocated Passives in Radius
local jewel effect base radius [1200]
Damage
1JewelUniqueWith at least 40 Dexterity in Radius, each Spectral Throw Projectile gains 5% increased Damage each time it Hits
local jewel effect base radius [1200]
Damage Attack
1JewelUniqueWith at least 40 Intelligence in Radius, 25% increased Freezing Pulse Damage if
you've Shattered an Enemy Recently
With at least 40 Intelligence in Radius, Freezing Pulse fires 2 additional Projectiles
local jewel effect base radius [1200]
Damage Caster
1JewelUniqueWith at least 40 Strength in Radius, Molten Strike has 25% increased Area of Effect
With at least 40 Strength in Radius, Molten Strike fires 2 additional Projectiles
local jewel effect base radius [1200]
Attack
1JewelUniqueWith at least 40 Strength in Radius, Molten Strike Projectiles Chain on impacting ground
With at least 40 Strength in Radius, Molten Strike Projectiles Chain +1 time
With at least 40 Strength in Radius, Molten Strike fires 50% less Projectiles
local jewel effect base radius [1200]
Attack
1JewelUniqueWith at least 40 Dexterity in Radius, Frost Blades has 25% increased Projectile Speed
With at least 40 Dexterity in Radius, Melee Damage
dealt by Frost Blades Penetrates 15% Cold Resistance
local jewel effect base radius [1200]
Damage Elemental Cold Attack Speed
1JewelUniqueWith at least 40 Intelligence in Radius, Frostbolt fires 2 additional Projectiles
With at least 40 Intelligence in Radius, Frostbolt Projectiles gain 40% increased Projectile Speed per second
local jewel effect base radius [1200]
Caster
1JewelUniqueWith at least 40 Dexterity in Radius, Ethereal Knives fires additional Projectiles
With at least 40 Dexterity in Radius, Ethereal Knives fires Projectiles in a circle
local jewel effect base radius [1200]
Caster
1JewelUniqueWith at least 40 Intelligence in Radius, Rolling Magma fires an additional Projectile
With at least 40 Intelligence in Radius, Rolling Magma
has 10% increased Area of Effect per Chain
local jewel effect base radius [1200]
Caster
1JewelUniqueWith at least 40 Intelligence in Radius, 2 additional Spark Projectiles
local jewel effect base radius [1200]
Caster
1JewelUniqueWith at least 40 Intelligence in Radius, Spark fires additional Projectiles
With at least 40 Intelligence in Radius, Spark fires Projectiles in a circle
local jewel effect base radius [1200]
Caster
1JewelUniqueWith at least 40 Dexterity in Radius, Split Arrow fires Projectiles in Parallel
local jewel effect base radius [1200]
local unique jewel split arrow projectiles fire in parallel y dist with 40 dex in radius [5]
Attack
1JewelUniqueWith at least 40 Intelligence in Radius, Fireball Projectiles gain Area as they travel farther, up to 50% increased Area of Effect
local jewel effect base radius [1200]
Caster
1JewelUniqueWith at least 40 Intelligence in Radius, Projectiles gain radius as they travel farther, up to a maximum of +0.4 metres to radius
local jewel effect base radius [1200]
Caster
1JewelUniqueWith at least 40 Dexterity in Radius, Barrage fires an additional 6 projectiles simultaneously on the first and final attacks
local jewel effect base radius [1200]
Attack
1PrimordialAltarUniqueSkills fire (3–5) additional Projectilesprimordial_altar_upside 0
tangle_altar 1000
default 0
1PrimordialAltarUniqueProjectiles are fired in random directionsprimordial_altar_upside 0
tangle_altar 400
default 0
of Piercing75SanctumSpecialSuffixProjectiles Pierce an additional Targetdex_special_relic 600
default 150
of Splintering1CrucibleMapSuffixMonsters fire 2 additional Projectiles
map item drop quantity +% [15]
map item drop rarity +% [9]
uber_tier_map 0
crucible_map_low 1000
default 0
of Splintering1CrucibleMapSuffixMonsters fire 4 additional Projectiles
map item drop quantity +% [15]
map item drop rarity +% [9]
uber_tier_map 0
crucible_map_high 1000
default 0
Deadeye's45CharmPrefixProjectile Barrages have no spreaddex_animal_charm 500
default 0
Deadeye's45CharmPrefixProjectiles have (7–13)% chance to be able to Chain when colliding with terraindex_animal_charm 500
default 0
Deadeye's72CharmPrefixProjectiles have (14–20)% chance to be able to Chain when colliding with terraindex_animal_charm 250
default 0
Deadeye's81CharmPrefixSkills fire an additional Projectiledex_animal_charm 20
default 0
Deadeye's1CharmPrefixProjectiles gain Damage as they travel farther, dealing up
to (25–40)% increased Damage with Hits to targets
dex_animal_charm 1000
default 0
Deadeye's60CharmPrefixProjectiles gain Damage as they travel farther, dealing up
to (41–60)% increased Damage with Hits to targets
dex_animal_charm 500
default 0
13NecropolisNecropolisHauntedSkills fire 2 additional Projectiles
monster necropolis mod value +% [40]
default 600
46NecropolisNecropolisHauntedSkills fire 4 additional Projectiles
monster necropolis mod value +% [80]
default 400
68NecropolisNecropolisHauntedSkills fire 6 additional Projectiles
monster necropolis mod value +% [120]
default 200
Item /7
Feathered Arrow Quiver
Requires Level 20
(20–30)% increased Projectile Speed
Horned Talisman
Talisman Tier: 2
Projectiles Pierce 2 additional Targets
local stat monsters pick up item [1]
Corrupted
Gripped Gloves
Evasion Rating: 220–253
Requires Level 70, 95 Dex
(14–18)% increased Projectile Attack Damage
Flanged Arrowhead
Requires Level 2 in Any Job
(11–15)% increased Projectile Attack Damage
Fragmenting Arrowhead
Requires Level 3 in Any Job
(16–20)% increased Projectile Attack Damage
Hollowpoint Arrowhead
Requires Level 4 in Any Job
(21–25)% increased Projectile Attack Damage
Precise Arrowhead
Requires Level 5 in Any Job
(26–30)% increased Projectile Attack Damage
Unique /65
+(20–30) to Dexterity
+(20–30) to Strength
+100 to Accuracy Rating
10% increased Movement Speed
30% increased Projectile Speed
30% increased Projectile Damage
+(16–24) to Dexterity and Intelligence
+(30–40)% to Lightning Resistance
+(8–10)% to Chaos Resistance
10% chance to gain a Frenzy Charge on Kill
10% chance to gain a Power Charge on Kill
5% increased Projectile Speed per Frenzy Charge
5% increased Projectile Damage per Power Charge
Adds (7–9) to (13–16) Physical Damage to Attacks
(20–24)% Chance to Block Attack Damage
(12–15)% Chance to Block Spell Damage
+(400–450) to Armour
(20–30)% increased Projectile Speed
50% increased Stun and Block Recovery
(15–20)% increased Projectile Damage
+(20–30) to maximum Life
(180–220)% increased Armour
+(160–180) to maximum Life
5% reduced Movement Speed
20% increased Stun and Block Recovery
+5% Chance to Block
-25 Physical Damage taken from Projectile Attacks
+(10–20) to maximum Life
(60–80)% increased Armour
+(30–50) to maximum Life
(-80–-50) Physical Damage taken from Projectile Attacks
200% increased Armour against Projectiles
+25% chance to Block Projectile Attack Damage
(20–24)% increased Elemental Damage with Attack Skills
(180–200)% increased Physical Damage
Adds (7–14) to (24–34) Physical Damage
(10–20)% increased Attack Speed
+(80–100) to maximum Mana
Hits can't be Evaded
(Projectile Attack Hits deal 20% less Damage to targets at the start of their movement, dealing up to 60% more Damage to targets as the projectile travels farther)
+(10–20) to Dexterity
100% increased Physical Damage
100% increased Attack Speed
Grants 2 Mana per Enemy Hit
(50–100)% increased Projectile Speed
+(25–50) to Accuracy Rating
30% less Damage
Adds 1 to 4 Physical Damage to Attacks
(20–25)% reduced Enemy Stun Threshold
25% reduced Projectile Speed
(140–200)% increased Stun Duration on Enemies
6 to 10 Added Physical Damage with Bow Attacks
(The Stun Threshold determines how much Damage can Stun something)
10% Chance to Block Spell Damage
+(20–30) to Intelligence
+5% Chance to Block
Curse Enemies with Punishment when you Block their Melee Damage, ignoring Curse Limit
Curse Enemies with Temporal Chains when you Block their Projectile Attack Damage, ignoring Curse Limit
Curse Enemies with Elemental Weakness when you Block their Spell Damage, ignoring Curse Limit
(Punishment is a Hex which increases Damage taken by 30% while the target is on low life and causes them to be Debilitated for 2 seconds when they Hit. It lasts 8 seconds)
(Temporal Chains is a Hex which reduces Action Speed by 15%, or 9% on Rare or Unique targets, and makes other effects on the target expire 40% slower. It has 50% less effect on Players and lasts 5 seconds)
(Elemental Weakness is a Hex which inficts -15% to all Elemental Resistances. It lasts 8 seconds)
100% increased Physical Damage
10% increased Attack Speed
+30 to Accuracy Rating
Projectiles Return to you
+22% Chance to Block Attack Damage while wielding a Staff
Socketed Gems fire 4 additional Projectiles
Socketed Gems fire Projectiles in a circle
+(15–20) to all Attributes
+(5–7)% to all Elemental Resistances
(60–100)% increased Projectile Damage
20% increased Light Radius
(Attributes are Strength, Dexterity, and Intelligence)
Socketed Gems are Supported by Level 15 Pierce
+160 Dexterity Requirement
(200–250)% increased Armour
+(60–100) to maximum Life
0.4% of Physical Attack Damage Leeched as Mana
Enemy Projectiles Pierce you
(Leeched Mana is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
(30–50)% reduced Totem Damage
Totems fire 2 additional Projectiles
Corrupted
(17–21)% increased Spell Damage
Socketed Gems fire an additional Projectile
(80–140)% increased Physical Damage
Adds (5–8) to (13–17) Physical Damage
(5–10)% increased Attack Speed
(10–20)% increased Critical Strike Chance
Projectiles Pierce an additional Target
10% increased Projectile Damage
20% increased Global Physical Damage
+(80–100) to maximum Energy Shield
+(20–30)% to Lightning Resistance
25% increased Movement Speed
(20–40)% increased Projectile Damage
Unaffected by Shocked Ground
(Debuffs you are Unaffected by can still be placed on you, but will not actually apply their effect)
+(30–60) to maximum Life
(5–10)% reduced Movement Speed
30% increased Projectile Speed
10% chance to Knock Enemies Back on hit
(30–50)% increased Projectile Damage
(Knockback pushes Enemies away when Hit)
(7–10)% increased Projectile Damage
With at least 40 Dexterity in Radius, Barrage fires an additional 6 projectiles simultaneously on the first and final attacks
(7–10)% increased Projectile Damage
With at least 40 Dexterity in Radius, each Spectral Throw Projectile gains 5% increased Damage each time it Hits
(20–30)% increased Global Accuracy Rating
-10% to Fire Resistance
+(20–30)% to Lightning Resistance
Gain 7 Life per Enemy Hit with Attacks
20% reduced Projectile Speed
(30–50)% increased Projectile Damage
Arrows Fork
(12–24)% increased Global Physical Damage
+(20–30)% to Cold Resistance
20% increased Projectile Damage
30% reduced Flask Charges gained
60% increased Flask Effect Duration
Deals 50 Chaos Damage per second to nearby Enemies
+(15–25)% to Global Critical Strike Multiplier
(60–80)% increased Physical Damage
Skills Chain +2 times
30% increased Projectile Speed
(60–80)% increased Elemental Damage with Attack Skills
+(20–30) to Dexterity
+(20–30) to Strength
(5–10)% increased Attack Speed
+100 to Accuracy Rating
10% increased Movement Speed
30% increased Projectile Speed
30% increased Projectile Damage
Adds 1 to 4 Physical Damage to Attacks
(20–25)% reduced Enemy Stun Threshold
25% reduced Projectile Speed
(140–200)% increased Stun Duration on Enemies
6 to 10 Added Physical Damage with Bow Attacks
50% chance to double Stun Duration
(The Stun Threshold determines how much Damage can Stun something)
Socketed Gems are Supported by Level 20 Greater Volley
(50–75)% increased Physical Damage
Adds (10–16) to (45–60) Physical Damage
(8–12)% increased Attack Speed
20% reduced Projectile Speed
Arrows fired from the first firing points always Pierce
Arrows fired from the second firing points Fork
Arrows fired from the third firing points Return to you
Arrows fired from the fourth firing points Chain +2 times
+25% to Global Critical Strike Multiplier
Adds 1 to (45–55) Lightning Damage
(16–22)% increased Attack Speed
Attacks Chain an additional time when in Main Hand
Attacks fire an additional Projectile when in Off Hand
(40–55)% increased Elemental Damage with Attack Skills
+(800–1000) to Accuracy Rating
(100–120)% increased Evasion Rating
+(50–80) to maximum Life
1% increased Projectile Attack Damage per 200 Accuracy Rating
+(20–30)% to Cold Resistance
(20–40)% increased Spell Damage
(5–10)% 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
Projectiles from Spells cannot Pierce
+(30–50) to Dexterity
(140–180)% increased Evasion and Energy Shield
30% increased Movement Speed
20% chance to Avoid Projectiles while Phasing
You have Phasing if you've Killed Recently
Projectiles Pierce 5 additional Targets while you have Phasing
Celestial Footprints
(While you have Phasing, your movement is not blocked by Enemies)
(Recently refers to the past 4 seconds)
(40–60)% less Duration
(125–150)% increased Charges per use
(10–20)% increased Area of Effect during Effect
Skills fire 2 additional Projectiles during Effect
(160–190)% increased Physical Damage
Gain (200–300) Life per Ignited Enemy Killed
Gain 20% of Physical Damage as Extra Fire Damage
10% chance to Ignite
Projectiles Pierce all Burning Enemies
Arrows deal 30 to 50 Added Fire Damage for each time they've Pierced
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
(10–15)% increased Global Physical Damage
With at least 40 Dexterity in Radius, Ethereal Knives fires additional Projectiles
With at least 40 Dexterity in Radius, Ethereal Knives fires Projectiles in a circle
(7–10)% increased Projectile Damage
With at least 40 Intelligence in Radius, 25% increased Freezing Pulse Damage if
you've Shattered an Enemy Recently
With at least 40 Intelligence in Radius, Freezing Pulse fires 2 additional Projectiles
(Recently refers to the past 4 seconds)
(7–10)% increased Projectile Damage
With at least 40 Intelligence in Radius, Frostbolt fires 2 additional Projectiles
With at least 40 Intelligence in Radius, Frostbolt Projectiles gain 40% increased Projectile Speed per second
(10–15)% increased Fire Damage
With at least 40 Strength in Radius, Molten Strike Projectiles Chain on impacting ground
With at least 40 Strength in Radius, Molten Strike Projectiles Chain +1 time
With at least 40 Strength in Radius, Molten Strike fires 50% less Projectiles
(10–15)% increased Cold Damage
With at least 40 Dexterity in Radius, Frost Blades has 25% increased Projectile Speed
With at least 40 Dexterity in Radius, Melee Damage
dealt by Frost Blades Penetrates 15% Cold Resistance
(10–15)% increased Lightning Damage
With at least 40 Intelligence in Radius, Spark fires additional Projectiles
With at least 40 Intelligence in Radius, Spark fires Projectiles in a circle
Grants Level 20 Summon Bestial Rhoa Skill
+(300–400) to Accuracy Rating
(130–150)% increased Evasion Rating
+(90–100) to maximum Life
(10–20)% increased Attack and Movement Speed while you have a Bestial Minion
Projectile Attack Skills have (40–60)% increased Critical Strike Chance
Projectiles from Attacks Maim on Hit while you have a Bestial Minion
(Maimed enemies have 30% reduced Movement Speed)
Grants Level 20 Summon Bestial Snake Skill
+(300–400) to Accuracy Rating
(130–150)% increased Evasion Rating
+(90–100) to maximum Life
Adds (23–31) to (37–47) Chaos Damage to Attacks while you have a Bestial Minion
Projectile Attack Skills have (40–60)% increased Critical Strike Chance
Projectiles from Attacks Poison on Hit while you have a Bestial Minion
(Poison deals Chaos Damage over time, based on the base Physical and Chaos Damage of the Skill. Multiple instances of Poison stack)
Grants Level 20 Summon Bestial Ursa Skill
+(300–400) to Accuracy Rating
(130–150)% increased Evasion Rating
+(90–100) to maximum Life
Adds (18–24) to (30–36) Physical Damage to Attacks while you have a Bestial Minion
Projectile Attack Skills have (40–60)% increased Critical Strike Chance
Projectiles from Attacks inflict Bleeding on Hit while you have a Bestial Minion
(Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is 200% higher while moving)
+(30–40) to Strength
Adds (5–8) to (12–16) Physical Damage to Attacks
10% reduced Attack Speed
(80–100)% increased Armour
Arrows Pierce 2 additional Targets
(Strength's Damage bonus also applies to Projectile Attacks)
(48–56)% increased Mana Regeneration Rate
Lose (10–15) Life per Enemy Hit with Spells
0.5% of Chaos Damage Leeched as Life
Lose (20–25) Life per Enemy Hit with Attacks
Skills Chain +1 times
(30–40)% increased Projectile Speed
Projectiles that have Chained gain (20–35)% of Non-Chaos Damage as extra Chaos Damage
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
+475 to Accuracy Rating
(185–215)% increased Physical Damage
(15–20)% increased Attack Speed
80% increased Evasion Rating while moving
Skills fire 2 additional Projectiles if you've used a Movement Skill Recently
(Recently refers to the past 4 seconds)
(Projectile Attack Hits deal 20% less Damage to targets at the start of their movement, dealing up to 60% more Damage to targets as the projectile travels farther)
+475 to Accuracy Rating
(185–215)% increased Physical Damage
(15–20)% increased Attack Speed
80% increased Armour while stationary
Skills fire 2 additional Projectiles if you've been Hit Recently
Iron Reflexes while stationary
(Recently refers to the past 4 seconds)
(Projectile Attack Hits deal up to 30% more Damage to targets at the start of their movement, dealing less Damage to targets as the projectile travels farther)
(Converts all Evasion Rating to Armour. Dexterity provides no bonus to Evasion Rating)
(20–30)% increased Elemental Damage with Attack Skills
Consumes a Void Charge to Trigger Level 20 Void Shot when you fire Arrows with a Non-Triggered Skill
Adds (30–40) to (80–100) Cold Damage to Attacks
+(80–120) to maximum Energy Shield
+(20–30)% to Cold Resistance
Gain (20–40) Mana per Enemy Killed
30% increased Projectile Speed
5 Maximum Void Charges
Gain a Void Charge every 0.5 seconds
(20–30)% increased Stun Duration on Enemies
+(40–50) to Strength
+(40–50) to Dexterity
(25–40)% increased Global Physical Damage
50% increased Flask Charges gained
+(20–25)% to all Elemental Resistances while you have at least 200 Strength
(40–50)% increased Projectile Attack Damage while you have at least 200 Dexterity
+(16–24) to Dexterity and Intelligence
(15–25)% increased Evasion Rating
+(15–20)% to all Elemental Resistances
Skills fire 2 additional Projectiles
(20–30)% increased Projectile Speed
Modifiers to number of Projectiles instead apply
to the number of targets Projectiles Split towards
Adds (12–15) to (24–27) Physical Damage to Attacks
+(20–40) to Dexterity
+(700–1000) to Evasion Rating while in Sand Stance
(20–30)% increased Area of Effect while in Sand Stance
(25–30)% increased Attack Speed if you've changed Stance Recently
(40–60)% increased Projectile Damage while in Blood Stance
Regenerate (150–200) Life per Second while in Blood Stance
(You are in Blood Stance by default)
(Recently refers to the past 4 seconds)
Socketed Gems are Supported by Level 1 Arrow Nova
+(10–20) to Dexterity
100% increased Physical Damage
(25–30)% increased Attack Speed
Grants 2 Mana per Enemy Hit
(50–100)% increased Projectile Speed
+(25–50) to Accuracy Rating
+(30–50) to Dexterity
(140–180)% increased Evasion and Energy Shield
30% increased Movement Speed
10% increased Damage taken while Phasing
You have Phasing if you've Killed Recently
Projectiles Chain +1 times while you have Phasing
Celestial Footprints
(While you have Phasing, your movement is not blocked by Enemies)
(Recently refers to the past 4 seconds)
(17–21)% increased Spell Damage
(5–10)% increased Attack Speed
(20–40)% increased Critical Strike Chance
Attacks fire an additional Projectile
(30–50)% increased Critical Strike Chance
+(20–30) to Dexterity
(70–80)% increased Physical Damage
Adds (25–35) to (36–45) Physical Damage
10% increased Movement Speed
+(350–400) to Accuracy Rating
Cannot Leech Mana
Projectiles from Attacks Fork
Projectiles from Attacks can Fork 1 additional time
(150–200)% increased Armour and Evasion
(30–50)% increased Projectile Speed
(30–50)% increased Projectile Damage
Projectiles cannot collide with Enemies in Close Range
Far Shot
(Close Range is up to 2 metres)
(Projectile Attack Hits deal 20% less Damage to targets at the start of their movement, dealing up to 60% more Damage to targets as the projectile travels farther)
+(10–20) to Dexterity
Projectiles have 4% chance to be able to Chain when colliding with terrain per
Searching Eye Jewel affecting you, up to a maximum of 20%
(8–10)% increased Attack Speed
(30–60)% increased Evasion Rating and Armour
Deal no Non-Physical Damage
Attacks that Fire Projectiles Consume up to 1 additional Steel Shard
Skills Fire 3 additional Projectiles for 4 seconds after
you consume a total of 8 Steel Shards
(12–16)% increased Spell Damage
Socketed Projectile Spells deal 150% more Damage with Hits
Socketed Projectile Spells have +4 seconds to Cooldown
Socketed Projectile Spells fire 4 additional Projectiles
Socketed Projectile Spells fire Projectiles in a circle
Socketed Projectile Spells have 80% less Skill Effect Duration
(140–180)% increased Energy Shield
40% increased Global Accuracy Rating
(45–75)% increased Physical Damage
(15–20)% increased Attack Speed
30% increased Armour while stationary
Skills fire 2 additional Projectiles if you've been Hit Recently
Point Blank
Iron Reflexes while stationary
(Recently refers to the past 4 seconds)
(Projectile Attack Hits deal up to 30% more Damage to targets at the start of their movement, dealing less Damage to targets as the projectile travels farther)
(Converts all Evasion Rating to Armour. Dexterity provides no bonus to Evasion Rating)
+(15–25) to Strength
Adds (1–2) to (3–4) Physical Damage to Attacks
(80–100)% increased Armour
Iron Grip
(Strength's Damage bonus also applies to Projectile Attacks)
(30–80)% increased Armour and Evasion
(30–50)% increased Projectile Speed
(10–30)% increased Projectile Damage
Projectiles cannot collide with Enemies in Close Range
Far Shot
(Close Range is up to 2 metres)
(Projectile Attack Hits deal 20% less Damage to targets at the start of their movement, dealing up to 60% more Damage to targets as the projectile travels farther)
+20% Chance to Block Spell Damage while wielding a Staff
Socketed Gems fire 4 additional Projectiles
Socketed Gems fire Projectiles in a circle
+(15–20) to all Attributes
+(5–7)% to all Elemental Resistances
(15–30)% increased Projectile Damage
20% increased Light Radius
(Attributes are Strength, Dexterity, and Intelligence)
+(20–30) to Dexterity
+(20–30) to Strength
+100 to Accuracy Rating
10% increased Movement Speed
30% increased Projectile Speed
30% increased Projectile Damage
(12–24)% increased Global Physical Damage
+(5–15)% to Cold Resistance
20% increased Projectile Damage
30% reduced Flask Charges gained
60% increased Flask Effect Duration
Deals 20 Chaos Damage per second to nearby Enemies
+(20–30)% to Lightning Resistance
+(30–50) to Dexterity
(25–35)% increased Projectile Damage
Projectiles Return to you
Projectiles are fired in random directions
6% increased Movement Speed
+(1–100) to maximum Life
+(1–10)% Chance to Block
(1–10)% chance to avoid Projectiles
Your Lucky or Unlucky effects use the best or
worst from three rolls instead of two
10% increased Cast Speed
Skills fire (2–3) additional Projectiles
(10–20)% increased Projectile Speed
(30–50)% increased Projectile Damage
Projectiles cannot continue after colliding with targets
(They cannot Split, Pierce, Fork, Chain, or Return if they collide with a target)
Cluster Jewel Passive /8
Attack Projectiles always inflict Bleeding and Maim, and Knock Back Enemies
Projectiles cannot Pierce, Fork or Chain
(Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is 200% higher while moving)
(Maimed enemies have 30% reduced Movement Speed)
Projectiles Pierce an additional Target
10% increased Projectile Speed
10% increased Projectile Damage
25% increased Projectile Damage
Projectiles deal 35% increased Damage with Hits against nearby Enemies
Attack Skills fire an additional Projectile while wielding a Claw or Dagger
20% increased Projectile Attack Damage with Claws or Daggers
Projectiles deal 15% increased Damage with Hits and Ailments for each remaining Chain
30% increased Projectile Damage
8% increased Attack and Cast Speed
35% increased Projectile Damage
10% chance to Taunt Enemies on Projectile Hit
(Enemies you Taunt can only target you, and deal 10% less damage to anyone else. Taunt lasts for 3 seconds)
20% increased Projectile Speed
20% increased Projectile Damage
Timeless Jewel Passive /3
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
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
Elevated modifier List /15
NameLvModsElevated Mods
The Elder's68Socketed Gems are supported by Level 16 Faster Projectiles
(15–20)% increased Projectile Speed

Group: 80
Socketed Gems are supported by Level 18 Faster Projectiles
(21–25)% increased Projectile Speed
The Elder's75Socketed Gems are supported by Level 18 Faster Projectiles
(21–25)% increased Projectile Speed

Group: 80
Socketed Gems are supported by Level 20 Faster Projectiles
(26–30)% increased Projectile Speed
The Elder's82Socketed Gems are supported by Level 20 Faster Projectiles
(26–30)% increased Projectile Speed

Group: 80
Socketed Gems are supported by Level 25 Faster Projectiles
(26–30)% increased Projectile Speed
The Shaper's68Socketed Gems are Supported by Level 16 Slower Projectiles
(15–18)% increased Projectile Damage

Group: 580
Socketed Gems are Supported by Level 18 Slower Projectiles
(19–22)% increased Projectile Damage
The Shaper's75Socketed Gems are Supported by Level 18 Slower Projectiles
(19–22)% increased Projectile Damage

Group: 580
Socketed Gems are Supported by Level 20 Slower Projectiles
(23–25)% increased Projectile Damage
The Shaper's83Socketed Gems are Supported by Level 20 Slower Projectiles
(23–25)% increased Projectile Damage

Group: 580
Socketed Gems are Supported by Level 25 Slower Projectiles
(23–25)% increased Projectile Damage
Warlord's68(18–22)% increased Projectile Attack Damage
Group: 2125
(23–26)% increased Projectile Attack Damage
Warlord's70(23–26)% increased Projectile Attack Damage
Group: 2125
(27–30)% increased Projectile Attack Damage
Warlord's73(27–30)% increased Projectile Attack Damage
Group: 2125
(31–38)% increased Projectile Attack Damage
of Shaping68(6–9)% chance to avoid Projectiles
Group: 2735
(10–12)% chance to avoid Projectiles
of Shaping84(10–12)% chance to avoid Projectiles
Group: 2735
(11–15)% chance to avoid Projectiles if you've taken Projectile Damage Recently
(10–12)% chance to avoid Projectiles
of Redemption68(6–9)% chance to avoid Projectiles
Group: 2735
(10–12)% chance to avoid Projectiles
of Redemption73(10–12)% chance to avoid Projectiles
Group: 2735
(11–15)% chance to avoid Projectiles if you've taken Projectile Damage Recently
(10–12)% chance to avoid Projectiles
Hunter's75Projectiles Pierce an additional Target
Group: 1034
Projectiles Pierce 2 additional Targets
Hunter's80Projectiles Pierce 2 additional Targets
Group: 1034
Projectiles Pierce (3–5) additional Targets

Community Wiki

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Projectile

Projectiles are entities which are produced by a Spell or ranged Attack which travel independently of their creator until they collide with an enemy or obstacle or reach their travel distance limit of 150 Units. Skills gems that create projectiles usually have the Projectile or Bows Gem tag .

Speed and duration

All projectiles have a speed, which can be altered by Projectile Speed modifiers. All projectiles also have a duration (which can be infinite), although in most cases this duration is not mentioned anywhere and cannot be modified, unless explicitly stated such as with the skill Spark.

The speed and duration combined determine the distance the projectile will travel, up to its maximum range. This is important when considering projectiles that have a limited lifetime.

For example, Freezing Pulse creates projectiles which deal full damage initially, but deal less and less damage the longer they are alive. Increasing the Projectile Speed of Freezing Pulse will cause the projectiles to arrive at the target sooner, and therefore they will deal more damage than a slower-moving Freezing Pulse that traveled the same distance.

Increasing the Projectile Speed of limited duration projectiles will allow them to travel a further distance before they expire.

However, there are effects that occur based on the projectile's total distance traveled since launched. For instance:

  • Ice Spear will always arm (change into its second form) at a certain distance from its launching point, regardless of its speed The damage modifiers from Point Blank and Chin Sol are based the projectile's total distance traveled, not how long the projectile has been alive. Note that, in the case of Spectral Throw or other "Projectiles Return" mechanics, the total distance traveled may be greater than the current distance from the player.

Ground and airborne projectiles

Most projectiles fly through the air, however there are some that travel along the ground.

Airborne projectiles can be aimed up and down cliffs and other height transitions, and can impact with the ground or ceiling. This can sometimes make them difficult to aim when dealing with a steep vertical angle, as they might fly over the heads of enemies or harmlessly impact the ground at the enemy's feet. Airborne projectiles will pass through most low obstacles such as small chests and rocks.

Projectiles that travel along the ground are subject to the same restrictions as a walking player. This means they cannot be fired up or down height transitions, and will instead collide with the edge. They will never impact with the ground or ceiling, but they are much more likely to be obstructed by small obstacles around the environment. Skills that create earthbound projectiles include Spark, Lightning Strike.

Death

When a projectile collides with an enemy or obstacle, it explodes and is destroyed. This happens even if the projectile is the result of an attack that is evaded or dodged. Intuitively a projectile that is evaded or dodged would continue along its trajectory, but that is not the case in Path of Exile.

Subprojectiles

Normally a projectile attempts to hit the first enemy it encounters, explodes if the projectile has an explosion effect, and disappears. However, some effects change the projectile hit behavior.

Effect types

At most one effect may be applied per hit. The effects are listed in order of priority.

Split

"Split" redirects here. For the item modifier, see Split (item modifier).

Upon hit the projectile splits into (X) number of auto-targeting projectiles. The auto-targeting radius limitations are similar to chain.

Split arrows are considered the same arrow after splitting and therefore will not target the same monster twice. This means that in most situations split will not increase your single target hits. (see explosive projectiles for exception)

Sources of split include:

Pierce

Main page: Pierce

The projectile passes through the enemy and continues along its previous trajectory. Once a projectile has exhausted its pierce count, one of the other effects listed in this section may apply.

Fork

The projectile splits into two identical projectiles which each travel at a 60 degree angle from the projectile's original path. A projectile can only fork once.

Sources of fork include:

Chain

The projectile chooses a target within a certain radius, and travels in the direction of that target. A target cannot be hit twice by the same projectile. If a skill produces multiple projectiles at once and chains, none of the projectiles may chain to an enemy which has already been struck by a projectile from the same attack or cast. If there are no valid targets in range of the original enemy, it will target an enemy but not hit, instead passing through. Chain has a specified number of iterations.

Sources of chain include:

Also, Arc, Vaal Arc, Static Strike, Wild Strike, Dark Pact, Orb of Storms, and Tempest Shield can chain despite not being projectile skills.

Return

The projectile returns to the original firer. Targets can be hit once on the way out and once on the way back, however, the specific target they return from is only hit once. Its priority is after pierce/fork/chain.

Sources of returning projectiles include:

Explosions

Some projectiles explode on every hit, while other projectiles only explode when they disappear, dealing only normal, non-area damage on non-exploding hits.

The following skills explode on every hit:

Furthermore, all single-target on-hit effects apply on every hit.

The following skills only explode when the projectile is destroyed:

Example projectile

Imagine a Fireball that has 50% Chance to Pierce, Projectiles Fork, and Chain +2 Times, and has been launched towards a pack of enemies:

  1. It hits the first enemy and succeeds its piercing check. The enemy is damaged and the projectile continues on its course.
  2. It hits a second enemy and this times fails to pierce. It forks, and there are now two projectiles which fly in different directions.
  • The first projectile
    • The first projectile hits an enemy, and succeeds its piercing check, and continues on.
    • There are no more enemies in its flight path, and it flies into a wall and explodes.
  • The second projectile
    • The second projectile hits an enemy but fails its piercing check. Since it is the descendant of a projectile that forked, it cannot fork. The projectile and none of its ancestors have chained yet, so it can still chain two times. It chains and flies backwards towards the previous enemy.
    • It hits the enemy, succeeds its piercing check, and continues on.
    • It hits another enemy and fails to pierce, but can still chain one more time. It chains towards a nearby enemy.
    • It hits the enemy and again fails to pierce. It cannot fork, and has run out of chains, so it finally explodes, dealing Fireball's area of effect damage.

Math Calculations

All calculations assume maximum possible hits in ideal situations. Several factors, for example enemies evading your attacks, will prevent max possible hits from happening.

Solo hits

Individual projectiles can only target a single monster 1 time. If you have multiple chains, they will only chain to targets that have not been hit yet.

Projectiles that fork count as the same projectile after forking. This means that fork will not increase your solo target hits per second, unless the projectiles do explosive damage to non-targeted enemies.

Math Calculations

Max possible individual target hits per second Formula

  • Note: This formula requires enough chains and enemies for every projectile to reach your individual target.
  • (Total number of projectiles) x (Attacks/cast per Second) = final answer.

Multiple target hits

  • max possible multiple target hits per second formula
    • Note: Fork is calculated as 2. Awakened fork is calculated 6.
    • Note: "Pierce on return" comes from the vengeant cascade notable.

(Total number of projectiles) X (Attacks/cast per Second) = Q

( Q ) X (Number of Pierces + 1) = Z

( Q ) X (fork or awakened fork) = T

( T ) X (Chains) = F

( T ) X ( Average number of Pierces on return) = V

Z + T + F + V = Final Answer

  • Explosive projectile hits

Projectiles that explode for area of effect damage on every hit will use the same formula and restrictions as above for targeting, but are capable of hitting more times against densely packed enemies.

The area of effect damage that occurs when hitting a non-targeted enemy does not prevent that enemy from being targeted by chain. This means that you can multiply your maximum number of hits for single and multiple targets by the average number of hits per explosion.


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