Pierce
Projectiles Pierce an additional Target
Pierce Attr /4
NameShow Full Descriptions
IDprojectile_damage_pierce1685
IconArt/2DArt/SkillIcons/passives/IncreasedProjectileSpeedNode.png
PassiveSkillsHash31222
TagsisKeystone: false isNotable: false isAscendancyStart: false isMultipleChoice: false isMultipleChoiceOption: false isBlighted: false isJewelSocket: false isMastery: false isProxy: false isUsed: true isRoyale: false
Pierce
Projectiles Pierce an additional Target
Pierce Attr /4
NameShow Full Descriptions
IDprojectile_damage_pierce1686
IconArt/2DArt/SkillIcons/passives/Pierce.png
PassiveSkillsHash17206
TagsisKeystone: false isNotable: false isAscendancyStart: false isMultipleChoice: false isMultipleChoiceOption: false isBlighted: false isJewelSocket: false isMastery: false isProxy: false isUsed: false isRoyale: false
Skill Gem /31
Fires a projectile and teleports you in the opposite direction
Fires a projectile that will pierce through enemies to impact the ground at the targeted location, creating a Bone Archer corpse where it lands.
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 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.
Fires an arrow that explodes, dealing fire damage to its target and other nearby enemies, with an increased chance of igniting them.
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.
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.
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.
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.
Summons a ballista totem that attacks with piercing 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 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.
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.
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.
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 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 returning projectile that can be caught. Caught projectiles spiral outwards when you use Whirling Blades and do not return. Requires a Dagger or Claw.
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.
Skill Gem Quality /7
Projectiles that have Pierced deal (0–10)% more Damage
Projectiles that have Pierced deal (0–10)% more Damage
Projectiles that have Pierced deal (0–10)% more Damage
Projectiles that have Pierced deal (0–10)% more Damage
Projectiles that have Pierced deal (0–20)% more Damage
Projectiles that have Pierced deal (0–10)% more Damage
Projectiles that have Pierced deal (0–10)% more Damage
Support Gem /2
Supports projectile skills.
Supports projectile skills.
Item mods /38
NameLevelPre/SufDescriptionWeight
40CorruptedProjectiles deal (8–10)% increased Damage with Hits and Ailments for each Enemy Pierced damagequiver 1000
default 0
The Elder's68PrefixProjectiles Pierce an additional Targetamulet_elder 800
quiver_elder 800
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 Shaping68SuffixProjectiles deal (20–30)% increased Damage with Hits and Ailments for each Enemy Pierced damagebow_shaper 1000
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
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 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
68ScourgeUpsideProjectiles Pierce 2 additional Targetsquiver 5
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
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
38WeaponTreeSocketed Gems are supported by Level 10 Pierceone_hand_weapon 100
shield 100
default 0
38WeaponTreeSocketed Gems are supported by Level 10 Piercetwo_hand_weapon 100
default 0
38WeaponTreeSocketed Gems are supported by Level 10 Pierceone_hand_weapon 25
shield 25
default 0
38WeaponTreeSocketed Gems are supported by Level 10 Piercetwo_hand_weapon 25
default 0
Enchantment Modifier /11
NameLevelPre/SufDescriptionWeight
Enchantment Ethereal Knives Number Of Targets To Pierce 175EnchantmentEthereal Knives Pierces an additional Target casterhelmet 0
default 0
66Enchantmentlightning strike additional pierce per 10 old [20] attackhelmet 0
default 0
75Enchantmentlightning strike additional pierce per 10 old [30] attackhelmet 0
default 0
Enchantment Lightning Strike Additional Pierce 166EnchantmentLightning Strike pierces 2 additional Targets attackhelmet 100
default 0
Enchantment Lightning Strike Additional Pierce 275EnchantmentLightning Strike pierces 3 additional Targets attackhelmet 100
default 0
66Enchantmentlightning trap additional pierce per 10 old [20] casterhelmet 0
default 0
75Enchantmentlightning trap additional pierce per 10 old [30] casterhelmet 0
default 0
Enchantment Lightning Trap Additional Pierce 166EnchantmentLightning Trap pierces 2 additional Targets casterhelmet 100
default 0
Enchantment Lightning Trap Additional Pierce 275EnchantmentLightning Trap pierces 3 additional Targets casterhelmet 100
default 0
Enchantment Shrapnel Ballista Extra Pierces 166EnchantmentShrapnel Ballista Pierces 4 additional Targets attackhelmet 100
default 0
Enchantment Shrapnel Ballista Extra Pierces 275EnchantmentShrapnel Ballista Pierces 6 additional Targets attackhelmet 100
default 0
Delve Area mods /1
NameLevelPre/SufDescriptionWeight
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
Veiled mods /1
NameLevelPre/SufDescriptionWeight
Chosen60Prefix+2 to Level of Socketed Projectile Gems
Projectiles Pierce an additional Target
gem
helmet 1500
default 0
Crafting Bench /1
ModRequireItemClassesUnlock
+1 to Level of Socketed Projectile Gems
Projectiles Pierce an additional Target
+(13–17) to Strength
4x Chaos OrbHelmetMalformation Map
Misc mods /4
NameLevelDomainPre/SufDescriptionWeight
1JewelUniqueProjectiles Pierce an additional Target
1JewelUniqueWith at least 40 Dexterity in Radius, Ice Shot Pierces 5 additional Targets
With at least 40 Dexterity in Radius, Ice Shot has 25% increased Area of Effect
local jewel effect base radius [1200]
attack
1JewelUniqueWith at least 40 Dexterity in Radius, Ice Shot has 25% increased Area of Effect
With at least 40 Dexterity in Radius, Ice Shot Pierces 3 additional Targets
local jewel effect base radius [1200]
attack
of Piercing75SanctumSpecialSuffixProjectiles Pierce an additional Targetdex_special_relic 600
default 150
Item /2
Penetrating Arrow Quiver
Requires Level 25
Arrows Pierce an additional Target
Horned Talisman
Talisman Tier: 2
Projectiles Pierce 2 additional Targets
local stat monsters pick up item [1]
Corrupted
Unique /11
Arrows Pierce an additional Target
(8–12)% increased Attack Speed
+350 to Evasion Rating
+(40–50) to maximum Life
(10–14) to (19–24) Added Physical Damage with Bow Attacks
Arrows deal 50% increased Damage with Hits and Ailments to Targets they Pierce
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
(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 Life
Arrows Pierce all Targets
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)
Projectiles Pierce an additional Target
10% increased Projectile Damage
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
(30–50)% increased Critical Strike Chance
Adds (80–95) to (220–240) Physical Damage
(150–200)% increased Critical Strike Chance with arrows that Fork
Arrows Pierce all Targets after Forking
Arrows that Pierce have +50% to Critical Strike Multiplier
+(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)
(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)
(15–20)% increased Damage with Hits against Chilled Enemies
With at least 40 Dexterity in Radius, Ice Shot has 25% increased Area of Effect
With at least 40 Dexterity in Radius, Ice Shot Pierces 3 additional Targets
+(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)
Passive /1
Projectiles Pierce 2 additional Targets
Cluster Jewel Passive /2
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
Elevated modifier List /2
NameLvModsElevated Mods
Hunter's75Projectiles Pierce an additional Target
Group: 1029
Projectiles Pierce 2 additional Targets
Hunter's80Projectiles Pierce 2 additional Targets
Group: 1029
Projectiles Pierce (3–5) additional Targets

Community Wiki

Edit

Pierce

Pierce is a behaviour of projectiles that enables them to pass through targets they hit, continuing along their original trajectory.

Mechanics

Only one projectile behaviour can be applied each time a projectile hits a target. Pierce has first priority for projectile behaviours, followed by fork, chain, then return. This means that if you had pierce, fork, and chain supporting the same skill, it would first pierce to its maximum number of pierces, then fork, and only then would it be able to chain to its maximum number of chains.

The number of times a projectile can pierce is equal to the sum of all Projectiles Pierce x additional Targets modifiers. If a projectile is an arrow, Arrows Pierce x additional Targets modifiers are included in the sum. The Projectiles Pierce all Targets modifier built in to Freezing Pulse and Soulrend allow projectiles to pierce an unlimited number of times. The Arrows Pierce all Targets modifier found on Infractem functions the same way for arrow projectiles.

Projectiles apply their on-hit effects to each target they pierce or otherwise hit. For example, Essence Drain will apply its debuff to each target a projectile hits. Skills such as Ice Shot and Kinetic Blast apply their on-hit area damage effects each time a projectile pierces or otherwise hits a target. The explosion behaviour of some projectiles, such as Fireball and Creeping Frost, is not an on-hit effect and occurs only when a projectile ceases to exist.

Some unique items or passive skills provide bonuses based off of pierce.

  • Powerful Precision grants Projectiles Pierce all nearby Targets and Projectiles have 100% increased Critical Strike Chance against Targets they Pierce .

  • Drillneck grants the modifier Arrows deal 50% increased Damage with Hits and Ailments to Targets they Pierce .

  • Slivertongue has 50% chance to inflict bleeding with Piercing arrows.


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