Crossbows are Two-Handed ranged weapons that require Strength and Dexterity to equip. Crossbow basic Attacks can be modified with Ammunition Skills . Multiple ProjProjectile fired from a single Crossbow skill can all hit the same target, and single- ProjProjectile skills fire additional ProjProjectile in sequence rather than in a spread.Makeshift CrossbowCrossbow
Crossbows are Two-Handed ranged weapons that require Strength and Dexterity to equip. Crossbow basic Attacks can be modified with Ammunition Skills . Multiple ProjectilesProjectile fired from a single Crossbow skill can all hit the same target, and single- ProjectileProjectile skills fire additional ProjectilesProjectile in sequence rather than in a spread.
Phys. DmgPhysical Damage
7-12
Cold Damage
10-14
Crit. %Critical Hit Chance
5.00%
APSAttacks per Second
1.60
Reload Time
0.80
Version
Lvl
Ph.dmg
C.dmg
Crit. %
APS
Rel. time
DPS
Recipe
Base
1
7-12
10-14
5.00%
1.60
0.80
34.4
—
R.forged
38
41.25-77
43.75-77
5%
1.6
0.8
191
×210×1
Adds (8-10) to (13-15)ColdCold
Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun . DmgAdds (8-10) to (13-15)Cold Damage
GainGain
Damage gained as a specific damage type only scales with modifiers to the new type, not with modifiers to the source damage's type (unless they're the same type). For example, Lightning damageLightning gained from Physical damagePhysical scales with Lightning damageLightning modifiers, but not Physical damagePhysical modifiers. Damage Gain occurs in the same two step process as Damage ConversionConversion . Damage over time cannot benefit from damage Gain.5Mana per enemy killedGain5Mana per enemy killed
(30-50) % inc. FreezeFreeze
Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default. Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen . Buildup(30-50) % increased Freeze Buildup
30 % inc. ChillChill
Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%. Cold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill. Dur. on Enemies30 % increased ChillDuration on Enemies
AttacksAttack
Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.ChainChain
Fallback hint: no keyword description was found for this term.2 additional timesAttacksChain2 additional times
Rampart Raptor Lv. 4+
Base stats
Base
Tense CrossbowTense Crossbow
StrStrength
8
DexDexterity
8
Phys. DmgPhysical Damage
12-22
Crit. %Critical Hit Chance
5.00%
APSAttacks per Second
2.11
Reload Time
0.83
Version
Lvl
Ph.dmg
Crit. %
APS
Rel. time
DPS
Recipe
Base
4
12-22
5.00%
2.11
0.83
35.9
—
R.forged
38
63-120
5%
2.11
0.85
193
×285×1
R.mastered
55
89-166
5%
2.11
0.6
269
×1845×5×1
(20-30) % inc. Bolt Speed(20-30) % increased Bolt Speed
(30-40) % inc. Attack Speed(30-40) % increased Attack Speed
30 % reduced Reload Speed
Bolts fired by CrossbowCrossbow
Crossbows are Two-Handed ranged weapons that require Strength and Dexterity to equip. Crossbow basic Attacks can be modified with Ammunition Skills . Multiple Projectiles fired from a single Crossbow skill can all hit the same target, and single- Projectile skills fire additional Projectiles in sequence rather than in a spread.Attacks have 100 % chance to not | expend AmmunitionAmmunition
Fallback hint: no keyword description was found for this term. if you've Reloaded RecentlyRecently
Recently refers to the past 4 seconds.Bolts fired by CrossbowAttacks have 100 % chance to not | expend Ammunition if you've Reloaded Recently
Double Vision Lv. 20+
Base stats
Base
Dyad CrossbowDyad Crossbow
StrStrength
22
DexDexterity
22
Phys. DmgPhysical Damage
23-65
Crit. %Critical Hit Chance
10.00%
APSAttacks per Second
1.60
Reload Time
0.92
Version
Lvl
Ph.dmg
Crit. %
APS
Rel. time
DPS
Recipe
Base
20
23-65
10.00%
1.60
0.92
70.4
—
R.forged
40
46-155
10%
1.6
1.1
161
×605×1
R.mastered
65
57-199
12%
1.6
0.75
205
×2000×1
Grants Skill: Level 6 Gemini SurgeSurge
Elemental Surges are consumed when you use a non- Melee Projectile Attack to suffuse the Projectiles fired by that Attack , causing them to trigger a Surging Blast when they reach the end of their flight. Your weapon can have a maximum of 6 of each type of Surge active by default. Surges last 15 seconds. Surges are specific to your current weapon, so do not affect non-weapon damage and are not carried over if you weapon swap. Projectiles which Split or Fork do not gain the benefits of Surges.Grants Skill: Level 6 Gemini Surge
Loads an additional bolt
Adds (14-21) to (25-37)Physical DmgAdds (14-21) to (25-37)Physical Damage
+5 % to Critical HitCritical Hit
Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%. Chance+5 % to Critical Hit Chance
(15-25) % inc. Reload Speed(15-25) % increased Reload Speed
When you reload, triggers Gemini Surge to alternately | gain (2-6)Cold Surges or (2-6)Fire Surges
trigger reload infusion on reload [1]
Gemini Surge
Attack · Level 6
Attack
AoE
Trigger
Cold
Fire
Req: Level 90+
Grants your weapon Surges . Non- MeleeMelee
Melee Attacks are those that directly hit with a melee StrikeStrike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or UnarmedUnarmed damage. Any ProjectilesProjectile these attacks create do not count as Melee damage.ProjectileProjectile
A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified. Attacks with that weapon ConsumeConsume
Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources. Consuming a DebuffDebuff on an enemy causes the enemy to be immune to that DebuffDebuff for 1 seconds. Surges to cause the Projectiles fired to explode at the end of their flight.Grants your weapon Surges . Non- MeleeProjectile Attacks with that weapon Consume Surges to cause the Projectiles fired to explode at the end of their flight.
Level: 6 - 20
Atk Dmg: (50 - 181)% of baseAttack Damage: (50 - 181)% of base
Cold Surge
Converts 100 % of Physical damage to Cold damageCold
Cold damage is one of the five Dmg TypesDamage_Types . It is reduced by Cold ResistanceResistances . Cold hits apply ChillChill and build up FreezeFreeze , but cannot build up Heavy StunHeavy_Stun .Converts 100 % of Physical damage to Cold damageCold
Cold damage is one of the five Damage TypesDamage_Types . It is reduced by Cold ResistanceResistances . Cold hits apply ChillChill and build up FreezeFreeze , but cannot build up Heavy StunHeavy_Stun .
CannotConsumeChargesCharges
Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type. There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.CannotConsumeCharges
Explosion radius is 1.6 mExplosion radius is 1.6 metres
No more than once per Skill use
q20:Explosion radius is 0.3 mExplosion radius is 0.3 metres
Fire Surge
Attack Damage
(50 - 181)%
Converts 100 % of Physical damage to Fire damageFire
Fire damage is one of the five Dmg TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite .Converts 100 % of Physical damage to Fire damageFire
Fire damage is one of the five Damage TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite .
CannotConsumeCharges
Explosion radius is 1.6 mExplosion radius is 1.6 metres
No more than once per Skill use
Redemption Lv. 65+
Base stats
Base
Trarthan Cannon
StrStrength
114
DexDexterity
63
Phys. DmgPhysical Damage
277-640
Crit. %Critical Hit Chance
5.00%
APSAttacks per Second
1.40
Version
Lvl
Ph.dmg
Crit. %
APS
DPS
Recipe
Base
65
277-640
5.00%
1.40
642
—
Cannot load or fire Ammunition
(300-400) % inc. Physical Dmg(300-400) % increased Physical Damage
Hits with this Weapon have no Critical Dmg BonusCritical Damage Bonus
Multiplies the damage dealt by Critical Hits . Default value is +100% (i.e. twice as much damage).Hits with this Weapon have no Critical Damage Bonus
(20-40) % reduced CDRRCooldown Recovery Rate
Cooldown Recovery Rate modifies the speed at which your Skill cooldowns are restored. For example, with 100% increased Cooldown Recovery Rate your Skill cooldowns will effectively be halved. Cooldown Recovery Rate does not affect anything other than Skill cooldowns.(20-40) % reduced Cooldown Recovery Rate
Gain 1Explosive RhythmExplosive Rhythm
Each Explosive Rhythm Buff grants 10% increased Cooldown Recovery Rate to your Grenade Skills. every (2-3) times you use a GrenadeGrenade
Fire a bouncing Grenade that unleashes a shrapnel blast when its fuse expires. Skill | Remove allExplosive Rhythm on reaching 10 to gain Explosive FervourExplosive Fervour
Explosive Fervour is a Buff that grants 15% increased Attack Speed per different Grenade Skill you've used Recently , causes Grenade Skills to ignore their cooldown and fire an additional projectile, and makes Grenades explode on any impact. You cannot gain Explosive Rhythm while you have Explosive Fervour. for 10 SecondsGain 1Explosive Rhythm every (2-3) times you use a Grenade Skill | Remove allExplosive Rhythm on reaching 10 to gain Explosive Fervour for 10 Seconds
The Last Lament Lv. 77+
Base stats
Base
Desolate CrossbowDesolate Crossbow
StrStrength
89
DexDexterity
89
Phys. DmgPhysical Damage
118-471
Crit. %Critical Hit Chance
5.00%
APSAttacks per Second
1.78
Reload Time
1.57
Version
Lvl
Ph.dmg
Crit. %
APS
Rel. time
DPS
Recipe
Base
77
118-471
5.00%
1.78
1.57
524
—
Grants Skill: Level 17 Requiem
(250-300) % inc. Physical Dmg(250-300) % increased Physical Damage
(10-20) % inc. Attack Speed(10-20) % increased Attack Speed
(40-60) % reduced Reload Speed
LeechesLeeches
When you deal damage with a Hit , Life Leech causes you to recover an amount of Life to a percentage of the damage dealt, over a period of one second. Hits that deal more than 40,000 total damage are treated as though they only dealt 40,000 damage for this calculation. If this damage is of multiple Damage Types , the ratios between them will stay the same. Monsters have Leech Resistance that increases with monster level, reducing how much you recover from Leech from Hits against them. You can only recover from a single instance of Life Leech at a time, and all Life Leech is removed when Life is filled.(5-10) % of Physical Dmg as LifeLeeches(5-10) % of Physical Damage as Life
(10-20) % chance to load a bolt into allCrossbow skills on Kill
SacrificeSacrifice
Sacrificing is loss of a resource (commonly Life, Mana or Energy Shield ) that does not count as taking damage. You cannot Sacrifice a resource you do not have. Sacrificing Life cannot reduce you below 1 Life, but Sacrifices you cause on others (such as Sacrificing Minion Life) can lead to their death.300Life to not consume the last bolt when firingSacrifice300Life to not consume the last bolt when firing
enable grand design clip handling [1]
Requiem
Attack · Level 17
Attack
AoE
Ammunition
Projectile
Cold
Conditional
Req: Level 90+
Your weapon passively accumulates anguish from the tormented souls within. When fully charged, use this skill to compose the Requiem, transforming your Crossbow shot into a torrent of anguish for a short, fixed amount of time. Does not use Ammunition .
Level: 17 - 20
Cost: (22 - 150)Mana
Compose Requiem
Requiem lasts for 12 seconds
Requires 100 anguish to use
Accumulates 3.33 anguish per second
Requiem
Cost
0Mana
Attack Speed
400% of base
Attack Damage
(300 - 936)% of base
Projectile Speed
7.5 m/s7.5 metres per Second
Converts 60 % of Physical damage to Cold damageConverts 60 % of Physical damage to Cold damage
Impact radius is 1.6 mImpact radius is 1.6 metres
Anguish impacts within a 2.4 metre radius of the target
q20:+0.2 m to impact radius+0.2 metres to impact radius