While active,
ConsumingEffect ConsumptionMultiple 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 Debuff on an enemy causes the enemy to be immune to that Debuff for 1 seconds. FreezeFreezeFreeze 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.,
ShockShockShock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.
Lightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.,
IgniteIgniteIgnite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.
The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit.
Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.
The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit, but not any modifiers on the target that affect how much damage they will take from the Hit. This Magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration) do not affect Ignite damage., or
Fully Broken ArmourArmour BreakSome Skills, Items, Support Gems and other effects can Break Armour, which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour, non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits.
Players Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters. on an enemy reloads your
CrossbowCrossbowsCrossbows 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., restores one cooldown use for your
GrenadesGrenade SkillsGrenade Skills are only usable when wielding a Crossbow. They have cooldowns, but generally deliver high damage or powerful utility.
Grenade Skills have a fuse duration and will generally not explode until the fuse has expired, so they are strongest when you aim carefully and predict enemy movements.
Grenades cannot Fork or Chain. and grants a
BuffBuffsBuffs are effects that boost a player or monster's stats for a duration or while a condition is met.
Unless otherwise stated, Buffs of the same type do not stack — only the copy with the strongest effect applies. causing
CrossbowCrossbowsCrossbows 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. AttacksAttacksAttacks 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. to not consume bolts for a duration. This can only occur once every few seconds.