Load the Skill, fire its bolts through the Crossbow attack, then reload when the clip is empty or when the Skill allows an early reload.
Related: Armour Piercing Rounds, High Velocity Rounds, Fragmentation RoundsMechanic
Ammunition
Ammunition Skills load a Crossbow with a specific attack and a limited supply of bolts. Loading or reloading prepares the attack; firing spends the loaded bolts until the clip is empty or another Ammunition Skill replaces it.Catalog version 0.5.4d
No direct 0.5 patch change is linked to this page. The displayed values are current for catalog version 0.5.4d.
What Ammunition does
Current rulesUse an Ammunition Skill to load its bolts, then use the Crossbow attack to fire them. The load action does not fire the bolts. Most ammunition pays its listed cost when loading or reloading, but Hailstorm Rounds generates bolts passively and applies its cost differently. Reload speed, clip size, bolt conservation, and automatic reload effects determine how long the attack can keep firing.
- Loading replaces the Crossbow attack
- Using an Ammunition Skill loads that ammunition and replaces the Crossbow's basic Attack with the loaded Skill. Loading prepares the attack but does not fire it.
- Bolts are spent by firing
- Most Ammunition Skills load a clip containing a stated number of bolts. Each firing action expends ammunition unless a conservation effect prevents it. Using the Ammunition Skill again reloads skills whose descriptions say so.
- Costs normally apply on reload
- Crossbow Shot has no Mana cost. Other Ammunition Skills normally pay their listed cost when loading or reloading rather than for each bolt fired. Since 0.5.0, Ammunition Skills have a base Mana cost of 0 instead of having costs disabled, so effects that add a cost can apply.
- Hailstorm Rounds is a cost exception
- Hailstorm Rounds generates bolts passively at a frequency based on reload time, then loads and fires the stored bolts together. Because its ammunition is generated passively, its listed cost is applied to Crossbow Shot rather than paid by a normal reload action.
- Additional Projectiles usually fire in sequence
- Multiple Projectiles from one Crossbow Skill can hit the same target. A single-Projectile Crossbow Skill normally fires added Projectiles in sequence rather than spreading them, unless the Skill states another pattern. Plasma Blast explicitly fires additional Projectiles in a spread.
- Most direct Hits have Knockback
- Most Crossbow Ammunition Skills that directly Hit enemies have Knockback. This is not a universal rule for every skill carrying the Ammunition tag.
- Some effects replace the reload loop
- Ratha's Assault prevents a supported Ammunition Skill from reloading normally and instead loads bolts when the character Dodges. Requiem states that its transformed attack does not use Ammunition.
- Some Crossbows cannot use Ammunition
- The Trarthan Cannon base explicitly cannot load or fire Ammunition. A unique built on that base, such as Redemption, keeps that base restriction.
Ammunition loop and exceptions
6 casesReload Speed shortens the reload action. Clip-size and conservation effects change how often reloading is needed.
Related: Nimble Reload, Double Barrel I, Ammo Conservation I, Reusable Ammunition passiveLoading another Ammunition Skill replaces the currently loaded Crossbow attack. Full Salvo rewards firing different ammunition types within its ten-second window.
Related: High Velocity Rounds, Explosive Shot, Shockburst Rounds, Full Salvo passiveGenerates bolts passively, stores them, and fires all loaded bolts together. Its cost does not follow the ordinary reload payment pattern.
Related: Hailstorm RoundsPrevents normal reloading for the supported Skill and loads bolts when the character Dodges.
Related: Ratha's AssaultCannot load or fire Ammunition. Its Crossbow Skills must use mechanics that do not depend on an ammunition clip.
Related: Trarthan Cannon, RedemptionLimits and exceptions
5 rules- The loading action does not fire the loaded attack.
- Ammunition-tagged Skills can have explicit exceptions to clips, reloads, costs, or projectile patterns.
- Knockback is common on directly hitting Ammunition Skills but is not guaranteed by the tag alone.
- An effect that prevents normal reloading must provide or rely on another way to gain bolts.
- Trarthan Cannon and uniques on that base cannot load or fire Ammunition.

