Mechanic

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.
0.5.4d
Current data

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 rules

Use 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 cases
04
Hailstorm Rounds

Generates bolts passively, stores them, and fires all loaded bolts together. Its cost does not follow the ordinary reload payment pattern.

Related: Hailstorm Rounds
05
Ratha's Assault

Prevents normal reloading for the supported Skill and loads bolts when the character Dodges.

Related: Ratha's Assault
06
Trarthan Cannon

Cannot load or fire Ammunition. Its Crossbow Skills must use mechanics that do not depend on an ammunition clip.

Related: Trarthan Cannon, Redemption

Limits 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.