Projectiles Pierce one enemy and deal 20% less Damage after they have Pierced an enemy.
Related: Pierce IMechanic
Pierce
A Projectile that Pierces damages a target and continues through it instead of ending at that collision.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 Pierce does
Current rulesEach successful Pierce lets the Projectile pass through one target while still damaging it. Pierce is checked after Split and before Fork or Chain. A Projectile with one remaining Pierce passes through the next target, then can Fork or Chain from a later target after its Pierce count is exhausted. A Projectile that Pierces all targets never reaches enemy Fork or Chain behavior.
- Pierce continues through the target
- The Projectile still damages the target, then continues along its path instead of ending at that collision.
- A count is spent per successful Pierce
- Pierces an Enemy allows one successful Pierce. Pierce all Targets has no finite enemy count. A chance to Pierce is checked independently at each eligible collision.
- Split happens before Pierce
- If the Projectile can Split and has not already Split, the first eligible collision uses Split before Pierce is considered.
- Pierce happens before Fork and Chain
- A collision resolved as a Pierce does not also Fork or Chain. When finite Pierce is exhausted, a later collision can proceed to Fork and then Chain.
- Pierce all can prevent later enemy behaviors
- Because Pierce has higher priority, a Projectile that always Pierces enemies will not Fork or Chain from an enemy. Terrain can still end the Projectile or activate a separate terrain behavior.
- After Piercing modifiers need a completed Pierce
- A modifier that applies after Piercing begins only after the Projectile has successfully Pierced an enemy. It does not modify the first hit before that Pierce unless its wording says otherwise.
How this behavior applies
7 casesProjectiles Pierce one enemy without the after-Pierce damage penalty used by Pierce I.
Related: Pierce IIProjectiles Pierce all targets and deal 20% less Damage for each enemy they Pierce.
Related: Pierce IIIProjectile Acceleration II and passive or item modifiers can grant a chance to Pierce. Each eligible collision checks that chance.
Related: Projectile Acceleration II, Search Pierce modifiersFrostbolt, Explosive Spear, High Velocity Rounds, Twister, and other skills explicitly state when their Projectiles Pierce all targets.
Related: Frostbolt, Explosive Spear, High Velocity Rounds, TwisterDrillneck can make Attack Projectiles Return after enough Pierces. Ironbound can make Arrows Return after Piercing a target with Fully Broken Armour.
Related: Drillneck, Ironbound, Returning Projectiles, ArmourSnakepit prevents Spell Projectiles from Piercing. Glacial Lance Pierces all targets but explicitly cannot Split. Read Cannot wording before combining behaviors.
Related: Snakepit, Glacial Lance, SplitLimits and exceptions
6 rules- Pierce is a Projectile collision behavior. Resistance Penetration is a separate damage calculation.
- A successful Pierce does not also Fork or Chain at the same collision.
- Pierce all Targets can prevent enemy Fork and Chain from ever occurring.
- Terrain cannot be Pierced.
- A Projectile can still end because of maximum travel distance, duration, terrain, or another skill-specific rule.
- A damage penalty that says after Piercing does not apply before the first successful Pierce.










