Plague Shards
Press to cast. Fire a cluster of plague shards in a narrow spread, dealing Decay Damage. Additional shards hitting the same enemy deal bonus damage.
In the game
On the skill tree
Plague Shards (Shadow)
Requirements
- Class:
Shadow
Numbers
Damage0.53
Damage typeDecay
Radius6
Concentration8
Cooldown4 s
Cast time0.4 s
TagsDamage, Class, Plague Magic
Hits and scaling
| Hit | Type | Multiplier | How often |
|---|---|---|---|
| First shard | Decay | x0.53 | 1 time per cast |
| Later shards Second to fifth shard on the same target | Decay | x0.6625 | Depends on where the target is |
What it scales with
- Decay hits use Magic Power.
- Damage bonus: Decay Damage and Magic Damage from gear and the tree, added together into one bonus.
- Magic Power = Intelligence x1, Charisma x0.5, Adventure x0.5, plus flat Magic Power from gear and the tree. Archetype passives add: Elemental Ranger Adventure x0.25, Earthshaker Strength x0.5, Echo Weaver Agility x0.5.
- One hit = power x (1 + bonus / 100) x (1 - the target's defence share) x the hit multiplier, rounded up. A critical hit then adds your Critical Damage.
Upgraded by
28 nodes on the skill tree upgrade it.
Channeled Shards (Shadow)
Envenoming Shards (Shadow)
Envenoming Shards Increase I (Shadow),
Envenoming Shards Increase II (Shadow),
Envenoming Shards Increase III (Shadow)
Inoculated Shards (Shadow)
Inoculated Shards Increase I (Shadow),
Inoculated Shards Increase II (Shadow),
Inoculated Shards Increase III (Shadow)
Inoculating Shards (Shadow)
Inoculating Shards Increase I (Shadow),
Inoculating Shards Increase II (Shadow),
Inoculating Shards Increase III (Shadow)
Lingering Shards (Shadow)
Plague Shards Cooldown Decrease I (Shadow),
Plague Shards Cooldown Decrease II (Shadow),
Plague Shards Cooldown Decrease III (Shadow)
Plague Shards Range Increase I (Shadow),
Plague Shards Range Increase II (Shadow),
Plague Shards Range Increase III (Shadow)
Plague Shards Subsequent Hit Damage Increase I (Shadow),
Plague Shards Subsequent Hit Damage Increase II (Shadow),
Plague Shards Subsequent Hit Damage Increase III (Shadow)
Purging Shards (Shadow)
Purging Shards Increase I (Shadow),
Purging Shards Increase II (Shadow),
Purging Shards Increase III (Shadow)
Splintering Shards (Shadow)
What each upgrade changes
Channeled Shards
| Without | With | |
|---|---|---|
| Cooldown | 4 s | 3 s |
| Cast time | 0.4 s | 0 s |
| Shards per volley | 5 | 3 |
| Concentration per volley while held One volley every 0.5 s while held; stops below 3 Concentration | none | 3 |
Hold to fire a volley every 0.5 s; the first volley comes 0.5 s after the press
Envenoming Shards
| Without | With | |
|---|---|---|
| Poison from the first shard hit | none | 2 |
| Poison from each later shard hit | none | 1 |
| Max Poison per enemy per cast | none | 5 |
Envenoming Shards Increase
| Nodes taken | 0 | 1 | 2 | 3 |
|---|---|---|---|---|
| Max Poison per enemy per cast With Envenoming Shards | 5 | 6 | 7 | 8 |
Inoculated Shards
| Without | With | |
|---|---|---|
| Max Inoculation consumed per cast | none | 5 |
| Later shard bonus per Inoculation consumed | none | 5% |
Inoculated Shards Increase
| Nodes taken | 0 | 1 | 2 | 3 |
|---|---|---|---|---|
| Max Inoculation consumed per cast With Inoculated Shards | 5 | 6 | 7 | 8 |
Each extra Inoculation adds 5 points to the later shard bonus, so the node text cap of 50% rises with this upgrade
Inoculating Shards
| Without | With | |
|---|---|---|
| Max Inoculation per cast from shards on Poisoned enemies | none | 5 |
| Extra Inoculation when 3 or more shards hit Poisoned enemies | none | 2 |
1 Inoculation per shard that hits a Poisoned enemy
Inoculating Shards Increase
| Nodes taken | 0 | 1 | 2 | 3 |
|---|---|---|---|---|
| Max Inoculation per cast from shards on Poisoned enemies With Inoculating Shards | 5 | 7 | 9 | 11 |
| Extra Inoculation when 3 or more shards hit Poisoned enemies With Inoculating Shards | 2 | 3 | 4 | 5 |
Lingering Shards
| Without | With | |
|---|---|---|
| Lingering zone duration | none | 3 s |
| Zone damage per second, share of shard damage Enemy inside a zone at each 1 s tick | none | x0.5 |
One zone at the end point of each shard. The size of the zone is not in the files we read.
Plague Shards Cooldown Decrease
| Nodes taken | 0 | 1 | 2 | 3 |
|---|---|---|---|---|
| Cooldown Without Channeled Shards | 4 s | 3.6 s | 3.2 s | 2.8 s |
Channeled Shards sets a fixed 3 s cooldown, so this upgrade does nothing with it
Plague Shards Range Increase
| Nodes taken | 0 | 1 | 2 | 3 |
|---|---|---|---|---|
| Shard travel distance | 8 m | 8.64 m | 9.28 m | 9.92 m |
| Aim range | 6 m | 6.48 m | 6.96 m | 7.44 m |
Plague Shards Subsequent Hit Damage Increase
| Nodes taken | 0 | 1 | 2 | 3 |
|---|---|---|---|---|
| Later shard bonus damage Second and later shard that hits the same enemy in one cast | 25% | 30% | 35% | 40% |
Purging Shards
| Without | With | |
|---|---|---|
| Max Poison consumed per enemy | none | 5 |
| Damage per Poison consumed | none | 5% |
Purging Shards Increase
| Nodes taken | 0 | 1 | 2 | 3 |
|---|---|---|---|---|
| Max Poison consumed per enemy With Purging Shards | 5 | 7 | 9 | 11 |
Splintering Shards
| Without | With | |
|---|---|---|
| Shards per cast | 5 | 7 |
| Shard damage | x0.53 | x0.3975 |
The spread widens with the extra shards (10 degrees between shards)
Rank it
Compare it with every other damaging spell on the spell ranking.