Lightning Damage
10% increased Lightning Damage
Lightning Damage Attr /4
NameShow Full Descriptions
IDshock_mitigation1__
IconArt/2DArt/SkillIcons/passives/lightningint.png
PassiveSkillsHash20649
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Lightning Damage
10% increased Lightning Damage
Lightning Damage Attr /4
NameShow Full Descriptions
IDshock_mitigation10
IconArt/2DArt/SkillIcons/passives/lightningint.png
PassiveSkillsHash38270
TagsisKeystone: false isNotable: false isAscendancyStart: false isMultipleChoice: false isMultipleChoiceOption: false isBlighted: false isJewelSocket: false isMastery: false isProxy: false isUsed: true isRoyale: false
Lightning Damage
10% increased Lightning Damage
Lightning Damage Attr /4
NameShow Full Descriptions
IDshock_mitigation11
IconArt/2DArt/SkillIcons/passives/lightningint.png
PassiveSkillsHash23724
TagsisKeystone: false isNotable: false isAscendancyStart: false isMultipleChoice: false isMultipleChoiceOption: false isBlighted: false isJewelSocket: false isMastery: false isProxy: false isUsed: true isRoyale: false
Lightning Damage
12% increased Lightning Damage
Lightning Damage Attr /4
NameShow Full Descriptions
IDlightning1_
IconArt/2DArt/SkillIcons/passives/LightningDamagenode.png
PassiveSkillsHash30662
TagsisKeystone: false isNotable: false isAscendancyStart: false isMultipleChoice: false isMultipleChoiceOption: false isBlighted: false isJewelSocket: false isMastery: false isProxy: false isUsed: true isRoyale: false
Lightning Damage
12% increased Lightning Damage
Lightning Damage Attr /4
NameShow Full Descriptions
IDlightning2
IconArt/2DArt/SkillIcons/passives/LightningDamagenode.png
PassiveSkillsHash25565
TagsisKeystone: false isNotable: false isAscendancyStart: false isMultipleChoice: false isMultipleChoiceOption: false isBlighted: false isJewelSocket: false isMastery: false isProxy: false isUsed: true isRoyale: false
Lightning Damage
Lightning Damage
non_skill_base_physical_damage_%_to_gain_as_lightning
Attribute /4

strdex_mission_lightning_damage

NameShow Full Descriptions
IsInvisible1
BuffGroupsID31
IsBuffDefinition1
BuffMergeModesID2
Codenon skill base physical damage % to gain as lightning
IsPublic1
IsLocal0
IsWeaponLocal0
IsProxied
IsParty0
IsVirtual0
IsScalable1
StatSemantics1
lightning GemTags /86
Supports Attacks, causing them to Gain Lightning Damage but deal less Cold and Fire Damage.
Launch a spray of sparking Projectiles that travel erratically along the ground until they hit an enemy or expire. Consumes a Cold Infusion if possible to fire many sparks in a circle.
Launch a spray of sparking Projectiles that travel erratically along the ground until they hit an enemy or expire. Consumes a Cold Infusion if possible to fire many sparks in a circle.
Unleash a Nova of Lightning damage to Electrocute enemies. Enemies close to you take no damage while enemies at the edge of the ring take significantly more damage. Enemies Hit can be Electrocuted by all Lightning damage for a short duration.
Teleport inside the target's body, causing it to violently explode. Highlights enemies that can be Culled, and can only be used on these enemies or Ball Lightning Projectiles. The target is destroyed, and the explosion deals Lightning damage to surrounding enemies. If targeting an enemy, the explosion also creates Shocked Ground. Creates a Lightning Infusion on successful use.
Suffuse your Quarterstaff with electrical energy, then Slam the ground to deal damage in a large cone in front of you. Consumes your Power Charges to fire Lightning Projectiles forwards from the impact.
Fire a charged arrow at the target. On hitting an enemy or wall, the arrow will fire Chaining Lightning beams at nearby enemies.
While active, taking Lightning damage builds up charge on you. Reaching full charge expends all charge to Trigger this skill, creating a Chaining lightning bolt that arcs to nearby enemies.
An arc of Lightning stretches from the caster to a targeted enemy and Chains on to other nearby enemies. Consumes a Lightning Infusion if possible to deal more damage and Chain further.
Supports any skill that Hits enemies, making those Hits Penetrate enemy Lightning resistance.
Curse all targets in an area after a short delay, lowering their Lightning Resistance.
Curse all targets in an area after a short delay, lowering their Elemental Resistances.
Fire a slow-moving Projectile that moves through enemies. The Projectile itself does not Hit enemies, but repeatedly discharges bolts of Lightning at nearby enemies. Consumes a Fire Infusion if possible to slow down over time, create Ignited Ground as it travels, and explode dealing Fire damage in an Area after it dissipates.
While active, killing Shocked enemies with a non-Herald Attack Hit will cause subsequent Attack Hits to release lightning bolts which deals Attack damage to all surrounding enemies.
Supports any skill that Hits enemies, making it more likely to Shock.
Create an Orb of electricity that fires Chaining Lightning bolts at nearby enemies. The Orb leaves behind a Lightning Infusion Remnant when it expires.
Activate to summon Reviving Skeletal Storm Mages that can call down a lightning storm on dead Skeletons on Command.
Supports any skill that Hits enemies or inflicts Shock, causing its Shocks to be inflicted less often but last longer.
Supports any skill that Hits enemies, making its Shocks more effective but reflecting them back to you as well.
Call down Lightning to hit all enemies in a cone in front of you, dealing significantly more damage to Shocked enemies. If there is a Shocked enemy in the target area, additional lightning bolts are distributed among the targets hit. Targeting close to you will cause you to jump back as you cast.
Gain a Buff that boosts your Shock chance. Shocking an enemy consumes the Buff to attach an Orb of electricity to that enemy. The Orb fires bolts of electricity at nearby enemies until it expires.
Throw a single copy of your spear. When it hits an enemy it bursts, firing secondary lightning bolt Projectiles at multiple other enemies within a large area around it. Consumes a Frenzy Charge if possible to cause the main spear to split into multiple copies on impact, each of which then bursts.
Create a storm of arcane energies that Empowers your Mana-costing Spells while you remain inside it. Maintaining the storm constantly drains your Mana, and spending more causes it to drain faster. The storm will dissipate when you exit it or run out of Mana.
Call down a Shocking bolt of Lightning to strike enemies in a small area.
Supports any skill that Hits enemies, causing you to recover Energy Shield when it kills a Shocked enemy.
Supports any skill that Hits enemies, giving it a chance to also Shock nearby enemies when you Shock an enemy.
Create a lightning storm for a duration, which repeatedly strikes enemies in its area with shocking bolts.
While active, gains Energy when you Shock enemies and triggers socketed spells on reaching maximum Energy.
While active, gains Energy when you Freeze, Shock, or Ignite enemies, and triggers socketed spells on reaching maximum Energy.
Fire a bouncing Grenade that discharges an Electrocuting Lightning blast when its fuse expires, causing all Lightning Hits against enemies to contribute to Electrocution buildup for a duration.
Perform a series of aggressive Strikes. When used in quick succession, the third use Strikes three times, and the fourth use performs a Final Strike that calls down a powerful Shocking bolt.
Dash to a target and Strike them with your Quarterstaff. If the target is Shocked, Consume their Shock to release a Lightning shockwave around the target and grant you a Power Charge. This skill cannot be Ancestrally Boosted.
Supports any skill that Hits enemies. Nearby enemies are marked when they are Primed for Electrocution, and hitting a marked enemy with a supported skill will Electrocute them.
Fire an arrow that embeds where it lands for a short duration. At the end of the duration, a Lightning Bolt strikes the arrow, disintegrating it and damaging enemies, with a high chance to Shock. Shocking any enemy with the Bolt also applies Shock to all enemies near the impact.
Fire an arrow that drops from above, creating a Lightning burst. The arrow remains in the ground, and any Chaining Lightning beams can Chain to it. When Chained to, the arrows charge up for a brief period before releasing another Lightning burst. The Lightning Arrow Skill skips this delay, causing bursts immediately.
Fire an electrifying arrow that explodes in an Area on Hit. Hitting an enemy will attach an Electrocuting Rod to them, causing all incoming Lightning damage to build up Electrocution. This rod is removed when the enemy is next Electrocuted.
Consume the elemental energy from a Frozen, Shocked or Ignited enemy, creating an elemental blast that leaves behind an Infusion Remnant. The blast will spread to other enemies affected by the same Ailment, but those blasts cannot spread further. Can also be cast on a Frostbolt to create a larger cold blast.
Supports any skill that Hits enemies, prolonging Shocks they inflict on Ignited enemies.
Supports any Skill which can deal Damage. Lightning Damage from Supported Skills can inflict Electrocute, but Supported Skills cannot inflict Shock.
Supports any Spell that Hits enemies, causing it to consume Elemental Ailments on hit to trigger an Elemental Discharge. Cannot support the skills of Minions.
Dash to an enemy and nullify their Resistance. Hitting an enemy with positive Elemental Resistance will reduce their highest Elemental Resistance to 0 for a duration and triggers Infuse Weapon, granting your Spear the maximum possible Surges corresponding to the removed Resistance. If this skill doesn't remove any Resistances, its cooldown is reset. This skill cannot be Ancestrally Boosted.
Leap into the air and plunge your Spear into the ground at the target location, emitting a Lightning-charged shockwave.
Supports Attacks you use yourself. Killing a Shocked enemy with supported skills infuses all of your Attacks with Lightning damage for a short time.
Conjure a crackling Wellsprite that hovers above you. After a short duration, the Wellsprite launches at an enemy, dealing Lightning damage in an area on impact and prioritising the last enemy targeted. Recasting this spell resets the duration for all active Wellsprites.
Load your Crossbow with unstable bolts that require a lengthy charging period to fire but deal devastating damage, Pierce through enemies, and explode upon hitting terrain. Additional Projectiles are fired in a spread, unlike other Crossbow Skills.
Load your Crossbow with charged bolts that fragment in flight, releasing Chaining Lightning beams when they Hit enemies. These fragments can Merge.
Load your Crossbow with charged bolts that land around the target location and explode if hit by a Detonator Skill. Using this Skill again reloads the clip.
Load your Crossbow with a clip of charged bolts which release damaging pulses upon Hitting an enemy affected by a Lightning Ailment. Using this Skill again reloads the clip.
Consume charges from your Mana Flask to throw a flask that explodes, dealing Lightning Attack damage in an area with high chance to Shock.
Create a stationary Fire, Cold or Lightning storm at a target location for a duration, based on the highest Elemental Damage type for the Hit that Triggered the storm. Hits which do not deal Elemental Damage will not Trigger the storm.
Supports any skill that Hits enemies, causing it to inflict Exposure when inflicting Shock.
Supports Lightning skills, granting them an additional level. Does not support skills which do not have levels.
Fire a Lightning-charged arrow that homes in on enemies afflicted by Lightning Ailments. Hitting such an enemy will charge the arrow, causing it to release a damaging shockwave and split beams towards up to two nearby targets. Those beams will repeat this process if they hit an enemy afflicted by a Lightning Ailment. Consumes Shock from enemies it Hits, but not Electrocution.
Sweep your Quarterstaff, projecting a bolt of Lightning through the ground in a long fissure ahead of you.
Create a fiery explosion, an arcing bolt of lightning, or an icy wave of projectiles. The chance for an explosion is proportional to your Strength, for a bolt proportional to your Dexterity, and for a wave proportional to your Intelligence.
Mark a target, making them more susceptible to being Shocked. When the Marked target dies, a Lightning explosion erupts from their corpse. This explosion does not use your Weapon Damage, and instead uses its own base Attack Damage.
Gain Unbound Fury by inflicting Elemental Ailments with Hits on enemies. Once you reach maximum Unbound Fury, consume it to become Unbound for a duration, vastly augmenting your Elemental prowess.
Passively manifests a protective barrier which takes Elemental Damage from Hits for you until depleted. The barrier instantly recharges to its full value a short time after it stops taking damage or is fully depleted.
While active, gains Energy when you Freeze, Shock or Ignite an enemy. Using the Invocation once sufficient Energy is gathered will consume the Energy to trigger socketed Spells, and can trigger them multiple times if it has enough Energy.
Tap into a current of raw and unpredictable Elemental power, causing you to deal greatly more damage of a randomly chosen Element. The Element affected changes frequently, though the same Element can be affected multiple times in succession.
While active, Consuming Freeze, Shock, Ignite, or Fully Broken Armour on an enemy reloads your Crossbow, restores one cooldown use for your Grenades and grants a Buff causing Crossbow Attacks to not consume bolts for a duration. This can only occur once every few seconds.
While active, causes your Non-Channelling Spells to cost additional mana and deal extra Lightning damage, both based on your maximum Mana.
Aim skyward and fires energy missiles at lingering bolts or arrows created by other Lightning Attacks in front of you. The missiles explode if they land close to a lingering bolt or arrow, dealing more damage in a larger area but destroying that bolt or arrow in the process.
Flip backward and Channel to charge your Quarterstaff with Lightning. Releasing dashes towards the target location, damaging enemies along the way. Releasing with Perfect Timing performs a Lightning-assisted dash that releases shockwaves from enemies you dash through and leaves a trail of Shocked Ground in your wake. This skill cannot be Ancestrally Boosted.
Supports Projectile Attack Skills you use yourself. Supported Skills gain Voltaic Charge as you move, up to a maximum. When used, Supported Skills expend that Charge to gain extra Lightning Damage.
Supports Projectile Skills and Skills which can Chain. Supported Skills always Chain when initially Hitting a Shocked Enemy, but cannot themselves inflict Shock. Does not support Skills which cannot Chain.
Supports Channelling Skills. While Channelling Supported Skills, you gain Lightning Thorns based off of your maximum Mana.
[DNT] Grounding Shocks Support
Call down a Shocking bolt of Lightning to strike enemies in a small area.
While active, killing Shocked enemies with a non-Herald Attack Hit will cause subsequent Attack Hits to release lightning bolts which deals Attack damage to all surrounding enemies.
Perform a Lightning-charged stab that can be chained into a combination of up to three attacks. The first two attacks conjure a charging Wildwood spirit if they Hit a Shocked enemy and refresh Shock duration. The third attack is a large swipe that inflicts Elemental Exposure, and can Consume Shock to conjure a stampede of spirits.
Throw an electrified Spear that lodges in the ground and periodically zaps nearby enemies with Lightning bolts. If the Spear is Detonated by another Skill, it immediately unleashes a volley of bolts and expires. Consumes a Frenzy Charge if possible to fire bolts more frequently for a shorter duration, automatically Detonate at the end of its duration, and create Shocked Ground on Detonation.
Plunge your Spear into the ground to emit a pulse that Consumes Freeze, Shock and Ignite on a number of nearby enemies, Allies and Corpses. The pulse itself deals no damage, but each Ailment Consumed causes an explosion of the corresponding elemental damage type.
Become attuned to all Elements building up Fire, Cold and Lightning Resonance based off the highest Elemental Damage type dealt by your Hits. Your Elemental Damage is enhanced the more Resonance of any type you have.
Grants your weapon Surges. Non-Melee Projectile Attacks with that weapon Consume Surges to cause the Projectiles fired to explode at the end of their flight.
While active, gains Energy when you Hit enemies with Melee Attacks and triggers socketed Lightning spells on reaching maximum Energy.
Consume all Power Charges to master the elements, gaining Elemental Damage and the ability to apply Elemental Ailments with other damage types. Can only be used while you have maximum Power Charges.
Supports Skills which cause Damaging Hits. Living Lightning Minions are created when dealing Lightning damage with Supported Skills - bundles of living electricity that target nearby enemies with Chaining Attacks. Enemies will not directly engage these Minions, and can pass through them. Does not modify skills used by Minions.
Supports Skills which cause Damaging Hits. Living Lightning Minions are created when dealing Lightning damage with Supported Skills - bundles of living electricity that target nearby enemies with Chaining Attacks. Enemies will not directly engage these Minions, and can pass through them. Does not modify skills used by Minions.
[DNT] Supports Skills that which [Hit] enemies. When supported Skills Shock an enemy that is nearby other Shocked enemies, trigger Shocking Rift, sucking in nearby enemies and dealing Lightning damage at an interval.
While active, the first time any Skill Hits a Shocked enemy in your Presence, that Skill also Hits other Shocked enemies in your Presence, up to a maximum.
When you Hit with Unarmed Melee Attacks, calls down lightning bolts which deal Unarmed Attack damage to all surrounding enemies.
While active, has a chance to create an Infusion Remnant when you Freeze, Shock or Ignite a target.
Lightning Damage
(7–12)% increased Lightning Damage
Lightning Damage Attr /6
NameValue
SourceTimeless Jewel
Codevaal_small_lightning_damage
IconArt/2DArt/SkillIcons/passives/VaalOffensive.png
NameLightning Damage
Weight75
Stats
  • lightning_damage_+% Min: 0 Max: 0
  • Lightning Ref /129
    Lightning Damage
    Lightning damage is one of the five Damage Types. It is reduced by Lightning Resistance. Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    Grants Skill: Level 15 Thundergod's Wrath
    +200 Intelligence Requirement
    +100 Strength Requirement
    (250–350)% increased Physical Damage
    (10–20)% increased Attack Speed
    +(2–4) to Level of all Lightning Skills
    (30–50)% increased Energy Shield
    +(10–20) to Dexterity
    (10–15)% reduced Attack and Cast Speed
    Lightning damage from Hits Contributes to Electrocution Buildup
    (50–100)% increased Armour and Evasion
    +(60–80) to maximum Life
    +100% of Armour also applies to Lightning Damage
    Enemies in your Presence have Lightning Resistance equal to yours
    Lightning Resistance does not affect Lightning damage taken
    10% increased Movement Speed
    (30–60)% increased Armour and Energy Shield
    Adds 1 to (30–50) Lightning damage to Attacks
    Drop Shocked Ground while moving, lasting 8 seconds
    Adds 1 to (60–80) Lightning Damage
    +(300–400) to Accuracy Rating
    (5–30)% increased Attack Speed
    On Hitting an enemy, gains maximum added Lightning damage equal to
    the enemy's Power for 6 seconds, up to a total of 500
    Gain (5–10)% of Elemental Damage as Extra Cold Damage
    Gain (5–10)% of Elemental Damage as Extra Fire Damage
    Gain (5–10)% of Elemental Damage as Extra Lightning Damage
    (40–60)% increased Evasion and Energy Shield
    +(10–20)% to all Elemental Resistances
    Fire Damage from Hits Contributes to Shock Chance instead of Flammability and Ignite Magnitudes
    Cold Damage from Hits Contributes to Flammability and Ignite Magnitudes instead of Chill Magnitude or Freeze Buildup
    Lightning Damage from Hits Contributes to Freeze Buildup instead of Shock Chance
    (60–90)% increased Evasion and Energy Shield
    +(60–90) to maximum Mana
    +(20–30)% to Lightning Resistance
    Attacks cost an additional 6% of your maximum Mana
    Attacks have Added maximum Lightning Damage equal to (6–9)% of maximum Mana
    Adds (12–16) to (22–25) Cold Damage
    Adds 1 to (40–45) Lightning Damage
    (10–20)% increased Attack Speed
    Energy Generation is doubled
    Adds (6–9) to (10–15) Cold Damage
    Adds 1 to (19–29) Lightning Damage
    +(3–5)% to Critical Hit Chance
    (15–20)% increased Attack Speed
    (25–40)% increased Mana Regeneration Rate
    Skills reserve 50% less Spirit
    +(20–30)% to Lightning Resistance
    +(20–30)% to Lightning Resistance
    (30–50)% increased Mana Regeneration Rate
    Lightning Damage of Enemies Hitting you is Unlucky
    Grants Skill: Parry
    (100–300)% increased Evasion Rating
    +2 to Level of all Cold Skills
    +1 to Level of all Fire Skills
    +3 to Level of all Lightning Skills
    Grants Skill: Level 1 Lightning Bolt
    Grants Skill: Level 1 Spark
    (80–120)% increased Lightning Damage
    (10–20)% increased Cast Speed
    (20–30)% increased Mana Regeneration Rate
    Trigger Spark Skill on killing a Shocked Enemy
    Adds (18–22) to (24–28) Physical Damage
    Adds 1 to (50–55) Lightning Damage
    (10–15)% increased Attack Speed
    All damage with this Weapon causes Electrocution buildup
    +(20–30)% to Lightning Resistance
    +(10–20) to Intelligence
    (25–35)% increased Mana Regeneration Rate
    (20–30)% increased Freeze Buildup
    100% of Lightning Damage Converted to Cold Damage
    +(20–30)% to Cold Resistance
    (5–10)% increased Skill Speed
    +(10–20) to Dexterity
    (25–35)% increased Mana Regeneration Rate
    100% of Cold Damage Converted to Lightning Damage
    +(20–30)% to Lightning Resistance
    +(40–60) to maximum Mana
    (10–20)% increased chance to Shock
    +1 to Level of all Lightning Skills
    (10–20)% increased Rarity of Items found
    +(10–20) to all Attributes
    Lightning Resistance is unaffected by Area Penalties
    You can only Socket Emerald Jewels in this item
    Grants Skill: Spear Throw
    No Physical Damage
    Adds 1 to (80–120) Lightning Damage
    (15–30)% increased Attack Speed
    (50–100)% increased chance to Shock
    local weapon implicit hidden added maximum chaos damage [71]
    local weapon implicit hidden added minimum chaos damage [43]
    Adds 1 to (200–300) Lightning Damage
    (10–15)% increased Attack Speed
    100% of Lightning Damage Converted to Chaos Damage
    Chaos Damage from Hits also Contributes to Shock Chance
    (50–70)% increased Evasion and Energy Shield
    Adds 1 to (30–50) Lightning damage to Attacks
    +(15–25) to Intelligence
    +(25–35)% to Lightning Resistance
    (50–100)% increased Armour and Evasion
    (5–10)% increased Attack Speed
    +(20–30) to Strength
    +(20–30) to Dexterity
    +(30–50)% to Lightning Resistance
    100% of Fire damage Converted to Lightning damage
    Used when you become Shocked
    (10–20)% increased Duration
    Lightning Damage of Enemies Hitting you is Unlucky during effect
    Grants Skill: Level 8 Purity of Lightning
    Gain 25% of Damage as Extra Lightning Damage
    Allies in your Presence deal 1 to (56–70) added Attack Lightning Damage
    50% of your Base Life Regeneration is granted to Allies in your Presence
    +(20–30) to Dexterity
    25% increased Light Radius
    Grants effect of Guided Tempest Shrine
    Grants Skill: Level 12 Valako's Charge
    (80–120)% increased Armour and Evasion
    +(80–100) to maximum Life
    +(20–30) to Dexterity
    (-40–-30)% to Lightning Resistance
    (20–40)% of Physical damage from Hits taken as Lightning damage
    lightning coil replace damage hit effect index [110]
    Supports Attacks, causing them to Gain Fire Damage but deal less Cold and Lightning Damage.
    Supports Attacks, causing them to Gain Cold Damage but deal less Fire and Lightning Damage.
    Supports Attacks, causing them to Gain Lightning Damage but deal less Cold and Fire Damage.
    Launch a spray of sparking Projectiles that travel erratically along the ground until they hit an enemy or expire. Consumes a Cold Infusion if possible to fire many sparks in a circle.
    Launch a spray of sparking Projectiles that travel erratically along the ground until they hit an enemy or expire. Consumes a Cold Infusion if possible to fire many sparks in a circle.
    Unleash a Nova of Lightning damage to Electrocute enemies. Enemies close to you take no damage while enemies at the edge of the ring take significantly more damage. Enemies Hit can be Electrocuted by all Lightning damage for a short duration.
    Teleport inside the target's body, causing it to violently explode. Highlights enemies that can be Culled, and can only be used on these enemies or Ball Lightning Projectiles. The target is destroyed, and the explosion deals Lightning damage to surrounding enemies. If targeting an enemy, the explosion also creates Shocked Ground. Creates a Lightning Infusion on successful use.
    Suffuse your Quarterstaff with electrical energy, then Slam the ground to deal damage in a large cone in front of you. Consumes your Power Charges to fire Lightning Projectiles forwards from the impact.
    Fire a charged arrow at the target. On hitting an enemy or wall, the arrow will fire Chaining Lightning beams at nearby enemies.
    An arc of Lightning stretches from the caster to a targeted enemy and Chains on to other nearby enemies. Consumes a Lightning Infusion if possible to deal more damage and Chain further.
    Curse all targets in an area after a short delay, lowering their Lightning Resistance.
    Fire a slow-moving Projectile that moves through enemies. The Projectile itself does not Hit enemies, but repeatedly discharges bolts of Lightning at nearby enemies. Consumes a Fire Infusion if possible to slow down over time, create Ignited Ground as it travels, and explode dealing Fire damage in an Area after it dissipates.
    Create an Orb of electricity that fires Chaining Lightning bolts at nearby enemies. The Orb leaves behind a Lightning Infusion Remnant when it expires.
    Call down Lightning to hit all enemies in a cone in front of you, dealing significantly more damage to Shocked enemies. If there is a Shocked enemy in the target area, additional lightning bolts are distributed among the targets hit. Targeting close to you will cause you to jump back as you cast.
    Throw a single copy of your spear. When it hits an enemy it bursts, firing secondary lightning bolt Projectiles at multiple other enemies within a large area around it. Consumes a Frenzy Charge if possible to cause the main spear to split into multiple copies on impact, each of which then bursts.
    Create a storm of arcane energies that Empowers your Mana-costing Spells while you remain inside it. Maintaining the storm constantly drains your Mana, and spending more causes it to drain faster. The storm will dissipate when you exit it or run out of Mana.
    [DNT] Create a storm of arcane energies that Empowers your Mana-costing Spells while you remain inside it. Maintaining the storm constantly drains your Mana, and spending more causes it to drain faster. The storm will dissipate when you exit it or run out of Mana.
    Call down a Shocking bolt of Lightning to strike enemies in a small area.
    Create a lightning storm for a duration, which repeatedly strikes enemies in its area with shocking bolts.
    Fire a bouncing Grenade that discharges an Electrocuting Lightning blast when its fuse expires, causing all Lightning Hits against enemies to contribute to Electrocution buildup for a duration.
    Perform a series of aggressive Strikes. When used in quick succession, the third use Strikes three times, and the fourth use performs a Final Strike that calls down a powerful Shocking bolt.
    Consume all Power Charges to charge your Quarterstaff with electricity, adding Lightning damage and a Lightning shockwave to your Quarterstaff Attacks. Reusing this skill while the Buff is active adds to the Buff's duration and damage.
    Fire an arrow that embeds where it lands for a short duration. At the end of the duration, a Lightning Bolt strikes the arrow, disintegrating it and damaging enemies, with a high chance to Shock. Shocking any enemy with the Bolt also applies Shock to all enemies near the impact.
    Fire an arrow that drops from above, creating a Lightning burst. The arrow remains in the ground, and any Chaining Lightning beams can Chain to it. When Chained to, the arrows charge up for a brief period before releasing another Lightning burst. The Lightning Arrow Skill skips this delay, causing bursts immediately.
    Fire an electrifying arrow that explodes in an Area on Hit. Hitting an enemy will attach an Electrocuting Rod to them, causing all incoming Lightning damage to build up Electrocution. This rod is removed when the enemy is next Electrocuted.
    Supports any Skill which can deal Damage. Lightning Damage from Supported Skills can inflict Electrocute, but Supported Skills cannot inflict Shock.
    Leap into the air and plunge your Spear into the ground at the target location, emitting a Lightning-charged shockwave.
    Supports Attacks you use yourself. Killing a Shocked enemy with supported skills infuses all of your Attacks with Lightning damage for a short time.
    Conjure a crackling Wellsprite that hovers above you. After a short duration, the Wellsprite launches at an enemy, dealing Lightning damage in an area on impact and prioritising the last enemy targeted. Recasting this spell resets the duration for all active Wellsprites.
    Consume charges from your Mana Flask to throw a flask that explodes, dealing Lightning Attack damage in an area with high chance to Shock.
    Supports Lightning skills, granting them an additional level. Does not support skills which do not have levels.
    Fire a Lightning-charged arrow that homes in on enemies afflicted by Lightning Ailments. Hitting such an enemy will charge the arrow, causing it to release a damaging shockwave and split beams towards up to two nearby targets. Those beams will repeat this process if they hit an enemy afflicted by a Lightning Ailment. Consumes Shock from enemies it Hits, but not Electrocution.
    Sweep your Quarterstaff, projecting a bolt of Lightning through the ground in a long fissure ahead of you.
    While active, causes your Non-Channelling Spells to cost additional mana and deal extra Lightning damage, both based on your maximum Mana.
    Aim skyward and fires energy missiles at lingering bolts or arrows created by other Lightning Attacks in front of you. The missiles explode if they land close to a lingering bolt or arrow, dealing more damage in a larger area but destroying that bolt or arrow in the process.
    Flip backward and Channel to charge your Quarterstaff with Lightning. Releasing dashes towards the target location, damaging enemies along the way. Releasing with Perfect Timing performs a Lightning-assisted dash that releases shockwaves from enemies you dash through and leaves a trail of Shocked Ground in your wake. This skill cannot be Ancestrally Boosted.
    Supports Projectile Attack Skills you use yourself. Supported Skills gain Voltaic Charge as you move, up to a maximum. When used, Supported Skills expend that Charge to gain extra Lightning Damage.
    Supports Bow Attacks. Every third shot with Supported Skills restores a portion of it's Mana cost and Gains Damage as extra Lightning Damage.
    Supports Bow Attacks. Every third shot with Supported Skills Gains Damage as extra Lightning Damage.
    Supports Skills you use yourself which Damage enemies with Hits. Supported Skills consume a percentage of your maximum Mana Flask charges, Gaining a percentage of Damage as extra Lightning Damage per Mana Flask charge consumed.
    Supports Channelling Skills. While Channelling Supported Skills, you gain Lightning Thorns based off of your maximum Mana.
    Call down a Shocking bolt of Lightning to strike enemies in a small area.
    Perform a Lightning-charged stab that can be chained into a combination of up to three attacks. The first two attacks conjure a charging Wildwood spirit if they Hit a Shocked enemy and refresh Shock duration. The third attack is a large swipe that inflicts Elemental Exposure, and can Consume Shock to conjure a stampede of spirits.
    Throw an electrified Spear that lodges in the ground and periodically zaps nearby enemies with Lightning bolts. If the Spear is Detonated by another Skill, it immediately unleashes a volley of bolts and expires. Consumes a Frenzy Charge if possible to fire bolts more frequently for a shorter duration, automatically Detonate at the end of its duration, and create Shocked Ground on Detonation.
    Supports Skills which cause Damaging Hits. Living Lightning Minions are created when dealing Lightning damage with Supported Skills - bundles of living electricity that target nearby enemies with Chaining Attacks. Enemies will not directly engage these Minions, and can pass through them. Does not modify skills used by Minions.
    Supports Skills which cause Damaging Hits. Living Lightning Minions are created when dealing Lightning damage with Supported Skills - bundles of living electricity that target nearby enemies with Chaining Attacks. Enemies will not directly engage these Minions, and can pass through them. Does not modify skills used by Minions.
    Supports Skills that can cause Damaging Hits, granting extra Chaos damage and causing Chaos damage to Contribute to Shock.
    While active, the first time any Skill Hits a Shocked enemy in your Presence, that Skill also Hits other Shocked enemies in your Presence, up to a maximum.
    While active, has a chance to create an Infusion Remnant when you Freeze, Shock or Ignite a target.
    Lesser Essence of Electricity
    Stack Size: 1 / 10
    Upgrades a Magic item to a Rare item, adding a guaranteed modifier
    One Handed Melee Weapon or Bow: Adds 1 to (13–19) Lightning Damage
    Two Handed Melee Weapon or Crossbow: Adds (1–2) to (19–27) Lightning Damage
    Essence of Electricity
    Stack Size: 1 / 10
    Upgrades a Magic item to a Rare item, adding a guaranteed modifier
    One Handed Melee Weapon or Bow: Adds (1–3) to (55–60) Lightning Damage
    Two Handed Melee Weapon or Crossbow: Adds (1–4) to (80–88) Lightning Damage
    Greater Essence of Electricity
    Stack Size: 1 / 10
    Upgrades a Magic item to a Rare item, adding a guaranteed modifier
    One Handed Melee Weapon or Bow: Adds (1–6) to (85–107) Lightning Damage
    Two Handed Melee Weapon or Crossbow: Adds (1–8) to (128–162) Lightning Damage
    Perfect Essence of Electricity
    Stack Size: 1 / 10
    Removes a random modifier and augments a Rare item with a new guaranteed modifier
    One Handed Melee Weapon or Bow: Gain (15–20)% of Damage as Extra Lightning Damage
    Two Handed Melee Weapon or Crossbow: Gain (25–33)% of Damage as Extra Lightning Damage
    Perfect Essence of Grounding
    Stack Size: 1 / 10
    Removes a random modifier and augments a Rare item with a new guaranteed modifier
    Gloves: (26–30)% of Lightning Damage taken Recouped as Life
    Esh's Catalyst
    Stack Size: 1 / 10
    Adds quality that enhances Lightning modifiers on a ring or amulet
    Replaces other quality types
    Storm Rune
    Stack Size: 1 / 10
    Requires: Level 15
    Martial Weapons: Adds 1 to 20 Lightning Damage
    Wand or Staff: Gain 8% of Damage as Extra Lightning Damage
    Lesser Storm Rune
    Stack Size: 1 / 10
    Martial Weapons: Adds 1 to 10 Lightning Damage
    Wand or Staff: Gain 6% of Damage as Extra Lightning Damage
    Greater Storm Rune
    Stack Size: 1 / 10
    Requires: Level 30
    Martial Weapons: Adds 1 to 30 Lightning Damage
    Wand or Staff: Gain 10% of Damage as Extra Lightning Damage
    Greater Rune of Leadership
    Stack Size: 1 / 10
    Martial Weapons: Minions gain 10% of their Physical Damage as Extra Lightning Damage
    Armour: Minions take 10% of Physical Damage as Lightning Damage
    Greater Rune of Tithing
    Stack Size: 1 / 10
    Martial Weapons: Meta Skills gain 10% increased Energy
    Armour: 1 to 100 Lightning Thorns damage
    Thane Leld's Rune of Spring
    Stack Size: 1 / 10
    Requires: Level 50
    Martial Weapons: Adds 1 to 60 Lightning Damage
    Place into an empty Rune Socket in a Martial Weapon to apply its effect to that item. Once socketed it cannot be retrieved but can be replaced by other socketable items.
    Zalatl's Soul Core of Insulation
    Stack Size: 1 / 10
    Requires: Level 50
    Boots: +30% of Armour also applies to Lightning Damage
    Place into an empty Rune Socket in a pair of Boots to apply its effect to that item. Once socketed it cannot be retrieved but can be replaced by other socketable items.
    Stag Talisman
    Stack Size: 1 / 10
    Helmets: 50% increased Thorns Critical Hit Chance
    Sceptres: Allies in your Presence deal 1 to 40 added Attack Lightning Damage
    Place into an empty Rune Socket in a Helmet or Sceptre to apply its effect to that item. Once socketed it cannot be retrieved but can be replaced by other socketable items.
    Energy Blade
    Critical Hit Chance: 7%
    Attacks per Second: 1.7
    Weapon Range: 1.1
    Adds to Lightning Damage
    Energy Blade
    Critical Hit Chance: 7%
    Attacks per Second: 1.6
    Weapon Range: 1.3
    Adds to Lightning Damage
    Topaz Charm
    Lasts 4 Second
    Consumes 20 of 40 Charges on use
    Currently has 40 Charges
    Requires: Level 5
    Used when you take Lightning damage from a Hit
    +30% of Armour also applies to Lightning Damage
    30% reduced effect of Shock on you
    Gain 25% of Physical Damage as Extra Lightning Damage against Electrocuted Enemies
    60% chance for Lightning Skills to Chain an additional time
    40% increased chance to Shock
    5% increased Attack and Cast Speed with Lightning Skills
    40% increased chance to Shock
    Gain 5% of Lightning Damage as Extra Cold Damage
    25% increased Lightning Damage
    15% increased Shock Duration
    14% increased Lightning Damage
    8% increased Attack and Cast Speed with Lightning Skills
    Gain 5% of Damage as Extra Lightning Damage
    30% increased chance to Shock
    40% increased Cold Damage while affected by Herald of Ice
    40% increased Fire Damage while affected by Herald of Ash
    40% increased Lightning Damage while affected by Herald of Thunder
    5% chance to Daze on Hit
    Gain 12% of Physical Damage as Extra Lightning Damage against Dazed Enemies
    Gain 8% of Physical Damage as Extra Lightning Damage against Chilled Enemies
    Gain 8% of Physical Damage as Extra Cold Damage against Shocked Enemies
    Gain 15% of Damage as Extra Lightning Damage while on Shocked Ground
    40% reduced effect of Shock on you
    Ascendancy: Infernalist
    Character: Witch
    20% of Cold Damage taken as Fire Damage
    Ascendancy: Invoker
    Character: Monk
    Gain 10% of Damage as Extra Lightning Damage
    25% chance on Shocking Enemies to created Shocked Ground
    100% increased chance for Essences found in your Maps to add Ally modifiers
    100% increased chance for Essences found in your Maps to add Caster modifiers
    100% increased chance for Essences found in your Maps to add Cold modifiers
    100% increased chance for Essences found in your Maps to add Fire modifiers
    100% increased chance for Essences found in your Maps to add Lightning modifiers
    Damage Types
    The damage types are Physical, Fire, Cold, Lightning and Chaos.
    Shock
    Shock 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.
    Electrocution
    Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.

    Only Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted. Other sources of Lightning damage will not build up towards Electrocution.
    Resistances
    Resistances reduce damage taken of the corresponding damage type — Fire, Cold, Lightning or Chaos — up to a Maximum. Fire, Cold and Lightning Resistances are Elemental Resistances.

    Player resistances are lowered as you progress through the game, and can be improved with Equipment, Passives & Quest items.
    Elemental Damage Types
    The three Elemental damage types are Fire, Cold, and Lightning.
    Stormsurge
    Each Stormsurge on this Weapon grants 3% of damage Gained as Extra Lightning damage for 5 seconds. Maximum 10 Stormsurge.
    Elemental Equilibrium
    Hits that deal Fire damage remove Fire Exposure and inflict Lightning Exposure
    Hits that deal Cold damage remove Cold Exposure and inflict Fire Exposure
    Hits that deal Lightning damage remove Lightning Exposure and inflict Cold Exposure
    Damage Conversion
    Damage can be converted from one type to another. This causes it to deal the new damage type, scale with modifiers to the new damage type, and no longer scale with modifiers to the old damage type.

    For example, Fire damage converted to Lightning now scales with Lightning damage modifiers and causes Shock, but no longer scales with Fire damage modifiers or causes Ignite.

    Conversion is a two step process. Conversion inherent to Skills occurs first, then Conversion from all other sources. Damage over time cannot be converted.
    Damage Gained as extra X
    Damage gained as a specific damage type only scales with modifiers to the new type, not with modifiers to the source damage's type (unless they're the same type).

    For example, Lightning damage gained from Physical damage scales with Lightning damage modifiers, but not Physical damage modifiers.

    Damage Gain occurs in the same two step process as Damage Conversion. Damage over time cannot benefit from damage Gain.
    Spirit Of The Stag
    Players possessed by the Spirit Of The Stag have +30% to all Elemental Resistances, 30% increased Skill Speed, 15% increased Movement Speed and Gain 20% of Damage as Extra Lightning Damage.
    Players will also periodically summon a spiritual Stag that calls down Lightning bolts.
    Obelisk of Cleansing
    An Obelisk of Cleansing is an object that activates once a player gets close enough; granting a 10 second Buff that grants 100% Item Rarity, 50% increased Defences and makes players Gain 30% of Damage as extra Lightning Damage.
    Extra Lightning Damage
    Monster Gains 40% of damage as extra Lightning damage.
    Lightning Mirage When Hit
    Monster creates a Mirage when Hit that moves towards enemies and explodes when it gets close enough, dealing Lightning Damage.
    Lightning Mirages When Hit
    Monster creates Mirages when Hit that move towards enemies and explode when they get close enough, dealing Lightning Damage.
    Siphons Mana and Deals Lightning Damage
    Monster creates a circular effect that drains Mana and deals Lightning Damage over time to enemies near the edge of the circle.
    Siphons Mana and Deals Lightning Damage
    Monster creates a circular effect that drains Mana and deals Lightning Damage over time to enemies near the edge of the circle.
    Additionally, Monster will periodically create separate circles that drain Mana and deal Lightning Damage over time to enemies standing in them.
    Lightning Archon
    Lightning Archon is a type of Archon Buff.
    Lightning Archon grants:
    25% more Lightning Damage with Spells
    Convert 100% of Elemental Damage with Spells to Lightning Damage
    Cannot deal Non-Lightning Damage with Spells
    Hits with Spells have 100% more Shock chance
    Edit

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