Lightning Mastery
Tier: 3
Level: 1
Support Requirements: +5 Int
Supports Lightning skills, granting them an additional level.
+1 to Level of Supported Lightning Skills
Place into a Skill's Support Gem socket in the Skills Panel to apply its effects to that Skill. You cannot have multiple copies of the same Support Gem socketed at the same time.
Version 0.1.0
Lightning Mastery
Tier: 3
Level: 1
Support Requirements: +5 Int
Supports Lightning skills, granting them an additional level.
+1 to Level of Supported Lightning Skills
Place into a Skill's Support Gem socket in the Skills Panel to apply its effects to that Skill. You cannot have multiple copies of the same Support Gem socketed at the same time.
Level Effect /1
Implicit
Cost Multiplier: 100%
LevelRequires LevelInt
106
Attribute /3

Lightning Mastery

KeyValue
BaseType Lightning Mastery
Class Support Gems
ItemTypeMetadata/Items/Gems/SupportGemLightningMastery
Lightning Mastery
Tier: 3
Level: 1
Support Requirements: +5 Int
Supports Lightning skills, granting them an additional level.
+1 to Level of Supported Lightning Skills
Place into a Skill's Support Gem socket in the Skills Panel to apply its effects to that Skill. You cannot have multiple copies of the same Support Gem socketed at the same time.
Supported Gem /46
  • Allow Type: Lightning
  • Spark
    Launch a spray of sparking Projectiles that travel erratically along the ground until they hit an enemy or expire.
    Spark
    Launch a spray of sparking Projectiles that travel erratically along the ground until they hit an enemy or expire.
    Shock Nova
    Unleash a Nova of Lightning damage to Electrocute enemies.
    Lightning Warp
    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.
    Falling Thunder
    Infuse 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.
    Lightning Arrow
    Fire a charged arrow at the target. On hitting an enemy or wall, the arrow will fire Chaining Lightning beams at nearby enemies.
    Arc
    An arc of Lightning stretches from the caster to a targeted enemy and Chains on to other nearby enemies.
    Conductivity
    Curse all targets in an area after a short delay, lowering their Lightning Resistance.
    Purity of Lightning
    Emit an Aura that boosts the Lightning Resistance of you and Allies in your Presence.
    Ball Lightning
    Fire a slow-moving orb Projectile that moves through enemies. The orb itself does not Hit enemies, but repeatedly shoots bolts of Lightning at nearby targets.
    Herald of Thunder
    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.
    Orb of Storms
    Create an Orb of electricity that fires Chaining Lightning bolts at nearby enemies.
    Skeletal Storm Mage
    Activate to summon Reviving Skeletal Storm Mages that can call down a lightning storm on dead Skeletons on Command.
    Lightning Conduit
    Call down lightning to hit all enemies in a cone in front of you. Deals significantly more damage to Shocked enemies but Consumes Shock from them after damaging them. If a Shock is Consumed, additional lightning bolts are distributed among the targets hit. Targeting close to you will cause you to jump back as you cast.
    Galvanic Field
    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.
    Lightning Spear
    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.
    Mana Tempest
    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 each Spell you cast causes it to drain faster. The storm will dissipate when you exit it or run out of Mana.
    Lightning Bolt
    Call down a Shocking bolt of Lightning to strike enemies in a small area.
    Voltaic Grenade
    Fire a bouncing Grenade that discharges an Electrocuting Lightning blast when its fuse expires.
    Tempest Flurry
    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.
    Siphoning Strike
    Dash to a target and Strike them with your Quarterstaff. If the target is Shocked, consumes their Shock to release a Lightning shockwave around the target and grant you a Power Charge. This skill cannot be Ancestrally Boosted.
    Stormcaller Arrow
    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.
    Lightning Rod
    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.
    Electrocuting Arrow
    Leap forward into the air and fire downward. 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.
    Mana Remnants
    Conjure surging lightning to restore your Mana. While active, Shocked enemies you kill have a chance to spawn a Mana Remnant, and Critically Hitting a Shocked target spawns a Mana Remnant every few seconds. Picking up a Mana Remnant grants you Mana which can Overflow maximum Mana.
    Thunderous Leap
    Leap into the air and plunge your Spear into the ground at the target location, emitting a Lightning-charged shockwave.
    Fulminating Concoction
    Consume charges from your Mana Flask to throw a bottle that explodes, dealing Lightning attack damage in an area and inflicting Lightning Exposure.
    Elemental Storm
    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.
    Shockchain Arrow
    Fire a Lightning-infused 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.
    Storm Wave
    Sweep your Quarterstaff, projecting a bolt of Lightning through the ground in a long fissure ahead of you.
    Elemental Expression
    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.
    Voltaic Mark
    Mark a target, making them more susceptible to being Shocked. When the Marked target dies, a Lightning nova erupts from their corpse. This nova does not use your Weapon Damage, and instead uses its own base Attack Damage.
    Unbound Avatar
    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.
    Sorcery Ward
    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.
    Elemental Conflux
    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.
    Shard Scavenger
    While active, Consuming Freeze, Shock, Ignite, or Fully Broken Armour on an enemy reloads your Crossbow. This can only occur once every few seconds.
    Archmage
    While active, causes your Non-Channelling Spells to cost additional mana and deal extra Lightning damage, both based on your maximum Mana.
    Magnetic Salvo
    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.
    Gathering Storm
    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-infused 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.
    Lightning Bolt
    Call down a Shocking bolt of Lightning to strike enemies in a small area.
    Herald of Thunder
    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.
    Primal Strikes
    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 Lightning Exposure, and can Consume Shock to conjure a stampede of spirits.
    Storm Lance
    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.
    Elemental Sundering
    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.
    Trinity
    Become attuned to all Elements building up Fire, Cold and Lightning Resonance based off the highest Elemental Damage type dealt by your Attack Hits. Your Elemental Damage with Attacks is greatly enhanced the more Resonance of any type you have.
    Infuse Weapon
    Grants your weapon Infusion. Non-Melee Projectile Attacks with that weapon Consume Infusions to Infuse the Projectiles fired, causing them to explode at the end of their flight.
    Electrocution
    Quantity: 1
    • 40% of Physical Damage Converted to Lightning Damage
    • 60% increased Critical Hit Chance against enemies with Lightning Exposure
    • +15% to Maximum Effect of Shock
    • Shocking Hits have a 10% chance to also Shock enemies in a 1.5 metre radius
    • Increases and reductions to Maximum Mana also apply to Shock Effect at 30% of their value
    • Lightning Damage of Enemies Hitting you while you're Shocked is Unlucky
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