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.
Skill Gem /65
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.
Create a wall of Ice Crystals which holds back enemies. The Crystals explode if sufficiently damaged, or if pushed hard enough, damaging nearby enemies. Consumes a Lightning Infusion if possible to add another Lightning explosion if destroyed.
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.
Target an enemy to either teleport inside the target's body if they are under the Cull threshold, causing it to violently explode, or to apply a Debuff to them, which will cause the same effect if that enemy falls under the Cull threshold during its duration. Can also be used on Ball Lightning Projectiles. On teleport, 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. Highlights enemies that can be Culled.
Rain a storm of flaming bolts over the targeted area. Can Consume all three types of Elemental Infusion, creating a much larger storm when Fire-Infused, causing lightning bolts when Lightning-Infused, and raining ice bolts when Cold-Infused.
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 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 a wall of Fire in front of you, which Ignites everything within its area. Any Projectiles fired through the wall by you and Allies deal added Fire damage. Consumes a Lightning Infusion if possible to also add Lightning damage to the Projectiles.
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.
[DNT-UNUSED] Create a storm of deathly energies that Empowers your Mana-costing Spells with Cold damage while you remain inside it. Maintaining the storm constantly drains your Mana, and spending more causes it to drain faster. As the storm persists it creates slowly expanding Chilled Ground. Enemies that enter the eye of the storm are [Blinded]. When you leave the storm, or run out of Mana, the storm ends and unleashes a death-wave, damaging enemies on the Chilled Ground.
Shapeshift into a Wyvern and perform a wide slash with your wingtip claws. Consumes a Power Charge if possible to grant you a Buff that gives you extra Lightning damage. While you have the Buff, Rend covers a much larger area but is slower.
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.
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.
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 reduces this delay, causing bursts to happen more quickly.
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.
Conjure a blazing Ember that hovers above you. After a short duration, the Ember launches at an enemy, dealing Fire damage in an area on impact and prioritising the last enemy targeted. Recasting this spell resets the duration for all active Embers. Multiple Embers fired in the same Fusillade will attempt to target different enemies. Consumes a Lightning Infusion if possible to cause the entire Fusillade to create beams that Chain to enemies.
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. This damage is not based on your unarmed damage, so this is not considered an Unarmed Attack.
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.
Fire a Lightning-charged arrow that homes in on enemies afflicted by Lightning Ailments. Hitting such an enemy will cause your arrow to release a damaging shockwave and Chain towards nearby targets, with those Chaining Hits also releasing a shockwave. After the final Chain, the arrow lodges into the ground as a Lightning Rod. 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.
While active, causes your Non-Channelling Spells to cost additional mana and deal extra Lightning damage, both based on your maximum Mana.
Flip backward and Channel to charge your Quarterstaff with Lightning. Releasing causes you to dash 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. Perfectly Timed dash also explodes Tempest Bells on hit creating a shockwave that deals more damage and has a larger area, leaving Shocked Ground in its wake. This skill cannot be Ancestrally Boosted.
Conjure a blazing Ember that hovers above you. After a short duration, the Ember launches at an enemy, dealing Fire damage in an area on impact and prioritising the last enemy targeted. Recasting this spell resets the duration for all active Embers. Multiple Embers fired in the same Fusillade will attempt to target different enemies. Consumes a Lightning Infusion if possible to cause the entire Fusillade to create beams that Chain to enemies.
Stamp your spear, destroying all Bloodstone Lances on each enemy in your Presence to cause a damaging explosion around that enemy. Each explosion gains new benefits when reaching higher thresholds of Bloodstone Lances removed from an enemy, causing them to deal more damage, have increased area of effect, and Leech Life from enemies caught in the blast.
Leap into the air carried by divine wings, damaging enemies with your spear where you land. If there is a Fragment of Divinity near you or the targeted location, this attack will Consume it when you leap to become Empowered, dealing more damage and granting life and mana recovery. This skill does not use up its Cooldown when empowered.
Call upon Spirits of the Stag, sending them leaping forward. Each Stag releases a damaging shockwave each time it lands, and any Stags that travel the maximum possible distance also leave behind Shocked Ground.
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.
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.
Shapeshift into a Wyvern and spit Oil at enemies, creating Oil Ground where the Projectiles land. Consumes Power Charges if possible to instead Channel a sustained barrage of electrified Oil that does not create Oil Ground. Projectiles are fired in sequence, allowing multiple Projectiles to Hit the same target.
Shapeshift into a Wyvern and take to the skies, immolating enemies with a jet of fire. Channelling ends after a short amount of time but can be prolonged by spending Rage. Consumes a Power Charge if possible to Empower the Skill, Gaining extra Lightning damage and spending Rage more slowly.
[DNT] Gem effect description.[DNT] Gain stack of cleansed and corrupted forms when attacking with a bow.
Spend Runic Ward to create a number of Hazardous Runes in a cone in front of you, which arm after a time. After arming, these Runes will activate when enemies step on them, exploding to deal Attack damage that is not based on your Weapon's damage and apply Electrocution buildup.
Spend Runic Ward to raise a pair of electrified pylons in front of you which project a wall of electricity between them, damaging and Electrocuting enemies caught between them. Projectiles you fire through the wall become energised, and discharge that energy on Hit as Chaining Lightning beams.
Skill Gem Quality /1
Hits against targets with attached Rods gain (0—10)% of Damage as extra Lightning Damage
Support Gem /25
Supports any Skill which can deal Damage. Lightning Damage from Supported Skills can inflict Electrocute, but Supported Skills cannot inflict Shock.
Supports any Skill which can deal damage. Lightning damage from Supported Skills can inflict Electrocute, but Supported Skills cannot inflict Shock. Enemies slain while Electrocuted by Supported Skills explode, dealing a percentage of their maximum Life as Lightning damage.
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 or skills which already Consume Elemental Ailments.
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 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.
Supports Skills which generate Charges. When generating Power Charge with Supported Skills, Empower some of your Attacks to Trigger Spark Projectiles on use.
Supports Skills which generate Charges. When generating Power Charge with Supported Skills, Empower some of your Attacks to Trigger Spark Projectiles on use.
Supports Skills which are boosted by Elemental Ground Surfaces, Triggering Catalysing Discharge of the corresponding type when they are boosted by an allied Elemental Ground Surface.
Supports Lightning Skills that Hit, granting them an additional level and causing them to only roll the minimum or maximum value for Lightning damage. Does not Support Skills which do not have levels.
Delve Area mods /1
| Name | Level | Pre/Suf | Description | Weight |
|---|---|---|---|---|
| 500 | DelveArea | Area contains a Unique Boss Unique Boss drops an additional Unique Item Unique Boss gains 50% of Physical Damage as Extra Cold Damage Unique Boss gains 50% of Physical Damage as Extra Fire Damage Unique Boss gains 50% of Physical Damage as Extra Lightning Damage 19% increased Quantity of Items found in this Area 11% increased Rarity of Items found in this Area 7% increased Pack size | delve_city_biome 1 default 0 |
Heist Equipment mods /4
| Name | Level | Pre/Suf | Description | Weight |
|---|---|---|---|---|
| Humming | 1 | Prefix | 1 to (35—40) added Lightning Damage Players and their Minions have 1 to (35—40) added Lightning Damage Damage Elemental Lightning | heist_equipment_weapon 1 default 0 |
| Buzzing | 45 | Prefix | 1 to (41—47) added Lightning Damage Players and their Minions have 1 to (41—47) added Lightning Damage Damage Elemental Lightning | heist_equipment_weapon 1 default 0 |
| Snapping | 75 | Prefix | 1 to (48—60) added Lightning Damage Players and their Minions have 1 to (48—60) added Lightning Damage Damage Elemental Lightning | heist_equipment_weapon 1 default 0 |
| Crackling | 83 | Prefix | 1 to (61—66) added Lightning Damage Players and their Minions have 1 to (61—66) added Lightning Damage Damage Elemental Lightning | heist_equipment_weapon 1 default 0 |
Misc mods /5
| Name | Level | Domain | Pre/Suf | Description | Weight |
|---|---|---|---|---|---|
| 1 | Jewel | Unique | Adds 1 to 2 Lightning damage to Attacks Adds 1 maximum Lightning Damage to Attacks per 1 Dexterity Allocated in Radius local jewel effect base radius [1500] Damage Elemental Lightning Attack | ||
| 1 | Jewel | Unique | With 40 total Dexterity and Strength in Radius, Prismatic Skills deal 50% less Lightning Damage With 40 total Dexterity and Strength in Radius, Prismatic Skills cannot choose Lightning local jewel effect base radius [1200] Damage Elemental Lightning Attack | ||
| 1 | Atlas | Prefix | Players and Monsters take 12% increased Lightning Damage Your Maps contain 6 additional packs of Monsters that deal Lightning Damage 3 uses remaining Damage Elemental Lightning | no_monster_packs 0 default 1 | |
| 1 | Atlas | Prefix | Players and Monsters take 14% increased Lightning Damage Your Maps contain 8 additional packs of Monsters that deal Lightning Damage 15 uses remaining Damage Elemental Lightning | no_monster_packs 0 default 1 | |
| of Siphoning | 1 | Abyss | Suffix | Area has patches of Mana Siphoning Ground map ground effect patches per 100 tiles [10] map ground effect radius [16] map ground mana siphoning base lightning damage to deal per minute [7200] map ground mana siphoning mana degeneration per minute [1200] map map item drop chance +% final from map [35] map pack size +% final from map [18] | map 1 default 0 |
Item /27
Crackling Quarterstaff
Physical Damage: 5-22
Critical Hit Chance: 10%
Attacks per Second: 1.4
Weapon Range: 1.4
Requires: Level 16, 25 Dex, 12 Int
local weapon implicit hidden added maximum lightning damage [35]
local weapon implicit hidden added minimum lightning damage [1]
local weapon implicit hidden added minimum lightning damage [1]
Arcing Quarterstaff
Physical Damage: 14-55
Critical Hit Chance: 10%
Attacks per Second: 1.4
Weapon Range: 1.4
Requires: Level 51, 71 Dex, 29 Int
local weapon implicit hidden added maximum lightning damage [75]
local weapon implicit hidden added minimum lightning damage [1]
local weapon implicit hidden added minimum lightning damage [1]
Bolting Quarterstaff
Physical Damage: 24-97
Critical Hit Chance: 10%
Attacks per Second: 1.4
Weapon Range: 1.4
Requires: Level 78, 127 Dex, 50 Int
local weapon implicit hidden added maximum lightning damage [100]
local weapon implicit hidden added minimum lightning damage [1]
local weapon implicit hidden added minimum lightning damage [1]
Runeforged Sturdy Crossbow
Physical Damage: 4.65-41.4
Lightning Damage: 26.35-234.6
Critical Hit Chance: 7%
Attacks per Second: 1.6
Reload Time: 0.85
Requires: Level 38, 39 Str, 39 Dex
local weapon implicit hidden added maximum lightning damage [67]
local weapon implicit hidden added minimum lightning damage [0]
local weapon implicit hidden added minimum lightning damage [0]
local weapon implicit hidden % base damage is lightning [85]
Storm Rune
Stack Size: 1 / 10
Requires: Level 15
Armour: +14% to Lightning Resistance
Armour: +20 to maximum Life, +20 to maximum Mana
Lesser Storm Rune
Stack Size: 1 / 10
Armour: +10% to Lightning Resistance
Armour: +20 to maximum Life, +20 to maximum Mana
Greater Storm Rune
Stack Size: 1 / 10
Requires: Level 30
Armour: +18% to Lightning Resistance
Armour: +20 to maximum Life, +20 to maximum Mana
Perfect Storm Rune
Stack Size: 1 / 10
Requires: Level 50
Armour: +22% to Lightning Resistance
Armour: +20 to maximum Life, +20 to maximum Mana
Greater Rune of Leadership
Stack Size: 1 / 10
Thane Leld's Rune of Spring
Stack Size: 1 / 10
Limited to: 1
Requires: Level 50
Zalatl's Soul Core of Insulation
Stack Size: 1 / 10
Limited to: 1
Requires: Level 50
Stack Size: 1 / 10
 
Runemastered Torment Club
Cold Damage: 44-209
Critical Hit Chance: 5%
Attacks per Second: 1.45
Weapon Range: 1.3
Requires: Level 65, 114 Str
local weapon implicit hidden % base damage is cold [100]
Runemastered Torment Club
Physical Damage: 44-73
Critical Hit Chance: 5%
Attacks per Second: 1.45
Weapon Range: 1.3
Requires: Level 65, 114 Str
Runemastered Torment Club
Lightning Damage: 85-403
Critical Hit Chance: 5%
Attacks per Second: 1.45
Weapon Range: 1.3
Requires: Level 65, 114 Str
(40—60)% increased Lightning Damage
local weapon implicit hidden % base damage is lightning [100]
Topaz Charm
Lasts 4 Second
Consumes 20 of 40 Charges on use
Currently has 40 Charges
+25% to Lightning Resistance
Requires: Level 5
Legacy of Olrovasara
Limited to: 1 Aldur's Legacy
Requires: Level 65
One Hand Maces: On Hitting an enemy, gains maximum added Lightning damage equal to
the enemy's Power for 20 seconds, up to a total of 120
the enemy's Power for 20 seconds, up to a total of 120
Unique /22
Requires: Level 26, 34 Int
(30—50)% increased Energy Shield
+(10—20) to Dexterity
(10—15)% reduced Attack and Cast Speed
Requires: Level 1
Requires: Level 45, 36 Dex, 36 Int
Cold Damage from Hits Contributes to Flammability and Ignite Magnitudes instead of Chill Magnitude or Freeze Buildup
Requires: Level 65, 50 Dex, 50 Int
+(60—90) to maximum Mana
+(20—30)% to Lightning Resistance
Attacks cost an additional 6% of your maximum Mana
Requires: Level 20, 30 Dex, 14 Int
+(3—5)% to Critical Hit Chance
(15—20)% increased Attack Speed
(25—40)% increased Mana Regeneration Rate
Skills reserve 50% less Spirit
Requires: Level 16
+(20—30)% to Lightning Resistance
-10% to Cold Resistance
+(20—30)% to Lightning Resistance
(30—50)% increased Mana Regeneration Rate
Requires: Level 16, 31 Str
(10—15)% increased Attack Speed
All damage with this Weapon causes Electrocution buildup
Requires: Level 32
+(20—30)% to Lightning Resistance
+(10—20) to Intelligence
(25—35)% increased Mana Regeneration Rate
(20—30)% increased Freeze Buildup
Requires: Level 45, 41 Str, 41 Dex
Enemies in your Presence are Intimidated
Requires: Level 32
+(20—30)% to Cold Resistance
(5—10)% increased Skill Speed
+(10—20) to Dexterity
(25—35)% increased Mana Regeneration Rate
Requires: Level 16, 12 Str, 25 Dex
No Physical Damage
(15—30)% increased Attack Speed
(50—100)% increased chance to Shock
Requires: Level 79, 163 Dex
local weapon implicit hidden added maximum chaos damage [64]
local weapon implicit hidden added minimum chaos damage [28]
local weapon implicit hidden added minimum chaos damage [28]
(10—15)% increased Attack Speed
Requires: Level 45, 32 Str, 32 Dex
(5—10)% increased Attack Speed
+(20—30) to Strength
+(20—30) to Dexterity
+(30—50)% to Lightning Resistance
Requires: Level 65, 17 Str, 38 Int
+(20—30) to Dexterity
25% increased Light Radius
Grants effect of Guided Tempest Shrine
Requires: Level 65, 44 Dex, 44 Int
(1—11)% increased Attack Speed
+(1—33)% to Lightning Resistance
use thunderfist art variation [1]
Requires: Level 50, 44 Str, 44 Dex
+(80—100) to maximum Life
+(20—30) to Dexterity
(-40—-30)% to Lightning Resistance
lightning coil replace damage hit effect index [110]
Requires: Level 72, 46 Str, 115 Dex
(100—120)% increased Physical Damage
(10—16)% increased Attack Speed
(60—80)% increased Presence Area of Effect
Spear Skills inflict a Bloodstone Lance on Hit, up to a maximum of 30 on each target
Requires: Level 67, 134 Dex
(8—14)% increased Attack Speed
Elemental Damage from Hits Contributes to Flammability, Ignite, and Chill Magnitudes, Freeze Buildup, and Shock Chance
Requires: Level 79, 68 Str, 109 Dex
(150—250)% increased Physical Damage
+(5—8)% to Critical Hit Chance
Create a Fragment of Divinity in your Presence every 4 seconds
Passive /3
Ascendancy Passive /1
Ascendancy: Infernalist
Character: Witch
Timeless Jewel Passive /2
15% of Physical Damage Converted to Lightning Damage while you have at least 150 Devotion
80% increased Lightning Damage with Attack Skills
Edit
Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.
Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.




























































