Shock
Category: Shock
Tier: 1
Cost Multiplier: 120%
Supports any skill that Hits enemies, making it more likely to Shock.
Supported Skills have 100% more chance to Shock
Place into a Skill's Support Gem socket in the Skills Panel to apply its effects to that Skill. You cannot have multiple Support Gems of the same Category socketed within one Skill.
Level Effect /1
Implicit
Mana: 120%
Supported Skills have 100% more chance to Shock
LevelRequires LevelDex
100
Attribute /4

Shock

NameShow Full Descriptions
AcronymShock
BaseType Shock
Class Support Gems
ItemTypeMetadata/Items/Gems/SupportGemConduction
Version history /13
VersionChanges
Version_0.4.0
  • Added a new Mountain Splitter Ascendancy Passive Skill which grants Every Third Slam Skill that doesn't create Fissures which you use yourself causes 3 additional Aftershocks ahead and to each side of the initial area. Requires Crushing Impacts.
  • Shocking and Igniting now grant 1 Unbound Fury (previously 2).
  • Stormfire Support: Now causes enemies Shocked by Supported Skills to take a percentage of Ignite damage as Lightning damage as well as Fire damage. (previously Shocks from Supported Skills do not expire on Ignited enemies).
  • Impact Shockwave support now actually makes aftershocks, allowing interaction with aftershock-specific area and damage modifiers. Previously it was actually a variant of Melee Splash, which did not benefit from those. This also allows a strike to cause both an Impact Shockwave aftershock, and melee splash, from the same hit.
  • Impact Shockwave can now support non-strike Wind attacks.
  • Arc: Now has 50% increased Magnitude of Shock inflicted, instead of 50% more Magnitude of Shock inflicted.
  • Ball Lightning: Now deals 2 to 33 Lightning Damage at Gem level 11 (previously 1 to 19), scaling up to 6 to 105 Lightning Damage at Gem level 20 (previously 4 to 70). Now has 375% more chance to Shock (previously 750%). Fire-Infused Explosion now deals 166 to 249 Fire Damage at Gem level 11 (previously 90 to 135), scaling up to 570 to 856 Fire Damage at Gem level 20 (previously 287 to 431). Ignited Ground now ignites as though dealing 200 to 300 Fire Damage at Gem level 11 (previously 114 to 172), scaling to 744 to 1116 Fire Damage at Gem level 20 (previously 425 to 638).
  • Gathering Storm: Perfect Timing window has been increased. Now has a much higher dash range. Shockwave now has Maximum 20 shockwaves per use (previously 8). Quality now grants Maximum +8 shockwaves per use (previously 2).
  • Lightning Conduit: Now provides 10% more damage with Hits per 5% Shock Effect on Enemy (previously 20%). Quality now provides 0-20% More Lightning Damage, instead of 0-5% more damage with Hits per 5% Shock Effect on Enemy.
  • Lightning Warp: Explosion and Shocked Ground radius is now 3 metres (previously 4). Shocked ground now lasts 8 seconds (previously 10). New additional behaviour: If used on an enemy that is not under the Cull threshold, it will now apply a Debuff that will cause its normal warping behaviour automatically if the enemy falls under the Cull threshold while the Debuff is active.
  • Plasma Blast: Now has 50% increased Magnitude of Shock inflicted instead of 50% more Magnitude of Shock inflicted.
  • Shockchain Arrow: Projectile now converts 80% of Physical damage to Lightning damage (previously 20%). Shockchain Arrow no longer releases secondary beams that continue to split. Instead, the initial projectile now consumes Shock to create a Chaining secondary projectile, which creates a Lightning Rod in the ground near its last target after its final chain. This secondary projectile does not consume Shock on targets hit. Shockwave now deals 293-507% of Attack damage at Gem levels 11-20 (previously 306-572%).
  • Spear of Solaris: Removed Generates 100% of Monster Power as Glory for this Skill on Heavy Stunning an enemy. Now generates 1 Glory when you inflict Freeze, Shock or Ignite on an enemy.
  • Storm Lance: Frenzy-Charge-Empowered lance shocked ground duration is now 8 seconds (previously 6).
  • Stormcaller Arrow: Projectile now converts 80% of Physical damage to Lightning damage (previously 40%). Bolt now has Shocks Enemies as though dealing 50% more Damage. Bolt now converts 100% of Physical damage to Lightning damage (previously 80%).
  • Tempest Bell: Impact radius is now 2.1 metres (previously 1.8). Bell shockwave radius is now 2.6 metres (previously 2.4). Tempest Bell's Hitbox has been increased.
  • Thunderous Leap: Now has 100% more chance to Shock at all levels.
  • Voltaic Mark: No longer makes the target susceptible to Shock or causes an explosion. Instead, makes the target more susceptible to being Electrocuted, and on Electrocuting a marked target, grants you a Buff with which you Gain extra damage as Lightning damage, for a duration, or until you mark another target.
  • The Earthbound Unique Staff now provides 80-120% increased Spell Damage (previously 80-120% increased Lightning Damage), and also provides 20-40% increased shock chance. Existing items will not have these mods.
  • Version_0.3.1
    * Forge Hammer aftershocks are no longer silent.
    * Fixed a bug where Forge Hammer's impact was not creating Aftershocks.
    Version_0.3.0b
    * Fixed a bug where Resonating Shield, Shield Wall, and Fortifying Cry's shockwaves did not scale with area damage modifiers.
    Version_0.3.0
    • Added a new Strength Skill Gem — Fortifying Cry: Perform a Warcry that grants Guard and causes subsequent Shield Attacks to release an Empowered shockwave when dealing damage. This Skill's cooldown can be bypassed by expending an Endurance Charge.
  • Added a new Intelligence Persistent Buff Gem — Siphon Elements: While active, has a chance to create an Infusion Remnant when you Freeze, Shock or Ignite a target.
  • Shock now lasts 8 seconds on non-players by default (previously 4 seconds). It still lasts 4 seconds on players.
  • Shockwave Totem grants 30% increased Area of Effect.
  • Fulminating Concoction, granted by Fulminating Concoction Notable Passive Skill choice, no longer inflicts Lightning Exposure on hit. It now has 50% more Shock Effect. Quality now grants 0-40% more chance to Shock (previously 0-20% increased effect of Lightning Exposure).
  • The Consuming Questions Notable has been renamed to Unravelling, and no longer grants You cannot Recharge Energy Shield, or Mana Leech effects also Recover Energy Shield. Instead, it now grants Chaos Damage from Hits also Contributes to Ignite Chance and Magnitude, Freeze Buildup, or Shock Chance, changing every 2 seconds.
  • Shockwave Totem, Ancestral Warrior Totem, Artillery Ballista and Siege Ballista now use your equipped weapon(s). They no longer have their own flat damage, base critical hit chance, or base attack time.
  • Arc: Is now a Projectile. It no longer causes explosions against shocked enemies and is no longer a payoff skill. It now chains 6-9 times at Gem levels 5-20 (previously 5-8). It now has 50% more shock magnitude, and can now consume a lightning infusion to chain additional times and deal more damage. Now deals 2-39 damage at Gem level 5 (previously 5-31), scaling up to 20-386 damage at gem level 20 (previously 49-277). Quality now provides Chains +0-2 additional times (previously 0- 2% more Damage for each remaining Chain).
  • Boneshatter: Shockwave now deals 50% more Damage against Unique Enemies.
  • Cast on Freeze, Cast on Shock and Cast on Ignite have been combined into a single gem: Cast on Elemental Ailment. This gem requires 100 Spirit, has a minimum Level of 14, and combines the energy gain conditions of all three previous gems. Existing copies of these gems will be updated to Cast on Elemental Ailments when you load the character or stash tab holding them.
  • Cold Snap: Has been reworked, and renamed to Snap. It can now be used on any frozen, shocked or ignited enemy or on a Frostbolt, causing an explosion of the corresponding damage type and creating a remnant of the corresponding type from enemies. This explosion can chain react to a limited extent from enemies hit that are affected by the same ailment. Now deals 48-540 to 72-810 Cold Damage, 2-27 to 46-512 Lightning Damage, or 17-192 to 26-288 Fire Damage at Gem levels 5–20 (previously 70-670 to 105-1005 Cold Damage). Quality now grants 0-10% chance to spawn an additional remnant (previously 0-20% chance to not consume freeze). Cold Explosion now deals 50% more Damage against Unique Enemies. Now has a 4 second Cooldown.
  • Disengage: Quality now provides 0-20% chance for an additional Shockwave, instead of 0-20% increased Cooldown Recovery Rate.
  • Earthquake: Jagged Ground's radius is now 1.8 metres (previously 2.2). Aftershock now has 160-580% Attack Damage at Gem levels 1-20 (previously 150-468%), and has a radius of 2.4-3 metres at Gem levels 1-20 (previously 3.4 at all Gem levels).
  • Lightning Conduit: No longer consumes Shocks from targets hit, but now has a 6 second Cooldown. Now deals 69–208 damage at gem level 13 (previously 41–123), scaling up to 189–568 damage at gem level 20 (previously 99–297). Now has 2 additional Bolts if a Shocked Enemy is in target area (previously 1-4 additional bolts hit targets if at least one Shock Consumed). Quality now provides 0-5% more damage with Hits per 5% Shock Effect on Enemy, instead of 0-20% chance on Consuming a Shock on an Enemy to reapply it.
  • Plasma Bast: Now has 50% more Magnitude of Shock inflicted. No longer has 30% more chance to Shock. Projectile now Converts 80% of Physical Damage to Lightning Damage (previously 70%).
  • Seismic Cry: Cooldown is no longer reset if it doesn't empower attacks. Now Heavy Stuns Enemies that are Primed for Stun, and Empowers Attacks if it Heavy Stuns a target as well as if it Hits a Heavily Stunned target. Now Empowers one Slam per 10 monster power in radius (previously one, plus one per Endurance Charge consumed). No longer has 200% increased knockback distance, 400% more Stun buildup, or Hits ignore Enemy Monster Physical Damage Reduction. Now allows you to expend an endurance charge to bypass the cooldown, rather than consuming endurance charges to empower additional attacks. Quality now provides Empowered Attack Aftershocks deal 0-10% more Damage (previously 0-40% increased Warcry speed).
  • Shockburst Rounds: Pulse Explosion Attack Damage has been lowered by approximately 15%.
  • Shockwave Totem: Slam now has an Attack Speed of 50% of base (previously 100%). Slam now deals 30-66% Attack Damage at Gem levels 3-20 (previously 96-211%), while the Jagged Ground Eruption now deals 108-237% Attack Damage (previously 24-53%). No longer has the Physical tag. Quality now has +0-4 seconds to Totem Duration (previously Totem base attack time is 0 to -0.2 seconds). Shockwave Totem cannot itself create Jagged Ground, and supports no longer apply to Shockwave Totem.
  • Siphoning Strike: Shockwave now takes size of monsters into account. Quality now provides 0-50% chance to Daze on Hit, instead of 0-40% more Stun Buildup.
  • Skeletal Brute: Has a new Command Skill: Shattering Roar. Shattering Roar is a Warcry that Intimidates nearby enemies and Consumes Freeze on enemies and allies to deal damage in an area around those targets. Boneshatter attack now deals 50% more Damage on the initial Strike and 100% more Damage on the Shockwave. Quality now provides Minions cause 0-40% more Stun buildup (previously 0-20%).
  • Skeletal Storm Mage: Command: Death Storm now deals 154-551 to 873-3121 Lightning Damage at Gem levels 11-20 (previously 128-459 to 727-2600). Bolt and Shocked Ground radius is now 2 metres (previously 1.8). Projectiles now Chain 2 times at all Gem levels (previously 2-4).
  • Thunderous Leap: Quality now provides 0-30% chance to leave Shocked Ground when Detonating Spears, instead of +0-0.5 metres to Shockwave radius.
  • Vaulting Impact: Now allows you to jump over enemies and small amounts of terrain. To support this, a number of changes to camera movement have been made that result in smoother camera movement during skills. Now deals 193-422% Attack Damage at Gem levels 3-20 (previously 157-405%). Now escalates Daze, causing a portion of the damage dealt by the Vaulting Impact to be taken by all sequential hits until the Daze Expires. Quality now provides Broken Stance has +0-2 second duration, or until Daze is removed (previously 0–20% chance to cause an Aftershock).
  • Volcanic Fissure: Now creates two branches that emerge from either side of the main fissure. The length of the fissure is now affected by area modifiers. Now has a minimum Gem level of 7 (previously 9). Now has 80% of Physical Damage converted to Fire Damage (previously 60%), and now deals 88-145% Attack Damage at Gem levels 9-20 (previously 84-163%). Aftershocks cannot trigger more than once every 0.2 seconds. Quality now provides 0-20% chance to cause an Aftershock, instead of +0-4 seconds to Fissure Duration. Allied Slams now trigger Volcanic Fissures. Re-triggers are now treated as Aftershocks and will scale with Aftershock specific effects.
  • Wind Serpent's Fury: No longer causes shockwaves when enemies are hit into walls or larger enemies. Quality now provides 0-30% more Knockback Distance, instead of 0-30% increased Knockback Distance.
    • Fixed a bug where additional Shock and additional Chill from the Strike Twice and Heavy Snows Stormweaver Ascendancy Passive Skills were not being considered as Shock or Chill respectively.
  • Fixed a bug where Siphoning Strike was not creating an Aftershock when supported by Impact Shockwave.
  • Fixed a bug where Vaulting Impact did not create shockwaves when supported by Stomping Ground.
  • Cold Snap: Has been reworked, and renamed to Snap. It can now be used on any frozen, shocked or ignited enemy or on a Frostbolt, causing an explosion of the corresponding damage type and creating a remnant of the corresponding type from enemies. This explosion can chain react to a limited extent from enemies hit that are affected by the same ailment. Now deals 48-540 to 72-810 Cold Damage, 2-27 to 46-512 Lightning Damage, or 17-192 to 26-288 Fire Damage at Gem levels 5–20 (previously 70-670 to 105-1005 Cold Damage). Quality now grants 0-10% chance to spawn an additional remnant (previously 0-20% chance to not consume freeze). Cold Explosion now deals 50% more Damage against Unique Enemies. Now has a 4 second Cooldown.
  • Cold Snap: Has been reworked, and renamed to Snap. It can now be used on any frozen, shocked or ignited enemy or on a Frostbolt, causing an explosion of the corresponding damage type and creating a remnant of the corresponding type from enemies. This explosion can chain react to a limited extent from enemies hit that are affected by the same ailment. Now deals 48-540 to 72-810 Cold Damage, 2-27 to 46-512 Lightning Damage, or 17-192 to 26-288 Fire Damage at Gem levels 5–20 (previously 70-670 to 105-1005 Cold Damage). Quality now grants 0-10% chance to spawn an additional remnant (previously 0-20% chance to not consume freeze). Cold Explosion now deals 50% more Damage against Unique Enemies.
  • Arc: Is now a Projectile. It no longer causes explosions against shocked enemies and is no longer a payoff skill. It now chains 6-9 times at Gem levels 5-20 (previously 5-8). It now has 50% more shock magnitude, and can now consume a lightning infusion to chain additional times and deal more damage. Now deals 2-39 damage at Gem level 5 (previously 5-31), scaling up to 20-386 damage at gem level 20 (previously 49-277). Quality now provides Chains +0-2 additional times (previously 0- 2% more Damage for each remaining Chain).
  • Boneshatter: Shockwave now deals 50% more Damage against Unique Enemies.
  • Cold Snap: Has been reworked, and renamed to Snap. It can now be used on any Orb spell or any frozen, shocked or ignited enemy, causing an explosion of the corresponding damage type and creating a remnant of the corresponding type from enemies. This explosion can chain react to a limited extent from enemies hit that are affected by the same ailment. Now deals 48-540 to 72-810 Cold Damage, 2-27 to 46-512 Lightning Damage, or 17-192 to 26-288 Fire Damage at Gem levels 5–20 (previously 70-670 to 105-1005 Cold Damage). Quality now grants 0-10% chance to spawn an additional remnant (previously 0-20% chance to not consume freeze).
  • Skeletal Brute: Has a new Command Skill: Shattering Roar. Shattering Roar is a Warcry that Intimidates nearby enemies and Consumes Freeze on enemies and allies to deal damage in an area around those targets. Boneshatter attack now deals 50% more Damage on the initial Strike and 100% more Damage on the Shockwave. Quality now provides Minions cause 0-40% more Stun buildup (previously 0-20%).
  • Vaulting Impact: Now allows you to jump over enemies and small amounts of terrain. To support this, a number of changes to camera movement have been made that result in smoother camera movement during skills. Now deals 193-422% Attack Damage at Gem levels 3-20 (previously 157-405%). Now escalates Daze, causing a portion of the damage dealt by the Vaulting Impact to be taken by all sequential hits until the Daze Expires. Quality now provides Broken Stance has +0-2 second duration, or until Daze is removed (previously 0–20% chance to cause an Aftershock).
  • Version_0.2.1
    * Yoke of Suffering now causes enemies to take 15–20% increased damage for each type of your Elemental Ailments on them (previously 5–10%), but also now reduces Ignite, Shock and Chill duration by 30–40% (previously 20–30%). Existing items can be updated with a Divine Orb.
    Version_0.2.0g
    * The Expedition Remnant modifier that caused Monsters to have 100% chance to Avoid being Chilled, Frozen, Ignited, and Shocked has been replaced with a new modifier that increases their Elemental Ailment Threshold.
    Version_0.2.0f
    * Reduced the amount of particle effects created by Shockwave Totem's slams.
    * Shockwave Totem's base attack time is now 1.5 seconds (previously 3 seconds). Shockwave Totem's slam now deals 96-211% of Attack Damage at Gem levels 3-20 (previously 169-369%), while the Jagged Ground Eruption damage is unchanged. Quality now provides 0 to -0.2 seconds to Totem base attack time (previously 0 to -0.55 seconds).
    * Improved the visual effects of Arc's explosions on hitting a shocked target.
    * Fixed a bug where Disengage could fail to trigger a shockwave from parried enemies in its area of effect if those enemies were hit by other shockwaves from the same use of the skill.
    * Fixed a bug where Volcanic Fissures did not cause an aftershock when Shockwave Totem's Slam was used on it.
    * Fixed a bug where Staggering Palm was not working with Impact Shockwave Support.
    Version_0.2.0e
    * Arc now releases damaging pulses when Shocked enemies are Hit, but can no longer Shock. It does not consume the Shock. The Arc now deals 9 to 51 at Gem level 1 (previously 9 to 50), scaling up to 82 to 462 at Gem level 20 (previously 72 to 410). The Pulse deals 5 to 31 Lighting Damage at Gem level 1, scaling up to 49 to 277 at Gem level 20, and has a radius of 1.5 metres.
    * Mana Remnants now has a 25% chance to spawn a Remnant on killing an enemy affected by an Elemental Ailment (instead of only Shock). Now Spawns a Remnant on Critically Hitting a target affected by an Elemental Ailment, no more than once every 2 second (instead of only Shock).
    * Stormcaller Arrow's Bolt now has an impact radius of 1.6-2.4 metres at Gem levels 3-20 (previously 1.1-1.9 metres). If any target is hit by Stormcaller Arrow's Bolt is Shocked, it now also Shocks Enemies within a 1.7-3 metre radius at Gem levels 3-20.
    Version_0.2.0d
    * Elemental Sundering now pauses the Freeze, Shock and Ignites on targets when building up to explode, and now consumes them when exploding. Previously the ailment was removed as soon as the buildup began, this change has been made so targets remain frozen until the explosion.
    Version_0.2.0
  • The Earthbreaker Ascendancy Notable Passive now provides a 25% chance for Slam Skills you use yourself to cause Aftershocks (previously 20%).
  • Added a new multi-choice Practical Remedies Ascendancy Passive Skill that provides the ability to allocate Grounding Stick, Dousing Vial, or Thawing Campfire, which provide Immunity to Shock, Immunity to Ignite, and Immunity to Freeze respectively.
  • The Strike Twice Ascendancy Notable Passive no longer provides 50% less Shock Duration. Instead, it now provides 25% less Magnitude of Shock you inflict.
  • The Split the Earth Notable Passive Skill now has 10% chance for Mace Strike Skills you use yourself to cause Aftershocks, dealing the same damage to enemies within 1.8 metres (area previously not specified).
  • Artillery Ballista base Physical Damage scaling now matches that of other totems like Shockwave Totem and Ripwire Ballista. The Artillery Explosion now converts 100% of Physical Damage to Fire Damage (previously 90%). Quality now provides 0 to -0.4 seconds to Totem base Attack Time (previously increased Attack Speed).
  • Cast on Shock now gains 1 Energy per Power of enemies you Shock with Hits from skills (previously 2).
  • Elemental Invocation now gains 10 Energy per Power of enemies you Freeze with Hits from Skills (previously 10), 2 Energy per Power of enemies you Ignite with Hits from Skills, modified by the percentage of the enemy's Ailment Threshold the Ignite will deal (previously 3). It also now gains 1 Energy per Power of enemies you Shock with Hits from Skills (previously 3).
  • Fulminating Concoction now has 200% more chance to Shock (previously 100%).
  • Lightning Arrow now fires beams at up to 2-4 additional Enemies near the target at Gem levels 1-20 (previously 2 at all levels). Quality now provides 0-40% more chance to Shock (previously fires beams at up to +0-1 additional Enemies near the target).
  • Lightning Conduit now performs a number of extra lightning bolts if it consumes shock from an enemy. These bolts are distributed among targets in the skill's area, but can hit the same target multiple times if few enough targets were hit.
  • Lightning Bolt now has 200% more Chance to Shock (previously 100%).
  • Lightning Conduit has 20% more Damage with Hits per 5% Shock Effect on Enemy (previously 100% more Damage).
  • Lightning Warp no longer creates Shocked Ground if targeting a Ball Lightning projectile.
  • Shard Scavenger now instantly reloads your Crossbow upon Consuming Freeze, Shock, Ignite, or Fully Broken Armour, no more than once every 7.3-6.1 seconds at Gem levels 8-20 (previously 9.3-8.2).
  • Shockchain Arrows can now chain up to 8 metres away (previously 4). Shockwaves now also hit the monster from which the Shockwave originated.
  • Siphoning Strike's shockwave radius is now 2 metres (previously 1.8).
  • Storm Wave now has 100% more chance to Shock.
  • Stampede Quality now provides 0-20% chance to cause an Aftershock (previously 0-30%).
  • Stormcaller Arrow's Bolt now has 500% more chance to Shock (previously 800%).
  • Tempest Bell's shockwave no longer has "Deals 30% more Damage per Elemental Ailment afflicting the Bell" or "60% of Physical Damage converted to the corresponding damage type of each Elemental Ailment afflicting the Bell". Instead, it now has "Gains 30% of Physical Damage as extra Damage of each Type matching an Elemental Ailment on the Bell". It also now deals 60-132% of Attack Damage at Gem levels 3-20 (previously 96-211%)
  • Tempest Bell can now only trigger a shockwave every 250 milliseconds. This value is a strict limit, not a Cooldown - as such it cannot be modified by Cooldown Recovery modifiers.
  • Volcanic Fissure now has a limit of eight concurrent fissures on the ground, and the aftershocks no longer erupt other fissures.
  • Impact Shockwave now causes Supported Skills to cause an Aftershock when they Heavy Stun an Enemy, dealing the same damage to enemies within 1.8 metres (previously 2.0).
  • Innervate now has Attacks gain 35% of Damage as Lightning Damage for 5 seconds on killing a Shocked enemy with Supported Skills (previously 3).
  • Lasting Shock now has a Cost Multiplier of 100% (previously 120%), and now causes Supported Skills to have 30% less chance to Shock (previously 20%).
  • Overcharge Support no longer causes Supported Skills to have less Shock Duration. It now has "Shocks caused by Supported Skills are reflected back to you".
  • Shock Siphon can no longer be engraved in the Gemcutting menu. Existing copies of this support will still function.
  • Stomping Ground's triggered Shockwaves now have a base Critical Hit Chance of 5%.
  • Fixed a bug where Sunder's aftershocks could hit enemies too many times.
  • Fixed a bug where Tremors Support could interfere with aftershock chances from other sources.
  • Fixed a bug where effects that consume shocks could only consume a single shock at once. If the target has multiple active shocks, they now consume (and benefit from) all of them.
  • Fixed a bug where Shockwave triggered by striking Tempest Bell was not correctly scaling with Knockback.
  • Fixed a bug that caused various aftershock-related stats that were intended to apply specifically to *your* skills to also apply to skills used by totems.
  • Fixed a bug where Impact Shockwave was not scaling with area modifiers.
  • Fixed a bug where Aftershocks caused by Slam Skills you use with Maces through the Split the Earth Notable Passive Skill were not scaling with area modifiers.
  • Fixed a bug where Shockwave Totem supported by Astral Projection would prioritise targets in a specific direction from the totem.
  • Fixed a bug where some sources of Aftershock chance were not being displayed in the skill information panel.
  • Fixed a bug where the Holy Descent and Shocking Leap Support Gems would not enable area, duration or ground effect-related support gems to support their skill.
  • Overcharge Support now only increases the magnitude of Shock from hits.
  • Overcharge Support no longer causes Supported Skills to have less Shock Duration. It now has "Shocks caused by Supported Skills are reflected back to you".
  • Shockchain Arrows can now chain up to 8 metres away (previously 4).
  • Shockchain Arrows can now chain up to 8 metres away (previously 4). Shockwaves now also hit the monster from which the Shockwave originated.
  • Lightning Arrow now fires beams at up to 2-4 additional Enemies near the target at Gem levels 1-20 (previously 2 at all levels). Quality now provides 0-40% more chance to Shock (previously fires beams at up to +0-1 additional Enemies near the target).
  • Innervate now has Attacks gain 35% of Damage as Lightning Damage for 5 seconds on killing a Shocked enemy with Supported Skills (previously 3).
  • Lasting Shock now has a Cost Multiplier of 100% (previously 120%), and now causes Supported Skills to have 30% less chance to Shock (previously 20%).
  • Stomping Ground's triggered Shockwaves now have a base Critical Hit Chance of 5%.
  • Version_0.1.1
    * Fixed a bug where Shockwave Totem would sometimes fail to attack if surrounded by enemies or if there were no nearby enemies at all.
    * Supercharged Slam now has "Each successive aftershock gains +0.5 metres to radius, up to 3 metres (previously uncapped).
    * Fixed a bug preventing the quality bonuses on Shockburst Rounds and Hailstorm Rounds from applying.
    * Fixed a bug where Shockwave Totem did not work when used with the Support Gem "Astral Projection".
    Version_0.1.0f
    * Fixed a bug where aftershocks of Rolling Slam were not dealing damage.
    Version_0.1.0e
    * Shockchain Arrow's Shockwaves now deal 100% more Damage.
    * Concoction skills from the Pathfinder Ascendancy Class now consume 3 charges from Mana Flasks (from 5). Their damage has been increased and deal approximately 66% more Damage when the skill is Level 20. In addition the base added damage has been increased by at least 50% for all Concoction skills, with Poisonous and Bleeding Concoction receiving greater damage buffs. Fulminating Concoction now has a Critical Strike Chance of 8% (from 6%), Shattering Concoction now has a Critical Strike Chance of 1% (from 7%), Explosive Concoction now has 100% more chance to Ignite Enemies and 100% more magnitude of Ignites inflicted, Fulminating Concoction now has 100% more chance to inflict Shock and Shattering Concoction now has 100% more Freeze Buildup.
    * Added the Tremors Support Gem. Which can be used to give up to multiple more Aftershocks to Skills, with a damage penalty.
    * The Electrocute Support no longer penalizes Damage. Instead it now prevents the Supported Skill from being able to Shock.
    * The Impact Shockwave Support now has an aftershock radius of 2 metres (from 1.4 metres).
    * The Aftershock Support now has 25% chance to cause an Aftershock (from 20%).
    * The Stomping Ground Support's Shockwave now deals 80% to 120% of your Strength as Physical Damage (from 20 to 30%).
    * Volcanic Fissure Aftershocks can no longer create Jagged Ground.
    Shock
    Category: Shock
    Tier: 1
    Cost Multiplier: 120%
    Supports any skill that Hits enemies, making it more likely to Shock.
    Supported Skills have 100% more chance to Shock
    Place into a Skill's Support Gem socket in the Skills Panel to apply its effects to that Skill. You cannot have multiple Support Gems of the same Category socketed within one Skill.
    Supported Gem /198
  • Allow Type: Damage, Attack, CrossbowAmmoSkill
  • Firebolt
    Launch a fiery Projectile towards a target. The Projectile explodes on impact, damaging foes in a small area.
    Ice Nova
    Conjure a wave of ice in all directions, Knocking Back enemies based on how close they are to you. Casting Ice Nova targeting near a Frostbolt Projectile will cause it to originate from the Frostbolt instead of you. Consumes a Cold Infusion if possible to leave a patch of Chilled Ground.
    Leap Slam
    Jump into the air, damaging and Knocking Back enemies with your mace where you land. Enemies you would land on are pushed out of the way.
    Shield Charge
    Channel to charge in the target direction. You will crash into enemies on your path, stopping your charge and dealing damage to enemies in an area, and extra damage to the enemies you collided with. While charging, your Shield is raised and you will Block all incoming Blockable hits.
    Detonate Dead
    Cause a Corpse to violently explode, damaging surrounding enemies.
    Volatile Dead
    Consume a Corpse to create a volatile core that seeks out enemies and Ignites enemies near it. The core explodes at the end of its duration.
    Flicker Strike
    Teleport to a enemy and Strike them. Consumes Power Charges to perform additional teleporting Strikes on nearby enemies.
    Spark
    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.
    Spark
    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.
    Frost Wall
    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.
    Enervating Nova
    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.
    Lightning Warp
    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.
    Armour Breaker
    Strike with a forceful blow, knocking enemies back and weakening their Armour.
    Rain of Arrows
    Fire a hail of arrows into the air, causing them to rain from above. Consumes a Frenzy Charge to fire more arrows.
    Firestorm
    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.
    Falling Thunder
    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.
    Power Siphon
    Attempt to rip the lifeforce from an enemy. Enemies within Culling range will be highlighted and instantly killed on Hit, granting a Power Charge. Can only target Enemies in Culling range.
    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. Consumes a Lightning Infusion if possible to deal more damage and Chain further.
    Arctic Armour
    While active, conjures an icy barrier that gains stages over time. While the barrier has stages, Melee Attacks that hit you will remove a stage to cause a burst of ice that deals Cold Spell damage to the attacker.
    Incinerate
    Gain fuel by spending Mana on any Skill, then use the accumulated fuel to conjure a torrent of Fire from your hand, Igniting enemies in front of you. The flames grow stronger the longer you Channel. Consumes a Fire Infusion if possible to also create Ignited Ground. Cannot gain fuel while using this skill.
    Flameblast
    Channel to build destructive energy around you. Releasing the energy causes a devastating explosion that is larger and more intense the longer you Channelled for.
    Ball Lightning
    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.
    Herald of Ice
    While active, Shattering an enemy with a non-Herald Attack Hit will cause an icy explosion that deals Attack damage to surrounding enemies.
    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.
    Rolling Magma
    Shapeshift into a Wyvern and lob a ball of magma that deals area damage as it hits the ground. The skill Chains, bouncing forward to deal damage multiple times. Impacts on Molten Fissures or Volcanos will activate them as though they were Slammed.
    Frost Bomb
    Create a pulsing Orb of frost. Each pulse inflicts Elemental Exposure on nearby enemies. When the Orb's duration ends, it Detonates, dealing Cold damage to surrounding enemies and leaving behind a Cold Infusion.
    Orb of Storms
    Create an Orb of electricity that fires Chaining Lightning bolts at nearby enemies. The Orb leaves behind a Lightning Infusion Remnant when it expires.
    Earthquake
    Smash the ground, dealing damage in an area and leaving behind Jagged Ground that slows enemies. The Jagged Ground erupts in a powerful Aftershock after a duration. Cannot create Jagged Ground on top of an existing patch, or if you already have the maximum number of active patches.
    Essence Drain
    Fire a Projectile that applies a powerful Chaos damage over time debuff to enemies it hits.
    Sunder
    Slam the ground, creating a roiling fissure that damages enemies in a sequence of areas in front of you. A number of enemies hit by the wave will release a shockwave, damaging other enemies. Hitting an enemy with Fully Broken Armour applies Sundered Armour, making it take additional increased Physical damage.
    Frostbolt
    Fire a slow-moving Piercing Projectile that is effective at Chilling enemies and explodes on colliding with terrain.
    Dark Pact
    Sacrifice the life of a Minion to deal Chaos damage in an area around it. If you have no Minions, your own life is sacrificed instead.
    Soulrend
    Fire a Piercing Projectile that seeks out enemies. Enemies hit are inflicted with a Debuff that Hinders them and deals Chaos damage over time for a short duration.
    Seismic Cry
    Perform a damaging Warcry, Knocking Back nearby enemies and Heavy Stunning enemies that are Primed for Stun. If an enemy is Heavy Stunned or a currently Heavy Stunned enemy is Hit, this Skill Empowers subsequent Slams to perform an additional Aftershock. This Skill's cooldown can be bypassed by expending an Endurance Charge.
    Earthshatter
    Slam the ground, sending out a fissure that deals area damage to enemies it passes under and thrusts a spike from the ground when it ends. Warcries performed near the spike will cause it to shatter, damaging surrounding enemies.
    Flame Wall
    Create a wall of Fire in front of the character, 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.
    Hexblast
    Detonate a Curse on every enemy in an area, causing explosions of Chaos damage but removing the Curse. Can only detonate Curses for which at least half of the duration has expired.
    Exsanguinate
    Expel your own blood as Chaining blood tendrils in a cone in front of you. Enemies Hit by the tendrils take Physical damage and are inflicted with Bleeding.
    Reap
    Conjure a bloody scythe that sweeps across the targeted area, dealing Physical damage to enemies and applying Critical Weakness. Cannot be Triggered.
    Boneshatter
    Attack enemies with a melee Strike. The Strike will cause a Heavy Stun on enemies that are Primed for Stun. Upon causing a Heavy Stun it will also create a Shockwave, dealing a large amount of damage in an area.
    Eye of Winter
    Fire a single Eye Projectile which does not Hit enemies. The Eye constantly releases damaging shard Projectiles in a spiral as it flies. If the Eye passes over an Elemental Ground Surface or Orb, it will take on that surface's effect causing shards to deal more damage of the corresponding Type.
    Lightning Conduit
    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.
    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.
    Volcanic Fissure
    Slam the ground, creating a branching Molten Fissure that deals damage as it travels and remains for a duration. Using a different Slam on a Molten Fissure creates a spreading Aftershock.
    Rapid Assault
    Perform a series of six rapid stabs. The final stab inflicts Bleeding and leaves a spearhead stuck in the target, Maiming them for a duration. Detonator Skills will cause the stuck spearheads to explode, dealing further damage to the target and other nearby enemies.
    Disengage
    Jump back as you rupture the earth in front of you with spearpoints, damaging enemies. Consumes the Parried Debuff on Hitting enemies to release a shockwave and grant you a Frenzy Charge. This skill can be used while using other skills, and causes Strikes and Projectiles to miss you while jumping. This skill cannot be Ancestrally Boosted.
    Blood Hunt
    Lunge at a target and skewers them. Hitting an enemy that has suffered Blood Loss will cause a blood explosion and also Consume Bleeding. This skill cannot be Ancestrally Boosted.
    Whirling Slash
    Perform a circular slash that kicks up a Whirlwind around you, Slowing enemies and Blinding them in its area of effect. Leaving the area collapses the storm, dealing damage and causing Knockback.
    Spearfield
    Stab the ground causing multiple spears to burst out of the ground in front of you in a large area. The spears remain for a duration, or explode when enemies touch them, damaging and Maiming them.
    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.
    Glacial Lance
    Throw a single Piercing lance that leaves icy fragments in its wake. The fragments Chill nearby enemies. Consumes a Frenzy Charge if possible to cause the glacial fragments created by the first Projectile to explode outwards after a short duration, peppering enemies with shrapnel.
    Whirling Assault
    Advance while hitting enemies around you with a series of spinning Strikes.
    Rolling Slam
    Slam the ground to Stun enemies and knock them away, then continue forward and perform a devastating second Slam.
    Escape Shot
    Leap backwards, firing an icy arrow which can Chill or Freeze enemies around the location from which you escaped. This arrow will create Ice Fragments on impact.
    Supercharged Slam
    Channel to charge up a heavy swing, drawing earth from the ground to enlarge your mace. Release to Slam the ground, dealing damage in an area around the impact, followed by Aftershocks dealing damage in a larger area.
    Wind Blast
    Batter enemies at range by generating a gust of wind as you swing. Enemies will be Dazed and Knocked Back based on how close they are to you.
    Wave of Frost
    Flip backwards and send forth a Freezing wave in front of you, immediately Freezing enemies which are Primed for Freeze.
    Ice Strike
    Perform a fast icy Strike. Using this Attack three times in quick succession causes a final strike that is slower and more powerful.
    Glacial Cascade
    Sweep your Quarterstaff upwards, releasing an icy fissure which deals damage in a series of bursts culminating in a large spike. Frozen enemies hit by the final spike are dealt heavy damage but the Freeze is Consumed. Ice Crystals hit by the final spike explode.
    Comet
    Call down a mass of ice from the sky, dealing high damage at the targeted location. Targeting close to you will cause you to jump back as you cast. Consumes a Fire Infusion if possible to cause a devastating blast of ice and fire.
    [DNT] Crushing Earth
    [DNT] Convene the surrounding earth into an immense boulder to crash down, dealing high damage at the targeted location after a short delay.
    Killing Palm
    Dash to an enemy and Strike them, Culling enemies if their life is low enough and performing additional dashing Strikes to other Cullable targets in range if your target was Culled. Each enemy killed by this strike grants a Power Charge, with higher Rarity monsters granting additional Charges. Enemies around you that can be Culled will be highlighted.
    Shattering Palm
    Dash to an enemy and Strike them with an Attack that manifests a wave of cold, coating nearby enemies in shards of ice. Dealing enough damage to these enemies will shatter the shards, causing an icy explosion that deals Attack damage.
    Volcano
    Uplift a volcano from the earth, damaging enemies standing on it and releasing a spray of molten Projectiles. While the volcano persists, Slamming it will cause another Projectile spray. Channelling this Skill for longer makes the initial eruption more violent, but does not affect subsequent Projectile sprays.
    Spiral Volley
    Load your Bow with a volley of enchanted arrows and fire them in a circle as you spin forward, firing directly at targets if possible. Consumes Frenzy Charges to cause the arrows to deal more damage and Chain to other targets. Each target can only be Hit once.
    Lightning Bolt
    Call down a Shocking bolt of Lightning to strike enemies in a small area.
    Rampage
    Shapeshift into a Bear and charge forward, Slamming the ground as you run. Channelling ends after a short amount of time but can be prolonged by spending Rage.
    Thunderstorm
    Conjure a thunderstorm which causes lightning strikes and torrential rain in an area. Enemies in the area are Drenched, causing them to become Shocked or Frozen more easily. Plants in the area become Overgrown.
    Furious Slam
    Shapeshift into a Bear and Slam the ground with great force, causing a pair of shockwaves. Can spend Rage to create larger shockwaves that leave behind Jagged Ground.
    Explosive Grenade
    Fire a bouncing Grenade that unleashes a devastating fiery blast when its fuse expires.
    Flash Grenade
    Fire a bouncing Grenade that unleashes a Blinding, Stunning explosion when its fuse expires.
    Gas Grenade
    Fire a bouncing Grenade that causes a burst of Poison gas when its fuse expires, damaging enemies and leaving behind a growing Poison cloud. Burning effects or Detonator skills will cause the cloud to explode in a fiery blast.
    Oil Grenade
    Fire a bouncing Grenade that bursts in a spray of Oil when the fuse expires or when it impacts an Enemy, dealing minimal damage but covering the ground and nearby enemies in Oil. Oil created this way can be Ignited by Detonator Skills or Ignited Ground.
    Voltaic Grenade
    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.
    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.
    Staggering Palm
    Dash to an enemy and Strike them, instantly Heavily Stunning enemies which are Primed for Stun and performing additional dashing Strikes to other Primed targets in range if your first target was Stunned. Heavy Stunning an enemy with this Skill grants you a Buff that causes your Quarterstaff Attacks to also fire Projectiles for a short duration. Heavy Stunning additional enemies adds to the Buff's duration.
    Siphoning Strike
    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.
    Tempest Bell
    Build Combo by successfully Striking Enemies with other skills. After reaching maximum Combo, use this skill to cause the Bell on your staff to grow to massive size as you drop it on the ground. The Bell damages enemies on impact and can be Hit by your skills, creating a damaging shockwave. Elemental Ailments applied to the Bell cause its shockwaves to deal extra damage of the corresponding type, and Hits which would have caused Knockback increase the area of effect of the shockwaves.
    Chaos Bolt
    Fire a burst of Chaos energy at the target.
    Frozen Locus
    Leap backward and crack the ground with your staff to call forth an Ice Crystal which can be damaged by you and enemies. If the Crystal is destroyed it causes an icy explosion. This skill can be used while using other skills.
    Bonestorm
    Channel to conjure a swarm of bone spikes in the air, then release to fire them at enemies and explode. Shrapnel Impales enemies Hit, causing subsequent Attack Hits against those targets to deal extra damage. Consumes your Power Charges to cause much larger explosions.
    Bone Cage
    Raise a ring of bone spikes around you. The spikes are destroyed when enemies touch them, damaging and Pinning those enemies. Raising a new ring of spikes destroys the previous one.
    Unearth
    Raise spikes of bone from the earth in front of you, damaging enemies. The bones of Corpses and dead Reviving Minions in the area are ripped out and reassembled into short-lived Bone Construct Minions that fight for you. Larger Corpses create more than one Bone Construct.
    Detonating Arrow
    Channel to charge up before firing off a burning arrow. At maximum stages, the arrow will create a Detonating explosion at the end of its flight.
    Poisonburst Arrow
    Fire a virulent arrow that creates a burst of Poison on hit, affecting all enemies in an area.
    Toxic Growth
    Fire a rain of Toxic Pustules into the air. The Pustules deal damage on impact, then Detonate after a delay. They can also be Poisoned, causing them to Detonate faster and more violently.
    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. Shocking any enemy with the Bolt also applies Shock to all enemies near the impact.
    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 reduces this delay, causing bursts to happen more quickly.
    Snipe
    Channel to charge up your bow before releasing a powerful shot. Releasing with Perfect Timing causes the arrow to explode on impact and Consume Freeze on directly Hitting. Consuming Freeze enhances the explosion.
    Gas Arrow
    Fire a noxious arrow at the ground, creating a cloud of flammable poisonous gas at the end of its flight. The cloud will detonate if hit by a Detonator skill or if an Ignited enemy touches it, creating a fiery explosion.
    Solar Orb
    Create a fiery Orb that periodically releases fiery pulses. Enemies that are very close to the Orb are Ignited. Flameblast can target a Solar Orb to be centred on the Orb instead of your location.
    Fireball
    Launch a large ball of Fire which explodes on impact. The explosion Consumes a Fire Infusion if possible to launch a ring of smaller firebolts.
    Electrocuting Arrow
    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.
    Snap
    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.
    Perfect Strike
    Channel to charge up your weapon with Fire. Releasing with Perfect Timing will create a damaging wave of intense Fire.
    Raise Shield
    Raise your Shield to Block all incoming Blockable hits. Release immediately after Blocking when an enemy is close to perform a Shield Bash, damaging and Stunning enemies. While your Shield is raised you cannot be Light Stunned by hits you Block, but Blocking too much damage may Heavy Stun you. You cannot Evade while your Shield is raised, but Evasion instead grants an equal chance to avoid this Heavy Stun buildup.
    Resonating Shield
    Repeatedly hammer your Shield with your weapon causing damaging shockwaves in an area around you. Enemies hit by the shockwave lose Armour for a duration. While Channelling Resonating Shield, your Shield is raised and you will Block all incoming Blockable hits.
    Freezing Shards
    Launch icy Projectiles in a sweeping arc. Multiple Projectiles can hit the same enemy.
    Vine Arrow
    Fire an arrow into the air that lands after a short delay, damaging enemies and causing a plant to spring up at the impact location. The plant sprouts vines that latch onto nearby enemies, Slowing their movement speed and dealing Chaos damage over time. The plant can be Poisoned, causing it to deal more damage.
    Decompose
    Consume a Corpse to create a cloud of flammable Poisonous gas. Any Burning effects or Detonator skills will explode the gas cloud, creating a fiery explosion.
    Twister
    Whip up a twister with a flick of your Spear. The twister moves forward erratically, Blinding and repeatedly Hitting enemies within. If a twister touches a Whirlwind from your other skills, it Consumes the Whirlwind to create additional twisters that deal more damage. Passing over Elemental Ground Surfaces or Consuming an elemental Whirlwind will grant twisters extra damage of that element.
    Explosive Spear
    Hurl a single payload Spear that pierces through enemies and lodges in terrain where it lands. The Spear will explode at the end of its Detonation Time or if Detonated. Consumes a Frenzy Charge if you have one to explode immediately, dealing more damage in a cross-shaped area and creating Ignited Ground.
    Thunderous Leap
    Leap into the air and plunge your Spear into the ground at the target location, emitting a Lightning-charged shockwave.
    Bone Blast
    Conjure a circle of ritual inscriptions that last for a short duration. When the duration ends, spikes of bone erupt from enemies in the area, damaging them and potentially causing Bleeding.
    Molten Blast
    Gouge molten rock from the ground and fling it at the target. The Projectile explodes on collision, damaging enemies and scattering shrapnel in a cone behind it.
    Hammer of the Gods
    Build Glory by Heavy Stunning enemies. When you have maximum Glory you may entreat the Ancestors to crush your enemies, manifesting a massive hammer that falls from the sky onto your target, Slamming into the ground after a short duration and dealing immense damage based on your weapon.
    Living Bomb
    Plant a seed of Fire inside an enemy. Dealing enough damage to the enemy, or killing it outright, causes the seed to explode, dealing damage in an area and leaving behind a Fire Infusion Remnant.
    Stampede
    Charges forward, cracking the earth and leaving a patch of Jagged Ground with every footstep. At the end of your charge, a massive leaping Slam damages enemies and causes all nearby patches of Jagged Ground to explode, damaging enemies standing on them. Once you begin your charge, the use speed of this Skill is affected by movement speed instead of Attack speed.
    Shield Wall
    Ram your Shield into the ground, throwing up a wall of earth. Enemies can attack your wall segments, and your Slams, Warcries, and Shield Charge will instantly shatter them all. The segments explode when shattered, damaging enemies in front of and around them.
    Fortifying Cry
    Perform a Warcry that grants Guard and Triggers Shield Wave when subsequent Shield Attacks deal damage. This Skill's cooldown can be bypassed by expending an Endurance Charge.
    Ember Fusillade
    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.
    High Velocity Rounds
    Load your Crossbow with Piercing bolts that apply Riven Armour to enemies with Fully Broken Armour, causing any Hits against those enemies to deal extra damage.
    Fragmentation Rounds
    Load your Crossbow with Piercing bolts that fragment in flight. Bolts that hit a Frozen enemy Consume the Freeze and cause an explosion of shrapnel. Bolts that hit an Ice Crystal cause it to explode. These fragments can Merge.
    Siege Cascade
    Load your Crossbow with enemy-seeking payloads which are fired into the air, dropping a bolt near every enemy in the target area. These bolts lodge in the ground and explode after a short delay.
    Armour Piercing Rounds
    Load your Crossbow with a clip of bolts that can be fired rapidly and Break enemy Armour. Using this Skill again reloads the clip.
    Explosive Shot
    Load your Crossbow with flaming bolts that explode on impact. The explosion will cause any Grenades in its area of effect to also explode.
    Incendiary Shot
    Load your Crossbow with flaming bolts that fragment in flight, damaging and Igniting enemies on hit and in a small cone behind their final target. These fragments can Merge.
    Rapid Shot
    Load your Crossbow with a large clip of heated bolts. Heat builds up on your Crossbow as you fire them, and reaching maximum Heat will prevent you from firing or reloading these bolts for a short time. However, other Skills can Consume Heat for extra benefits. Using this Skill again reloads the clip.
    Glacial Bolt
    Load your Crossbow with icy bolts that create two walls of Ice Crystals at the end of their flight.
    Permafrost Bolts
    Load your Crossbow with icy bolts that fragment in flight, damaging enemies on hit and in a small cone behind their final target. The icy coating on the bolts makes them extremely potent at Freezing enemies. These fragments can Merge.
    Hailstorm Rounds
    Passively generate bolts of ice at a frequency equal to reload time, up to a cap. Activate to Load the accumulated bolts into your Crossbow. All loaded bolts are fired at once, causing them to rain down over the target area.
    Ice Shards
    Load your Crossbow with a clip of icy bolts that rapidly fire at the ground, leaving a shard of ice at the impact location that arms after a duration. After arming, the ice shards explode when enemies step on them, dealing more damage the longer they have been armed, up to a maximum. Using this Skill again reloads the clip.
    Plasma Blast
    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.
    Galvanic Shards
    Load your Crossbow with charged bolts that fragment in flight, releasing Chaining Lightning beams when they Hit enemies. These fragments can Merge.
    Stormblast Bolts
    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.
    Shockburst Rounds
    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.
    Punch
    Perform an Unarmed Strike.
    Quarterstaff Strike
    Strike with your Quarterstaff.
    Flail Strike
    Strike with your Flail.
    Sword Slash
    Strike with your Sword.
    Sword Slash
    Strike with your Swords.
    Sword Slash
    Strike with your Sword.
    Axe Slash
    Strike with your Axe.
    Axe Slash
    Strike with your Axes.
    Axe Slash
    Strike with your Axe.
    Mace Strike
    Strike with your Mace.
    Mace Strike
    Strike with your Maces.
    Mace Strike
    Strike with your Mace.
    Claw Stab
    Strike with your Claw.
    Claw Stab
    Strike with your Claws.
    Dagger Stab
    Strike with your Dagger.
    Dagger Stab
    Strike with your Daggers.
    Spear Throw
    Hurl your Spear with force. Consumes a Frenzy Charge if you have one to cause the Spear to explode at the end of its flight.
    Bow Shot
    Fire an arrow with your Bow.
    Crossbow Shot
    Fire a bolt from your crossbow.
    Explosive Concoction
    Consume charges from your Mana Flask to throw a flask that explodes, dealing Fire Attack damage in an area. Additional smaller flasks are thrown at nearby Ignited Enemies.
    Fulminating Concoction
    Consume charges from your Mana Flask to throw a flask that explodes, dealing Lightning Attack damage in an area with high chance to Shock.
    Shattering Concoction
    Consume charges from your Mana Flask to throw a flask that explodes, dealing Cold Attack damage in an area and inflicting Exposure.
    Acidic Concoction
    Consume charges from your Mana Flask to throw a flask that explodes, dealing Physical Attack damage in an area. The thrown flask Consumes Poison on Hit to cause an acidic burst.
    Bleeding Concoction
    Consume charges from your Mana Flask to throw a flask that explodes, dealing Physical Attack damage in an area and Aggravating Bleeding on Enemies hit.
    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-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.
    Vaulting Impact
    Leap forward and Slam the ground, sending out a shockwave. The shockwave applies Broken Stance to Dazed enemies, causing any Hits against those enemies to deal extra damage.
    Storm Wave
    Sweep your Quarterstaff, projecting a bolt of Lightning through the ground in a long fissure ahead of you.
    Decompose
    Consume a Corpse to create a cloud of flammable Poisonous gas. Any Burning effects or Detonator skills will explode the gas cloud, creating a fiery explosion.
    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.
    Ice Shot
    Fire an icy arrow that sprays a cone of ice shards when it hits a target.
    Moment of Vulnerability
    Send out a temporal Nova to take advantage of enemies' moment of vulnerability. Hitting enemies that are Primed for Stun, Electrocution, or Freeze causes a visage of them to appear, lasting as long as the original target would have been affected by the form of Immobilisation used to create the visage. A portion of the damage dealt to visages is also dealt to the original.
    Cluster Grenade
    Fire a bouncing Grenade that explodes when its fuse expires, throwing out a ring of mini Grenades that explode when they come to a stop.
    Tornado Shot
    Fire a skyward shot that whips up a Tornado where it lands, dealing Physical damage over time and Hindering enemies standing in it. Arrows, thrown Spears and Crossbow bolts fired at the Tornado are sucked into it, causing the Tornado to spit out a ring of copied Projectiles. Copied Projectiles cannot be copied again, even by further Tornados.
    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.
    Freezing Salvo
    Passively coalesces icy missiles from the air over time. Using the skill fires a missile, firing an additional missile for each that has been accumulated. Fires an additional missile, up to its current missile count, targeting each Ice Fragment in its Area of effect, causing the Fragments to Detonate immediately.
    Herald of Blood
    While active, killing an enemy with Blood Loss will cause a bloody explosion that deals Physical Attack damage to surrounding enemies based off the life of the exploded enemy, destroying their Corpse if the enemy was Normal or Magic. The explosion also has a chance to Aggravate Bleeding.
    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-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.
    Ember Fusillade
    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.
    Lightning Bolt
    Call down a Shocking bolt of Lightning to strike enemies in a small area.
    Herald of Ice
    While active, Shattering an enemy with a non-Herald Attack Hit will cause an icy explosion that deals Attack damage to surrounding enemies.
    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.
    Whirlwind Lance
    Throw a Spear with enough force to kick up a Whirlwind where it lands, Slowing enemies and Blinding them in its area of effect. Entering the Whirlwind collapses it, dealing damage and causing Knockback. Consumes a Frenzy Charge if possible to create the Whirlwind with one more than its normal maximum number of stages.
    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 Elemental Exposure, and can Consume Shock to conjure a stampede of spirits.
    Cull The Weak
    Dash to an enemy and run them through, Culling enemies if their life is low enough. If this Attack kills at least one enemy, it grants you a Frenzy Charge, with higher Rarity monsters granting additional Charges. Enemies around you that can be Culled will be highlighted.
    Fangs of Frost
    Perform an icy stab that exploits enemies who are already off balance. Hitting a Parried target Consumes the Debuff to cause an explosion of frost and leave Chilled Ground.
    Wind Serpent's Fury
    Consume all Frenzy Charges to perform a gigantic spear thrust that Knocks Back enemies. For each Frenzy Charge consumed, a Wind Serpent follows in the spear's wake. Each Serpent also damages and Knocks Back enemies.
    Rake
    Dash towards an enemy and perform a lacerating slash, inflicting Bleeding on all enemies struck.
    Spear of Solaris
    Build Glory by inflicting Freeze, Shock or Ignite on enemies. When you have maximum Glory you may call forth the Azmeri goddess Solaris, jumping backwards and throwing your Spear in the air. On landing the spear deals heavy damage in an area, then calls a divine skybeam that pulses periodically and creates expanding Ignited Ground. Modifiers to number of Projectiles fired do not apply to this skill.
    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.
    Parry
    Ready your Buckler to parry the next Strike or Projectile that would Hit you, Blocking the Hit and retaliating with a quick sweep that leaves enemies off balance, causing them to take massively increased Attack damage for a short duration. Parrying causes you to accumulate Heavy Stun buildup. You cannot Evade a Hit you could parry, but Evasion instead grants an equal chance to avoid this Heavy Stun buildup.
    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.
    Elemental Surge
    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.
    Wing Blast
    Shapeshift into a Wyvern and launch yourself backwards with a powerful wingbeat that Knocks Back enemies. Enemies Primed for Heavy Stun will be stunned, release a shockwave, and have a chance to grant you a Power Charge. This skill can be used while using other skills to interrupt them.
    Oil Barrage
    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.
    Flame Breath
    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.
    Entangle
    Conjures a rootbound fissure that crawls forward, damaging enemies in its path. While the fissure persists, vines lash out from it and attach to nearby enemies, damaging and Slowing them.
    Fury of the Mountain
    Shapeshift into a Bear and repeatedly pound the ground, creating Molten Fissures that travel randomly in a wide arc in front of you.
    Cross Slash
    Shapeshift into a Werewolf and leap backwards as you gouge the ground with both claws. Hitting a Marked enemy with both gouges will Activate the Mark and cause an additional shockwave. Ice Fragments will be pulled into the location where the gouges cross and explode immediately. This skill can be used while using other skills to interrupt them.
    Lunar Assault
    Shapeshift into a Werewolf and swipe with your claws, projecting an arc of moonlight and ice forward in a crescent.
    Devour
    Shapeshift into a Wyvern and devour a Corpse or Cullable enemy, and additional nearby Corpses. For each enemy or corpse devoured, you regenerate life and gain a Power Charge. If the target is far enough away, you will leap to them and damage nearby enemies where you land. Targeting nearby enemies or corpses will not perform a leap or a Slam.
    Thrashing Vines
    Spur the growth of huge vines, which emerge randomly within the target area. The vines crash to the ground then retreat, targeting nearby enemies if possible.
    Arctic Howl
    Shapeshift into a Werewolf and let out an icy howl that damages enemies and Freezes Primed enemies. If an enemy is Frozen or a Frozen enemy is Hit, this Skill Empowers your attacks with added Cold damage, causes Empowered Slams to create Chilled Ground, and grants your Allies added Cold damage. This Skill's cooldown can be bypassed by expending an Endurance Charge.
    Forge Hammer
    Hurl a fiery hammer that Slams into the ground and lodges there. While the hammer is lodged in the ground, reusing this Skill recalls the hammer and resets the Skill's cooldown. Alternatively, using a Warcry near the lodged hammer causes it to shatter, releasing a number of Molten Fissures in a spiral.
    Fulmination
    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.
    Toxic Domain
    Create an area of Toxic Bloom on the ground around you. While in the Bloom, you have increased Skill costs, Regenerate Life, and your Projectile Attacks attach a Toxic Pustule, which can be Poisoned. Pustules will Detonate after a duration or when enough Poison has been applied, dealing more damage based on the stored Poison damage and applying Poison in an area around it.
    Frost Darts
    Conjures a number of icy Projectiles that launch towards the target. Projectiles that Hit a Chilled or Frozen target create chunks of ice that deal additional damage on impacting the ground. Consumes a Cold Infusion if possible to cause each Projectile to lodge into the enemy then explode.
    Walking Calamity
    Build Glory by gaining Rage while already at maximum Rage. When you have maximum Glory, roar to the heavens to bring them down upon your enemies. For the duration of the Skill, meteors rain down around you and you Gain Fire damage and Rage regeneration. This Skill's effects are suppressed if you leave Bear form, but will resume if you return to Bear form before the duration expires.
    Apocalypse
    Build Glory by Hitting enemies with Elemental damage. When you have maximum Glory, you may become the walking Apocalypse for a duration, Triggering one of multiple powerful Elemental Skills at an interval while this Buff lasts.
    Shock Ref /106
    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.
    +(30—40) to maximum Life
    +(10—15)% to all Elemental Resistances
    (15—30)% increased Elemental Damage
    Enemies take (15—20)% increased Damage for each Elemental Ailment type among
    your Ailments on them
    (30—40)% reduced Duration of Ignite, Shock and Chill on Enemies
    +(50—70) to maximum Mana
    +(20—30)% to Lightning Resistance
    20% chance to gain a Power Charge on Hit
    Lose all Power Charges on reaching maximum Power Charges
    Shocks you when you reach maximum Power Charges
    (150—200)% increased Armour and Evasion
    (20—25) Life Regeneration per second
    200% increased Stun Recovery
    (30—50)% reduced Chill Duration on you
    (30—50)% reduced Freeze Duration on you
    (30—50)% reduced Shock duration on you
    (30—50)% increased Armour and Energy Shield
    You cannot be Chilled for 6 seconds after being Chilled
    You cannot be Frozen for 6 seconds after being Frozen
    You cannot be Ignited for 6 seconds after being Ignited
    You cannot be Shocked for 6 seconds after being Shocked
    Curses you inflict are reflected back to you
    (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
    10% reduced Movement Speed
    (50—100)% increased Armour and Energy Shield
    +100 to maximum Life
    (35—50)% reduced Effect of Chill on you
    (35—50)% reduced Magnitude of Ignite on you
    (35—50)% reduced effect of Shock on you
    +(60—100) to Evasion Rating
    +(30—50) to maximum Energy Shield
    Gain (25—35) Mana per enemy killed
    Inflict Cold Exposure on Igniting an Enemy
    Inflict Fire Exposure on Shocking an Enemy
    Inflict Lightning Exposure on Critical Hit
    Grants Skill: Level 1 Lightning Bolt
    Grants Skill: Level 1 Spark
    (80—120)% increased Spell Damage
    (10—20)% increased Cast Speed
    (20—30)% increased Mana Regeneration Rate
    Trigger Spark Skill on killing a Shocked Enemy
    +(20—30)% to Lightning Resistance
    +(40—60) to maximum Mana
    (10—20)% increased chance to Shock
    +1 to Level of all Lightning Skills
    Has (1—3) Charm Slot
    (20—30)% increased Flask Charges gained
    +(40—60) to maximum Mana
    +(30—40)% to Lightning Resistance
    (7—12) Life Regeneration per second
    Cannot be Shocked
    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 [64]
    local weapon implicit hidden added minimum chaos damage [28]
    Adds 1 to (300—500) Lightning Damage
    (10—15)% increased Attack Speed
    100% of Lightning Damage Converted to Chaos Damage
    Chaos Damage from Hits also Contributes to Shock Chance
    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.
    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.
    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.
    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.
    Supports any skill that Hits enemies, giving it a chance to also Shock nearby enemies when you Shock an enemy. Always Shocks enemies which are Drenched.
    Conjure a thunderstorm which causes lightning strikes and torrential rain in an area. Enemies in the area are Drenched, causing them to become Shocked or Frozen more easily. Plants in the area become Overgrown.
    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.
    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.
    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. Enemies Shocked by Supported Skills take a percentage of damage from Ignite as Lightning damage as well as Fire damage.
    Supports any Skill which can deal Damage. Lightning Damage from Supported Skills can inflict Electrocute, but Supported Skills cannot inflict Shock.
    [DNT] 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.
    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 imbues all of your Attacks with Lightning damage for a short time.
    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 any skill that Hits enemies, causing it to inflict Exposure when inflicting Shock.
    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.
    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.
    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.
    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 Persistent Buff Skills, causing Shock applied to you to last for a shorter duration while the Supported Skill is active.
    Supports Skills which can Hit enemies. Shocking an enemy with Supported Skills Triggers Static Shocks, causing that enemy to become a source of Lightning damage sending pulses towards nearby enemies.
    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.
    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 that Hit enemies. When Supported Skills Shock an enemy that is nearby other Shocked enemies, trigger Electromagnetism, sucking in nearby enemies, Hindering them, and dealing Lightning damage at an interval.
    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.
    Supports Skills you use yourself which Hit enemies. Culling a Shocked enemy with Supported Skills infuses all of your Attacks with Lightning damage and grants an increased chance to Shock for a short time.
    Supports Skills which Hit enemies. Shocking an enemy with Supported Skills Triggers Coursing Current, which sends Chaining Lightning Projectiles to nearby Drenched enemies.
    Greater Rune of Nobility
    Stack Size: 1 / 10
    Martial Weapon: Attacks with this Weapon have 10% chance to inflict Exposure
    Armour: 10% reduced effect of Shock on you
    Martial Weapon: 20% increased Exposure Effect
    Armour: 10% reduced Shock duration on you
    Soul Core of Xopec
    Stack Size: 1 / 10
    Martial Weapon: 30% increased chance to Shock
    Voltfang Talisman
    Physical Damage: 16.1-91
    Lightning Damage: 6.9-39
    Critical Hit Chance: 8%
    Attacks per Second: 1.3
    Weapon Range: 1.2
    Requires: Level 46, 53 Str, 38 Int
    (15—25)% increased Magnitude of Shock you inflict
    local weapon implicit hidden % base damage is lightning [30]
    Grounding Charm
    Lasts 3 Second
    Consumes 30 of 40 Charges on use
    Currently has 40 Charges
    Grants Immunity to Shock
    Requires: Level 32
    Used when you become Shocked
    Thunder Talisman
    Physical Damage: 23.1-130.9
    Lightning Damage: 9.9-56.1
    Critical Hit Chance: 8%
    Attacks per Second: 1.3
    Weapon Range: 1.2
    Requires: Level 77, 102 Str, 72 Int
    (15—25)% increased Magnitude of Shock you inflict
    local weapon implicit hidden % base damage is lightning [30]
    Immune to Chill if a majority of your Socketed Support Gems are Blue
    Immune to Ignite if a majority of your Socketed Support Gems are Red
    Immune to Shock if a majority of your Socketed Support Gems are Green
    +30% of Armour also applies to Lightning Damage
    30% reduced effect of Shock on you
    40% increased Electrocute Buildup
    30% increased Shock Chance against Electrocuted Enemies
    15% increased Mana Regeneration Rate
    30% increased Magnitude of Shock you inflict
    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
    +20 to maximum Mana
    50% increased Shock Duration
    15% increased Critical Hit Chance against Shocked Enemies
    40% increased Magnitude of Shock you inflict with Critical Hits
    40% increased Flammability Magnitude
    20% increased Freeze Buildup
    20% increased chance to Shock
    Witch: 20% increased Critical Hit Chance for Spells
    Witch: 20% increased Physical Damage
    25% increased Lightning Damage
    15% increased Shock Duration
    25% increased Shock Duration
    25% increased Magnitude of Shock you inflict
    50% increased Electrocute Buildup against Shocked Enemies
    50% increased Shock Chance against Electrocuted Enemies
    Shocking Hits have a 50% chance to also Shock enemies in a 1.5 metre radius
    25% chance on Consuming a Shock on an Enemy to reapply it
    Gain 5% of Damage as Extra Lightning Damage
    30% increased chance to Shock
    25% increased Mana Regeneration Rate if you have Shocked an Enemy Recently
    20% increased Magnitude of Shock you inflict
    40% increased Chill Duration on Enemies
    40% increased Shock Duration
    25% increased Magnitude of Chill you inflict
    25% increased Magnitude of Shock you inflict
    50% increased Flammability Magnitude
    25% increased Freeze Buildup
    25% increased chance to Shock
    25% increased Electrocute Buildup
    25% increased Damage with Hits against Enemies affected by Elemental Ailments
    15% increased Duration of Ignite, Shock and Chill on Enemies
    Gain 8% of Physical Damage as Extra Cold Damage against Shocked Enemies
    Gain 8% of Physical Damage as Extra Lightning Damage against Chilled Enemies
    Gain 15% of Damage as Extra Lightning Damage while on Shocked Ground
    40% reduced effect of Shock on you
    30% increased Mana Regeneration Rate while Shocked
    +500 to Armour while Frozen
    21% increased Stun Threshold
    30% increased Life Regeneration rate while Ignited
    Ascendancy: Stormweaver
    Character: Sorceress
    Targets can be affected by two of your Shocks at the same time
    25% less Magnitude of Shock you inflict
    Ascendancy: Invoker
    Character: Monk
    Gain 10% of Damage as Extra Lightning Damage
    25% chance on Shocking Enemies to created Shocked Ground
    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.
    Ailments
    Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding, Ignite, Chill, Freeze, Shock, Electrocute, and Poison.
    Bleeding
    Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield

    Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated.

    Physical damage from Hits Contributes to Bleeding Magnitude.

    Damage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.

    The base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.

    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break) do not affect Bleeding damage.
    Ignite
    Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.

    The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit.

    Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.
    The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit, but not any modifiers on the target that affect how much damage they will take from the Hit. This Magnitude is not further affected by any modifiers to the damage you deal.

    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration) do not affect Ignite damage.
    Non-Damaging Ailments
    Ailments that do not deal damage are Chill, Freeze, Shock, and Electrocute.
    Poison
    Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield.

    Physical and Chaos damage from Hits Contribute to Poison Magnitude.

    Damage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.

    The base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.

    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration) do not affect Poison damage.
    Shocked Ground
    Shocked Ground Shocks those standing in it, and lasts 6 seconds by default.
    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.
    Unbound Fury
    Chilling, Shocking, or Igniting Enemies grants 1 Unbound Fury. Freezing or Electrocuting Enemies grants 6 Unbound Fury.
    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
    Elemental Archon
    Elemental Archon is a type of Archon Buff.
    Elemental Archon grants:
    25% more Elemental Damage with Spells
    Cannot deal Non-Elemental Damage with Spells
    Hits with Spells cause 100% more Freeze Buildup
    Spells have 100% more Flammability Magnitude
    Hits with Spells have 100% more Shock chance
    Unravelling
    While affected by Unravelling, your Chaos Damage randomly either also contributes to Freeze buildup, Flammability and Ignite Magnitudes, or Shock chance - changing which it contributes to every two seconds.
    Drenched
    Drenched is a Debuff that causes enemies to be easier to Shock and Freeze.
    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.
    Skill Gem /37
    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.
    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.
    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.
    Raise a Totem that Slams the ground around it, repeatedly damaging nearby enemies. Jagged Ground erupts when hit by this Slam, damaging enemies standing on it. The Totem cannot create Jagged Ground. This Skill can be used while Shapeshifted.
    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.
    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.
    Slam the ground, creating a roiling fissure that damages enemies in a sequence of areas in front of you. A number of enemies hit by the wave will release a shockwave, damaging other enemies. Hitting an enemy with Fully Broken Armour applies Sundered Armour, making it take additional increased Physical damage.
    Perform a damaging Warcry, Knocking Back nearby enemies and Heavy Stunning enemies that are Primed for Stun. If an enemy is Heavy Stunned or a currently Heavy Stunned enemy is Hit, this Skill Empowers subsequent Slams to perform an additional Aftershock. This Skill's cooldown can be bypassed by expending an Endurance Charge.
    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.
    Slam the ground to Stun enemies and knock them away, then continue forward and perform a devastating second Slam.
    Channel to charge up a heavy swing, drawing earth from the ground to enlarge your mace. Release to Slam the ground, dealing damage in an area around the impact, followed by Aftershocks dealing damage in a larger area.
    Call down a Shocking bolt of Lightning to strike enemies in a small area.
    Shapeshift into a Bear and charge forward, Slamming the ground as you run. Channelling ends after a short amount of time but can be prolonged by spending Rage.
    Conjure a thunderstorm which causes lightning strikes and torrential rain in an area. Enemies in the area are Drenched, causing them to become Shocked or Frozen more easily. Plants in the area become Overgrown.
    Shapeshift into a Bear and Slam the ground with great force, causing a pair of shockwaves. Can spend Rage to create larger shockwaves that leave behind Jagged Ground.
    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.
    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.
    Repeatedly hammer your Shield with your weapon causing damaging shockwaves in an area around you. Enemies hit by the shockwave lose Armour for a duration. While Channelling Resonating Shield, your Shield is raised and you will Block all incoming Blockable hits.
    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.
    Consume charges from your Mana Flask to throw a flask that explodes, dealing Lightning Attack damage in an area with high chance to Shock.
    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.
    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.
    Call down a Shocking bolt of Lightning to strike enemies in a small area.
    [DNT-UNUSED] Ring ring, RING
    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.
    Build Glory by inflicting Freeze, Shock or Ignite on enemies. When you have maximum Glory you may call forth the Azmeri goddess Solaris, jumping backwards and throwing your Spear in the air. On landing the spear deals heavy damage in an area, then calls a divine skybeam that pulses periodically and creates expanding Ignited Ground. Modifiers to number of Projectiles fired do not apply to this skill.
    Shapeshift into a Werewolf and leap backwards as you gouge the ground with both claws. Hitting a Marked enemy with both gouges will Activate the Mark and cause an additional shockwave. Ice Fragments will be pulled into the location where the gouges cross and explode immediately. This skill can be used while using other skills to interrupt them.
    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.
    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.
    Skill Gem Quality /13
    (0—10)% increased Magnitude of Shock inflicted
    (0—40)% more chance to Shock
    (0—30)% increased Shock Duration
    (0—20)% chance to cause an additional Aftershock
    Empowered Attack Aftershocks deal (0—10)% more damage
    (0—20)% chance to cause an additional Aftershock
    (0—40)% more chance to Shock
    Lightning Bolts strike the targets of your next (0—2) Attack Hits
    after killing a Shocked enemy with Attack damage
    (0—40)% more chance to Shock
    (0—20)% chance for an additional Shockwave
    (0—30)% chance to leave Shocked Ground when Detonating Spears
    (0—2)% chance per Power to spawn a Cold Remnant on
    Freezing a target
    (0—2)% chance to spawn a Fire Remnant on
    Igniting a non-Ignited target
    (0—2)% chance to spawn a Lightning Remnant on
    Shocking a non-Shocked target
    Drenched enemies receive (0—5)% more Freeze buildupDrenched enemies have (0—10)% more chance to be Shocked
    Support Gem /30
    Supports any skill that Hits enemies, making it more likely to Shock.
    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.
    Supports Slam skills. Aftershocks caused by Supported Slam Skills always create patches of Jagged Ground.
    Supports Melee Strike Skills and Wind Attack Skills, causing them to create an Aftershock that damages enemies around the target when they Heavy Stun an enemy.
    Supports any skill that Hits enemies, causing you to regenerate mana on shocking an enemy. Cannot support skills which create Minions, or skills used by Totems or Traps.
    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.
    Supports any skill that Hits enemies, giving it a chance to also Shock nearby enemies when you Shock an enemy. Always Shocks enemies which are Drenched.
    Supports any skill that Hits enemies. Enemies Shocked by Supported Skills take a percentage of damage from Ignite as Lightning damage as well as Fire damage.
    Supports any Skill which can deal Damage. Lightning Damage from Supported Skills can inflict Electrocute, but Supported Skills cannot inflict Shock.
    [DNT] 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.
    Supports Attacks you use yourself. Killing a Shocked enemy with supported skills imbues all of your Attacks with Lightning damage for a short time.
    Supports Travel skills, causing your footsteps to crack the earth and emit damaging shockwaves while using the skill.
    Supports any skill that Hits enemies, causing it to inflict Exposure when inflicting Shock.
    Supports Slams you use yourself, giving them a chance to create an Aftershock.
    Supports Slams you use yourself, giving them a chance to create an Aftershock.
    Supports Slam Skills. Supported Skills a chance to create an Aftershock as well as increased chance to cause Aftershocks the longer their Attack time
    Supports Slams you use yourself, causing them to create simultaneous Aftershocks behind the Slam, but lowering Aftershock damage and area of effect with Supported Skills. Cannot Support Skills which create Fissures.
    Supports Slam Skills you use yourself. Supported Skills gain multiple independent chances to cause Aftershocks, but deal less 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 Slam Skills. Supported Skills that have a chance to Aftershock have increased chance to cause Aftershocks the longer their Attack time.
    Supports Skills that leap into the air and deal damage, causing them to create Shocked Ground the first time they Critically Hit an enemy.
    Supports Persistent Buff Skills, causing Shock applied to you to last for a shorter duration while the Supported Skill is active.
    Supports Skills which can Hit enemies. Shocking an enemy with Supported Skills Triggers Static Shocks, causing that enemy to become a source of Lightning damage sending pulses towards nearby enemies.
    Supports Skills that Hit enemies. When Supported Skills Shock an enemy that is nearby other Shocked enemies, trigger Electromagnetism, sucking in nearby enemies, Hindering them, and dealing Lightning damage at an interval.
    Supports Skills that can cause Damaging Hits, granting extra Chaos damage and causing Chaos damage to Contribute to Shock.
    Supports Skills you use yourself which Hit enemies. Culling a Shocked enemy with Supported Skills infuses all of your Attacks with Lightning damage and grants an increased chance to Shock for a short time.
    Supports Skills which Hit enemies. Shocking an enemy with Supported Skills Triggers Coursing Current, which sends Chaining Lightning Projectiles to nearby Drenched enemies.
    Item mods /11
    NameLevelPre/SufDescriptionWeight
    of Earthing20Suffix(36—40)% reduced Shock duration on you Elemental Lightning Ailmentboots 1
    default 0
    of Insulation36Suffix(41—45)% reduced Shock duration on you Elemental Lightning Ailmentboots 1
    default 0
    of the Impedance49Suffix(46—50)% reduced Shock duration on you Elemental Lightning Ailmentboots 1
    default 0
    of the Dielectric63Suffix(51—55)% reduced Shock duration on you Elemental Lightning Ailmentboots 1
    default 0
    of Grounding75Suffix(56—60)% reduced Shock duration on you Elemental Lightning Ailmentboots 1
    default 0
    of Shocking15Suffix(51—60)% increased chance to Shockno_lightning_spell_mods 0
    wand 1
    staff 1
    trap 1
    default 0
    of Zapping30Suffix(61—70)% increased chance to Shockno_lightning_spell_mods 0
    wand 1
    staff 1
    trap 1
    default 0
    of Electrocution45Suffix(71—80)% increased chance to Shockno_lightning_spell_mods 0
    wand 1
    staff 1
    trap 1
    default 0
    of Voltages60Suffix(81—90)% increased chance to Shockno_lightning_spell_mods 0
    wand 1
    staff 1
    trap 1
    default 0
    of the Thunderbolt75Suffix(91—100)% increased chance to Shockno_lightning_spell_mods 0
    wand 1
    staff 1
    trap 1
    default 0
    1Corrupted(20—30)% increased chance to Shockwand 1
    staff 1
    default 0
    Monsters mods /20
    NameLevelPre/SufDescriptionWeight
    of Shocking12SuffixHits always Shock
    All Damage from Hits Contributes to Shock Chance
    lightning_affinity 1
    default 1
    1Unique200% increased chance to Shock
    1Unique100% increased chance to Shock
    active skill ignite effect +% final [33]
    1UniqueUnaffected by Shock Elemental Lightning Ailment
    1Uniquemonster casts shock nova text [1]
    1Uniquemonster uses shockwave text [1]
    1Unique100% chance to Avoid being Chilled
    100% chance to Avoid being Frozen
    100% chance to Avoid being Ignited
    Unaffected by Shock
    Elemental Fire Cold Lightning Ailment
    1UniqueAvoids Ignited
    100% chance to Avoid being Chilled
    100% chance to Avoid being Frozen
    Unaffected by Shock
    Elemental Fire Cold Lightning Ailment
    1UniqueAvoids Frozen
    Avoids Chilled
    Avoids Ignited
    Unaffected by Shock
    Elemental Fire Cold Lightning Ailment
    1UniqueAvoids Frozen
    Avoids Chilled
    100% chance to Avoid being Ignited
    Unaffected by Shock
    Elemental Fire Cold Lightning Ailment
    Storm Cultist's Touch1Torment+25% to Lightning Resistance
    10% chance to Shock
    Gain 25% of Physical Damage as Extra Lightning Damage
    Damage Physical Elemental Lightning Resistance Ailment
    default 1
    Storm Cultist's Grip1Torment+40% to Lightning Resistance
    25% chance to Shock
    Gain 60% of Physical Damage as Extra Lightning Damage
    Damage Physical Elemental Lightning Resistance Ailment
    default 1
    1Uniqueshock art variation [2]
    Three Hands Talisman1Talisman50% chance to Freeze
    50% chance to Shock
    Gain 30% of Physical Damage as Extra Damage of a random Element
    base chance to ignite % [50]
    Damage Physical Elemental Fire Cold Lightning Ailment
    1Unique50% chance to Avoid being Chilled
    50% chance to Avoid being Frozen
    50% chance to Avoid being Poisoned
    50% chance to Avoid being Ignited
    50% chance to Avoid being Shocked
    50% chance to Avoid Bleeding
    Ailment
    1UniqueAlways Shock
    Gain 50% of Physical Damage as Extra Lightning Damage
    All Damage from Hits Contributes to Shock Chance
    Damage Physical Elemental Lightning Ailment
    Heretic's Grip1Torment25% chance to Shock
    All Elemental Damage from Hits Contributes to Shock Chance
    Physical Damage from Hits also Contributes to Chill Magnitude
    Elemental Cold Lightning Ailment
    1UniqueCurse Reflection
    Shock Reflection
    1UniqueMonsters have 100% increased Freeze Buildup
    Monsters inflict 100% increased Flammability Magnitude
    Monsters have 100% increased Shock Chance
    1Uniquedamage hit effect index [103]
    shock art variation [10]
    Map mods /14
    NameLevelPre/SufDescriptionWeight
    of Overpowering1SuffixMonsters have 75% increased Freeze Buildup
    Monsters inflict 75% increased Flammability Magnitude
    Monsters have 75% increased Shock Chance
    18% increased Rarity of Items found in this Area
    15% increased Waystones found in Area
    low_tier_map 1
    default 0
    of Overpowering1SuffixMonsters have 100% increased Freeze Buildup
    Monsters inflict 100% increased Flammability Magnitude
    Monsters have 100% increased Shock Chance
    18% increased Rarity of Items found in this Area
    15% increased Waystones found in Area
    mid_tier_map 1
    default 0
    of Overpowering1SuffixMonsters have 125% increased Freeze Buildup
    Monsters inflict 125% increased Flammability Magnitude
    Monsters have 125% increased Shock Chance
    18% increased Rarity of Items found in this Area
    15% increased Waystones found in Area
    top_tier_map 1
    default 0
    Shocking1PrefixArea has patches of Shocked Ground
    10% increased Pack size
    15% increased Waystones found in Area
    ground lightning art variation [1011]
    map ground effect patches per 100 tiles [5]
    map ground effect radius [17]
    low_tier_map 1
    default 0
    Shocking1PrefixArea has patches of Shocked Ground
    10% increased Pack size
    15% increased Waystones found in Area
    ground lightning art variation [1011]
    map ground effect patches per 100 tiles [6]
    map ground effect radius [17]
    mid_tier_map 1
    default 0
    Shocking1PrefixArea has patches of Shocked Ground
    10% increased Pack size
    15% increased Waystones found in Area
    ground lightning art variation [1011]
    map ground effect patches per 100 tiles [7]
    map ground effect radius [17]
    top_tier_map 1
    default 0
    of Lightning1UniqueArea has patches of Shocked Ground which increase Damage taken by 10%
    10% increased Quantity of Items found in this Area
    6% increased Rarity of Items found in this Area
    4% increased Pack size
    map ground effect patches per 100 tiles [16]
    map ground effect radius [12]
    top_tier_map 0
    expedition_logbook 1
    default 0
    of Lightning1UniqueArea has patches of Shocked Ground which increase Damage taken by 20%
    10% increased Quantity of Items found in this Area
    6% increased Rarity of Items found in this Area
    4% increased Pack size
    map ground effect patches per 100 tiles [20]
    map ground effect radius [14]
    low_tier_map 1
    expedition_logbook 0
    primordial_map 0
    default 0
    of Lightning68UniqueArea has patches of Shocked Ground which increase Damage taken by 20%
    10% increased Quantity of Items found in this Area
    6% increased Rarity of Items found in this Area
    4% increased Pack size
    map ground effect patches per 100 tiles [20]
    map ground effect radius [14]
    top_tier_map 0
    expedition_logbook 1
    default 0
    of Lightning1UniqueArea has patches of Shocked Ground which increase Damage taken by 35%
    10% increased Quantity of Items found in this Area
    6% increased Rarity of Items found in this Area
    4% increased Pack size
    map ground effect patches per 100 tiles [24]
    map ground effect radius [16]
    mid_tier_map 1
    expedition_logbook 0
    primordial_map 0
    default 0
    of Lightning73UniqueArea has patches of Shocked Ground which increase Damage taken by 35%
    10% increased Quantity of Items found in this Area
    6% increased Rarity of Items found in this Area
    4% increased Pack size
    map ground effect patches per 100 tiles [24]
    map ground effect radius [16]
    top_tier_map 0
    expedition_logbook 1
    default 0
    of Lightning1UniqueArea has patches of Shocked Ground which increase Damage taken by 50%
    10% increased Quantity of Items found in this Area
    6% increased Rarity of Items found in this Area
    4% increased Pack size
    map ground effect patches per 100 tiles [28]
    map ground effect radius [18]
    top_tier_map 1
    maven_map 0
    expedition_logbook 0
    primordial_map 0
    default 0
    of Lightning1UniqueArea has patches of Shocked Ground which increase Damage taken by 50%
    10% increased Quantity of Items found in this Area
    6% increased Rarity of Items found in this Area
    map ground effect patches per 100 tiles [28]
    map ground effect radius [18]
    top_tier_map 0
    maven_map 1
    primordial_map 1
    default 0
    of Lightning78UniqueArea has patches of Shocked Ground which increase Damage taken by 50%
    10% increased Quantity of Items found in this Area
    6% increased Rarity of Items found in this Area
    4% increased Pack size
    map ground effect patches per 100 tiles [28]
    map ground effect radius [18]
    top_tier_map 0
    expedition_logbook 1
    default 0
    Delve Area mods /3
    NameLevelPre/SufDescriptionWeight
    1DelveAreaArea has patches of Shocked Ground which increase Damage taken by 20%
    10% increased Quantity of Items found in this Area
    6% increased Rarity of Items found in this Area
    4% increased Pack size
    map ground effect patches per 100 tiles [20]
    map ground effect radius [14]
    default 1
    52DelveAreaArea has patches of Shocked Ground which increase Damage taken by 35%
    10% increased Quantity of Items found in this Area
    6% increased Rarity of Items found in this Area
    4% increased Pack size
    map ground effect patches per 100 tiles [24]
    map ground effect radius [16]
    default 1
    173DelveAreaArea has patches of Shocked Ground which increase Damage taken by 50%
    10% increased Quantity of Items found in this Area
    6% increased Rarity of Items found in this Area
    4% increased Pack size
    map ground effect patches per 100 tiles [28]
    map ground effect radius [18]
    default 1
    Heist Area mods /4
    NameLevelPre/SufDescriptionWeight
    of Lightning46SuffixArea has patches of Shocked Ground which increase Damage taken by 20%
    heist contract alert level +% final [-4]
    heist contract lockdown timer +% [4]
    heist monster spawner alive limit +% [4]
    map ground effect patches per 100 tiles [16]
    map ground effect radius [12]
    map item drop quantity +% [10]
    map item drop rarity +% [6]
    Elemental Lightning Ailment
    default 1
    of Lightning68SuffixArea has patches of Shocked Ground which increase Damage taken by 20%
    heist contract alert level +% final [-4]
    heist contract lockdown timer +% [4]
    heist monster spawner alive limit +% [4]
    map ground effect patches per 100 tiles [20]
    map ground effect radius [14]
    map item drop quantity +% [10]
    map item drop rarity +% [6]
    Elemental Lightning Ailment
    default 1
    of Lightning73SuffixArea has patches of Shocked Ground which increase Damage taken by 35%
    heist contract alert level +% final [-4]
    heist contract lockdown timer +% [4]
    heist monster spawner alive limit +% [4]
    map ground effect patches per 100 tiles [24]
    map ground effect radius [16]
    map item drop quantity +% [10]
    map item drop rarity +% [6]
    Elemental Lightning Ailment
    default 1
    of Lightning78SuffixArea has patches of Shocked Ground which increase Damage taken by 50%
    heist contract alert level +% final [-4]
    heist contract lockdown timer +% [4]
    heist monster spawner alive limit +% [4]
    map ground effect patches per 100 tiles [28]
    map ground effect radius [18]
    map item drop quantity +% [10]
    map item drop rarity +% [6]
    Elemental Lightning Ailment
    default 1
    Misc mods /17
    NameLevelDomainPre/SufDescriptionWeight
    1FlaskUniqueUsed when you become Shocked
    of Suffering1JewelSuffix(5—10)% increased Duration of Ignite, Shock and Chill on Enemies Elemental Ailmentdexjewel 1
    default 0
    of Shocking1JewelSuffix(10—20)% increased chance to Shockdexjewel 1
    intjewel 1
    default 0
    of Paralyzing1JewelSuffix(15—25)% increased Shock Duration Elemental Lightning Ailmentdexjewel 1
    intjewel 1
    default 0
    Jolting1JewelPrefix(10—15)% increased Magnitude of Shock you inflict Elemental Lightning Ailmentdexjewel 1
    intjewel 1
    default 0
    of Suffering1JewelSuffixNotable Passive Skills in Radius also grant (3—5)% increased Duration of Ignite, Shock and Chill on Enemies Elemental Ailmentdex_radius_jewel 1
    default 0
    of Shocking1JewelSuffixSmall Passive Skills in Radius also grant (2—3)% increased chance to Shockdex_radius_jewel 1
    int_radius_jewel 1
    default 0
    of Paralyzing1JewelSuffixSmall Passive Skills in Radius also grant (2—3)% increased Shock Duration Elemental Lightning Ailmentdex_radius_jewel 1
    int_radius_jewel 1
    default 0
    Jolting1JewelPrefixNotable Passive Skills in Radius also grant (5—7)% increased Magnitude of Shock you inflict Elemental Lightning Ailmentdex_radius_jewel 1
    int_radius_jewel 1
    default 0
    1JewelUniqueSmall Passive Skills in Radius also grant (4—6)% reduced Shock duration on you Elemental Lightning Ailment
    of the Stormdweller1JewelUnique(30—35)% reduced effect of Shock on you Elemental Lightning Ailmentdefault 1
    of Shocking1JewelUnique(3—5)% chance to Shock
    (12—16)% increased Shock Duration
    Elemental Lightning Ailment
    not_int 1
    default 1
    Ulaman's65AbyssPrefix(20—30)% increased Magnitude of Shock if you've consumed a Frenzy Charge Recently ulaman Ailmentring 1
    default 0
    ulaman_mod 1
    of Amanamu65AbyssSuffix(10—16)% chance for Mace Slam Skills you use yourself to cause an additional Aftershock amanamu Attacktwo_hand_weapon 0
    mace 1
    default 0
    ulaman_mod 1
    of Amanamu65AbyssSuffix(16—23)% chance for Mace Slam Skills you use yourself to cause an additional Aftershock amanamu Attackone_hand_weapon 0
    mace 1
    default 0
    ulaman_mod 1
    Ulaman's65AbyssPrefix(86—99)% increased Lightning Damage
    (14—23)% increased Magnitude of Shock you inflict
    ulaman Elemental Lightning Ailment
    warstaff 1
    default 0
    ulaman_mod 1
    1ExpeditionRelicPrefixMonsters have 100% increased Freeze Buildup
    Monsters have 100% increased Flammability Magnitude
    Monsters have 100% increased chance to Shock
    default 1
    Item /5
    Grounding Charm
    Lasts 3 Second
    Consumes 30 of 40 Charges on use
    Currently has 40 Charges
    Grants Immunity to Shock
    Requires: Level 32
    Used when you become Shocked
    Thunder Talisman
    Physical Damage: 23.1-130.9
    Lightning Damage: 9.9-56.1
    Critical Hit Chance: 8%
    Attacks per Second: 1.3
    Weapon Range: 1.2
    Requires: Level 77, 102 Str, 72 Int
    (15—25)% increased Magnitude of Shock you inflict
    local weapon implicit hidden % base damage is lightning [30]
    Voltfang Talisman
    Physical Damage: 16.1-91
    Lightning Damage: 6.9-39
    Critical Hit Chance: 8%
    Attacks per Second: 1.3
    Weapon Range: 1.2
    Requires: Level 46, 53 Str, 38 Int
    (15—25)% increased Magnitude of Shock you inflict
    local weapon implicit hidden % base damage is lightning [30]
    Greater Rune of Nobility
    Stack Size: 1 / 10
    Martial Weapon: Attacks with this Weapon have 10% chance to inflict Exposure
    Armour: 10% reduced effect of Shock on you
    Martial Weapon: 20% increased Exposure Effect
    Armour: 10% reduced Shock duration on you
    Soul Core of Xopec
    Stack Size: 1 / 10
    Martial Weapon: 30% increased chance to Shock
    Unique /14
    +(30—40) to maximum Life
    +(10—15)% to all Elemental Resistances
    (15—30)% increased Elemental Damage
    Enemies take (15—20)% increased Damage for each Elemental Ailment type among
    your Ailments on them
    (30—40)% reduced Duration of Ignite, Shock and Chill on Enemies
    +(50—70) to maximum Mana
    +(20—30)% to Lightning Resistance
    20% chance to gain a Power Charge on Hit
    Lose all Power Charges on reaching maximum Power Charges
    Shocks you when you reach maximum Power Charges
    (150—200)% increased Armour and Evasion
    (20—25) Life Regeneration per second
    200% increased Stun Recovery
    (30—50)% reduced Chill Duration on you
    (30—50)% reduced Freeze Duration on you
    (30—50)% reduced Shock duration on you
    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
    (30—50)% increased Armour and Energy Shield
    You cannot be Chilled for 6 seconds after being Chilled
    You cannot be Frozen for 6 seconds after being Frozen
    You cannot be Ignited for 6 seconds after being Ignited
    You cannot be Shocked for 6 seconds after being Shocked
    Curses you inflict are reflected back to you
    (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
    10% reduced Movement Speed
    (50—100)% increased Armour and Energy Shield
    +100 to maximum Life
    (35—50)% reduced Effect of Chill on you
    (35—50)% reduced Magnitude of Ignite on you
    (35—50)% reduced effect of Shock on you
    +(60—100) to Evasion Rating
    +(30—50) to maximum Energy Shield
    Gain (25—35) Mana per enemy killed
    Inflict Cold Exposure on Igniting an Enemy
    Inflict Fire Exposure on Shocking an Enemy
    Inflict Lightning Exposure on Critical Hit
    Grants Skill: Level 1 Lightning Bolt
    Grants Skill: Level 1 Spark
    (80—120)% increased Spell Damage
    (10—20)% increased Cast Speed
    (20—30)% increased Mana Regeneration Rate
    Trigger Spark Skill on killing a Shocked Enemy
    Causes (20—40)% increased Stun Buildup
    (80—120)% increased Physical Damage
    +(10—15) to Strength
    Gain (10—20) Life per enemy killed
    Slam Skills you use yourself cause an additional Aftershock
    +(20—30)% to Lightning Resistance
    +(40—60) to maximum Mana
    (10—20)% increased chance to Shock
    +1 to Level of all Lightning Skills
    Has (1—3) Charm Slot
    (20—30)% increased Flask Charges gained
    +(40—60) to maximum Mana
    +(30—40)% to Lightning Resistance
    (7—12) Life Regeneration per second
    Cannot be Shocked
    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 [64]
    local weapon implicit hidden added minimum chaos damage [28]
    Adds 1 to (300—500) Lightning Damage
    (10—15)% increased Attack Speed
    100% of Lightning Damage Converted to Chaos Damage
    Chaos Damage from Hits also Contributes to Shock Chance
    Passive /32
    Immune to Chill if a majority of your Socketed Support Gems are Blue
    Immune to Ignite if a majority of your Socketed Support Gems are Red
    Immune to Shock if a majority of your Socketed Support Gems are Green
    10% chance for Mace Slam Skills you use yourself to cause an additional Aftershock
    Strike Skills you use yourself with Maces have 10% chance to deal Splash Damage
    +30% of Armour also applies to Lightning Damage
    30% reduced effect of Shock on you
    40% increased Electrocute Buildup
    30% increased Shock Chance against Electrocuted Enemies
    15% increased Mana Regeneration Rate
    30% increased Magnitude of Shock you inflict
    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
    +20 to maximum Mana
    50% increased Shock Duration
    15% increased Critical Hit Chance against Shocked Enemies
    40% increased Magnitude of Shock you inflict with Critical Hits
    40% increased Flammability Magnitude
    20% increased Freeze Buildup
    20% increased chance to Shock
    Witch: 20% increased Critical Hit Chance for Spells
    Witch: 20% increased Physical Damage
    25% increased Lightning Damage
    15% increased Shock Duration
    30% increased Damage with Hits against Shocked Enemies
    25% increased Shock Duration
    25% increased Magnitude of Shock you inflict
    50% increased Electrocute Buildup against Shocked Enemies
    50% increased Shock Chance against Electrocuted Enemies
    Shocking Hits have a 50% chance to also Shock enemies in a 1.5 metre radius
    25% chance on Consuming a Shock on an Enemy to reapply it
    Gain 5% of Damage as Extra Lightning Damage
    30% increased chance to Shock
    25% increased Mana Regeneration Rate if you have Shocked an Enemy Recently
    20% increased Magnitude of Shock you inflict
    40% increased Chill Duration on Enemies
    40% increased Shock Duration
    25% increased Magnitude of Chill you inflict
    25% increased Magnitude of Shock you inflict
    50% increased Flammability Magnitude
    25% increased Freeze Buildup
    25% increased chance to Shock
    25% increased Electrocute Buildup
    Slam Skills you use yourself have 30% increased Aftershock Area of Effect
    3% increased maximum Life
    8% increased Area of Effect for Attacks
    5% chance for Slam Skills you use yourself to cause an additional Aftershock
    25% increased Damage with Hits against Enemies affected by Elemental Ailments
    15% increased Duration of Ignite, Shock and Chill on Enemies
    Gain 8% of Physical Damage as Extra Cold Damage against Shocked Enemies
    Gain 8% of Physical Damage as Extra Lightning Damage against Chilled Enemies
    Gain 15% of Damage as Extra Lightning Damage while on Shocked Ground
    40% reduced effect of Shock on you
    30% increased Mana Regeneration Rate while Shocked
    +500 to Armour while Frozen
    21% increased Stun Threshold
    30% increased Life Regeneration rate while Ignited
    15% chance for Shapeshift Slam Skills you use yourself to cause an additional Aftershock
    Ascendancy Passive /5
    Ascendancy: Titan
    Character: Warrior
    25% chance for Slam Skills you use yourself to cause an additional Aftershock
    Ascendancy: Titan
    Character: Warrior
    Every Third Slam skill that doesn't create Fissures which you use yourself causes 3 additional Aftershocks ahead and to each side of the initial area
    Ascendancy: Stormweaver
    Character: Sorceress
    Targets can be affected by two of your Shocks at the same time
    25% less Magnitude of Shock you inflict
    Ascendancy: Invoker
    Character: Monk
    Gain 10% of Damage as Extra Lightning Damage
    25% chance on Shocking Enemies to created Shocked Ground
    Timeless Jewel Passive /5
    Shock Chance
    Vaal Passive
    (3—6)% chance to Shock
    Virtue Gem Surgery
    Eternal Notable
    30% increased Magnitude of Shock you inflict
    Rural Life
    Eternal Notable
    80% chance to Avoid being Shocked
    Guerilla Warfare
    Kalguuran Notable
    40% increased chance to Shock
    15% increased Totem Life
    Furs and Leather
    Kalguuran Notable
    10% reduced Shock duration on you
    Timeless Jewel Passive Additions /1
    FactionCategoryShow Full DescriptionsCode
    VaalNotable
    (3—6)% chance to Shockvaal_small_chance_to_shock
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