Shock
Category: Shock
Tier: 1
Cost Multiplier: 120%
Support Requirements: +5 Dex
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.


Skill Gems /5
From /1
Uncut Support Gem Tier 1
Level Effect /1
Implicit |
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Cost Multiplier: 120% Supported Skills have 100% more chance to Shock |
Level | Requires Level | Dex |
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1 | 0 | 0 |
Attribute /4
Shock
Name | Show Full Descriptions |
---|---|
Acronym | Shock |
BaseType | Shock |
Class | Support Gems |
ItemType | Metadata/Items/Gems/SupportGemConduction |
Shock
Category: Shock
Tier: 1
Cost Multiplier: 120%
Support Requirements: +5 Dex
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 /179
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.
Detonate Dead
Cause a Corpse to violently explode, damaging surrounding enemies.
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
Teleport inside the target's body, causing it to violently explode. Highlights enemies that can be Culled, and can only be used on these enemies or Ball Lightning Projectiles. The target is destroyed, and the explosion deals Lightning damage to surrounding enemies. If targeting an enemy, the explosion also creates Shocked Ground. Creates a Lightning Infusion on successful use.
Rain of Arrows
Fire a hail of arrows into the air, causing them to rain from above. Consumes your Frenzy Charges to fire more arrows.
Firestorm
Rain flaming bolts over the targeted area. Can Consume all three types of Elemental Infusion, becoming much larger 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.
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.
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.
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.
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.
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.
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.
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.
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. Holding down the skill input allows you to change direction as you move.
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.
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.
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.
Explosive Grenade
Fire a bouncing Grenade that unleashes a devastating fiery blast when its fuse expires.
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. 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 creates Chilled Ground around it and 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.
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.
Lightning Rod
Fire an arrow that drops from above, creating a Lightning burst. The arrow remains in the ground, and any Chaining Lightning beams can Chain to it. When Chained to, the arrows charge up for a brief period before releasing another Lightning burst. The Lightning Arrow Skill skips this delay, causing bursts immediately.
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 or Hitting a Heavy Stunned enemy enhances the explosion.
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.
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.
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 and Detonating Spear skills.
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.
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.
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.
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.
Mace Strike
Strike with your Mace.
Mace Strike
Strike with your Maces.
Mace Strike
Strike with your Mace.
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.
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 charge the arrow, causing it to release a damaging shockwave and split beams towards up to two nearby targets. Those beams will repeat this process if they hit an enemy afflicted by a Lightning Ailment. Consumes Shock from enemies it Hits, but not Electrocution.
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.
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.
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.
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.
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.
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.
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.
Spear of Solaris
Build Glory by Heavy Stunning 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 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.
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.
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.
Shock Ref /84
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.
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
(15–30)% increased Elemental Damage
+(50–70) to maximum Mana
+(20–30)% to Lightning Resistance
Lose all Power Charges on reaching maximum Power Charges
Shocks you when you reach maximum Power Charges
(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
Curses you inflict are reflected back to you
Cold Damage from Hits Contributes to Flammability and Ignite Magnitudes instead of Chill Magnitude or Freeze Buildup
+(60–100) to Evasion Rating
+(30–50) to maximum Energy Shield
Gain (25–35) Mana per Enemy Killed
Inflict Lightning Exposure on Critical Hit


(80–120)% increased Lightning Damage
(10–20)% increased Cast Speed
(20–30)% increased Mana Regeneration Rate
+(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

No Physical Damage
(15–30)% increased Attack Speed
(50–100)% increased chance to Shock
local weapon implicit hidden added maximum chaos damage [71]
local weapon implicit hidden added minimum chaos damage [43]
local weapon implicit hidden added minimum chaos damage [43]
(10–15)% increased Attack Speed
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.
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.
Supports any skill that Hits enemies, causing you to recover Energy Shield when it kills a Shocked enemy.
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 which can deal Damage. Lightning Damage from Supported Skills can inflict Electrocute, but Supported Skills cannot inflict Shock.
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.
Fire a Lightning-charged arrow that homes in on enemies afflicted by Lightning Ailments. Hitting such an enemy will charge the arrow, causing it to release a damaging shockwave and split beams towards up to two nearby targets. Those beams will repeat this process if they hit an enemy afflicted by a Lightning Ailment. Consumes Shock from enemies it Hits, but not Electrocution.
Sweep your Quarterstaff, projecting a bolt of Lightning through the ground in a long fissure ahead of you.
Supports Persistent Buff Skills, causing Shock applied to you to last for a shorter duration while the Supported Skill is active.
[DNT] Grounding Shocks Support
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 can cause Damaging Hits, granting extra Chaos damage and causing Chaos damage to Contribute to Shock.
Greater Rune of Nobility
Stack Size: 1 / 10
Soul Core of Xopec
Stack Size: 1 / 10
Place into an empty Rune Socket in a Weapon or a pair of Boots to apply its effect to that item. Once socketed it cannot be retrieved but can be replaced by other socketable items.
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
40% increased Electrocute Buildup
40% increased chance to Shock
Immune to Shock while affected by Lightning Archon
Ascendancy: Stormweaver
Character: Sorceress
Targets can be affected by two of your Shocks at the same time
Ascendancy: Stormweaver
Character: Sorceress
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.
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 /32
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.
Teleport inside the target's body, causing it to violently explode. Highlights enemies that can be Culled, and can only be used on these enemies or Ball Lightning Projectiles. The target is destroyed, and the explosion deals Lightning damage to surrounding enemies. If targeting an enemy, the explosion also creates Shocked Ground. Creates a Lightning Infusion on successful use.
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.
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.
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.
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.
Shapeshift into a bear and rampage forward, slamming the ground as you run. The initial roar generates rage, then consumes rage until you run out.
Create a lightning storm for a duration, which repeatedly strikes enemies in its area with shocking bolts.
Shapeshift into a bear and slam the ground with great force, causing a pair of shockwaves. If you have enough Rage, Consume some of that Rage to instead create a single massive shockwave that leaves 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.
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 and Detonating Spear skills.
Fire a Lightning-charged arrow that homes in on enemies afflicted by Lightning Ailments. Hitting such an enemy will charge the arrow, causing it to release a damaging shockwave and split beams towards up to two nearby targets. Those beams will repeat this process if they hit an enemy afflicted by a Lightning Ailment. Consumes Shock from enemies it Hits, but not Electrocution.
Sweep your Quarterstaff, projecting a bolt of Lightning through the ground in a long fissure ahead of you.
[DNT] Ring ring, RING
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.
Skill Gem Quality /15
Shockwave deals (0–3)% more Damage per Hit taken by Bell
(0–40)% more chance to Shock
(0–30)% increased Shock Duration
(0–20)% chance to cause an Aftershock
Empowered Attack Aftershocks deal (0–10)% more damage
(0–20)% chance to cause an Aftershock
(0–40)% more chance to Shock
(0–40)% more chance to Shock
(0–20)% chance for an additional Shockwave
(0–30)% chance to leave Shocked Ground when Detonating Spears
Support Gem /24
Supports Slam skills. Aftershocks caused by Supported Slam Skills always create patches of Jagged Ground.
Supports any skill that Hits enemies, causing you to recover Energy Shield when it kills a Shocked enemy.
Supports any Skill which can deal Damage. Lightning Damage from Supported Skills can inflict Electrocute, but Supported Skills cannot inflict Shock.
Supports any Spell that Hits enemies, causing it to consume Elemental Ailments on hit to trigger an Elemental Discharge. Cannot support the skills of Minions.
Supports Travel skills, causing your footsteps to crack the earth and emit damaging shockwaves while using the skill.
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 Slam Skills you use yourself. Supported Skills gain multiple independent chances to cause Aftershocks, but deal less Damage.
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.
[DNT] Grounding Shocks Support
Supports Skills that can cause Damaging Hits, granting extra Chaos damage and causing Chaos damage to Contribute to Shock.
Item mods /11
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
of Earthing | 20 | Suffix | (36–40)% reduced Shock duration on you elemental lightning ailment | boots 1 default 0 |
of Insulation | 36 | Suffix | (41–45)% reduced Shock duration on you elemental lightning ailment | boots 1 default 0 |
of the Impedance | 49 | Suffix | (46–50)% reduced Shock duration on you elemental lightning ailment | boots 1 default 0 |
of the Dielectric | 63 | Suffix | (51–55)% reduced Shock duration on you elemental lightning ailment | boots 1 default 0 |
of Grounding | 75 | Suffix | (56–60)% reduced Shock duration on you elemental lightning ailment | boots 1 default 0 |
of Shocking | 15 | Suffix | (51–60)% increased chance to Shock | no_lightning_spell_mods 0 wand 1 staff 1 trap 1 default 0 |
of Zapping | 30 | Suffix | (61–70)% increased chance to Shock | no_lightning_spell_mods 0 wand 1 staff 1 trap 1 default 0 |
of Electrocution | 45 | Suffix | (71–80)% increased chance to Shock | no_lightning_spell_mods 0 wand 1 staff 1 trap 1 default 0 |
of Voltages | 60 | Suffix | (81–90)% increased chance to Shock | no_lightning_spell_mods 0 wand 1 staff 1 trap 1 default 0 |
of the Thunderbolt | 75 | Suffix | (91–100)% increased chance to Shock | no_lightning_spell_mods 0 wand 1 staff 1 trap 1 default 0 |
1 | Corrupted | (20–30)% increased chance to Shock | staff 1 wand 1 |
Monsters mods /22
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
of Shocking | 12 | Suffix | Hits always Shock All Damage from Hits Contributes to Shock Chance | |
of Shocking | 1 | Suffix | Hits always Shock All Damage from Hits Contributes to Shock Chance | |
1 | Unique | 200% increased chance to Shock | ||
1 | Unique | 100% increased chance to Shock active skill ignite effect +% final [33] | ||
1 | Unique | Unaffected by Shock elemental lightning ailment | ||
1 | Unique | monster casts shock nova text [1] | ||
1 | Unique | monster uses shockwave text [1] | ||
1 | Unique | 100% 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 | ||
1 | Unique | Avoids Ignited 100% chance to Avoid being Chilled 100% chance to Avoid being Frozen Unaffected by Shock elemental fire cold lightning ailment | ||
1 | Unique | Avoids Frozen Avoids Chilled Avoids Ignited Unaffected by Shock elemental fire cold lightning ailment | ||
1 | Unique | Avoids Frozen Avoids Chilled 100% chance to Avoid being Ignited Unaffected by Shock elemental fire cold lightning ailment | ||
1 | Unique | 20% chance to Shock Gain 20% of Physical Damage as Extra Lightning Damage bleed damage physical elemental lightning ailment | ||
Storm Cultist's Touch | 1 | Torment | +25% to Lightning Resistance 10% chance to Shock Gain 25% of Physical Damage as Extra Lightning Damage bleed damage physical elemental lightning resistance ailment | |
Storm Cultist's Grip | 1 | Torment | +40% to Lightning Resistance 25% chance to Shock Gain 60% of Physical Damage as Extra Lightning Damage bleed damage physical elemental lightning resistance ailment | |
1 | Unique | shock art variation [2] | ||
Three Hands Talisman | 1 | Talisman | 50% chance to Ignite 50% chance to Freeze 50% chance to Shock Gain 30% of Physical Damage as Extra Damage of a random Element bleed damage physical elemental fire cold lightning ailment | |
1 | Unique | 50% chance to Avoid being Chilled 50% chance to Avoid being Frozen 50% chance to Avoid being Ignited 50% chance to Avoid being Shocked 50% chance to Avoid being Poisoned 50% chance to Avoid Bleeding ailment | ||
1 | Unique | Always Shock Gain 50% of Physical Damage as Extra Lightning Damage All Damage from Hits Contributes to Shock Chance bleed damage physical elemental lightning ailment | ||
Heretic's Grip | 1 | Torment | 25% 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 | |
1 | Unique | Curse Reflection Shock Reflection | ||
1 | Unique | Monsters have 100% increased Freeze Buildup Monsters have 100% increased Shock Chance Monsters inflict 100% increased Flammability Magnitude | ||
1 | Unique | damage hit effect index [103] shock art variation [10] |
Delve Area mods /3
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
1 | DelveArea | Area 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] | ||
52 | DelveArea | Area 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] | ||
173 | DelveArea | Area 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] |
Heist Area mods /4
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
of Lightning | 46 | Suffix | 10% increased Quantity of Items found in this Area 6% increased Rarity of Items found in this Area Area 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] elemental lightning ailment | |
of Lightning | 68 | Suffix | 10% increased Quantity of Items found in this Area 6% increased Rarity of Items found in this Area Area 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] elemental lightning ailment | |
of Lightning | 73 | Suffix | 10% increased Quantity of Items found in this Area 6% increased Rarity of Items found in this Area Area 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] elemental lightning ailment | |
of Lightning | 78 | Suffix | 10% increased Quantity of Items found in this Area 6% increased Rarity of Items found in this Area Area 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] elemental lightning ailment |
Veiled mods /1
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
1 | Prefix | 100% increased Freeze Buildup 100% increased chance to Shock 100% increased Flammability Magnitude |
Misc mods /22
Name | Level | Domain | Pre/Suf | Description | Weight |
---|---|---|---|---|---|
1 | Flask | Unique | Used when you become Shocked | ||
of Earthing | 6 | Flask | Suffix | Grants Immunity to Shock for (6–8) seconds if used while Shocked | |
of the Conger | 6 | Flask | Suffix | (45–49)% less Duration Immunity to Shock during Effect | |
of Suffering | 1 | Jewel | Suffix | (5–10)% increased Duration of Ignite, Shock and Chill on Enemies elemental ailment | dexjewel 1 default 0 |
of Shocking | 1 | Jewel | Suffix | (10–20)% increased chance to Shock | dexjewel 1 intjewel 1 default 0 |
of Paralyzing | 1 | Jewel | Suffix | (15–25)% increased Shock Duration elemental lightning ailment | dexjewel 1 intjewel 1 default 0 |
Jolting | 1 | Jewel | Prefix | (10–15)% increased Magnitude of Shock you inflict elemental lightning ailment | dexjewel 1 intjewel 1 default 0 |
of Suffering | 1 | Jewel | Suffix | (3–5)% increased Duration of Ignite, Shock and Chill on Enemies elemental ailment | dex_radius_jewel 1 default 0 |
of Shocking | 1 | Jewel | Suffix | (2–3)% increased chance to Shock | dex_radius_jewel 1 int_radius_jewel 1 default 0 |
of Paralyzing | 1 | Jewel | Suffix | (2–3)% increased Shock Duration elemental lightning ailment | dex_radius_jewel 1 int_radius_jewel 1 default 0 |
Jolting | 1 | Jewel | Prefix | (5–7)% increased Magnitude of Shock you inflict elemental lightning ailment | dex_radius_jewel 1 int_radius_jewel 1 default 0 |
1 | Jewel | Unique | (4–6)% reduced Shock duration on you elemental lightning ailment | ||
Insulating FIX ME | 1 | Jewel | Unique | (6–8)% chance to Avoid being Shocked elemental lightning ailment | |
FIX ME | 1 | Jewel | Unique | (2–3)% chance to Shock elemental lightning ailment | |
of the Storm | 1 | Jewel | Unique | (12–16)% increased Shock Duration elemental lightning ailment | |
of Insulation | 1 | Jewel | Unique | 15% reduced effect of Chill and Shock on you elemental cold lightning ailment | |
of the Stormdweller | 1 | Jewel | Unique | (30–35)% reduced effect of Shock on you elemental lightning ailment | |
of Shocking | 1 | Jewel | Unique | (3–5)% chance to Shock (12–16)% increased Shock Duration elemental lightning ailment | |
Ulaman's | 65 | ExpeditionRelic | Prefix | shock effect +% if consumed frenzy charge recently [20,30] ailment | |
of Amanamu | 65 | ExpeditionRelic | Suffix | your mace slam aftershock chance % [10,16] attack | |
of Amanamu | 65 | ExpeditionRelic | Suffix | your mace slam aftershock chance % [16,23] attack | |
Ulaman's | 65 | ExpeditionRelic | Prefix | Monsters inflict Shock with (14–23)% increased Magnitude lightning damage +% [86,99] elemental lightning ailment |
Item /1
Unique /14
+(30–40) to maximum Life
(15–30)% increased Elemental Damage
+(50–70) to maximum Mana
+(20–30)% to Lightning Resistance
Lose all Power Charges on reaching maximum Power Charges
Shocks you when you reach maximum Power Charges
(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
Drop Shocked Ground while moving, lasting 8 seconds
Curses you inflict are reflected back to you
Cold Damage from Hits Contributes to Flammability and Ignite Magnitudes instead of Chill Magnitude or Freeze Buildup
+(60–100) to Evasion Rating
+(30–50) to maximum Energy Shield
Gain (25–35) Mana per Enemy Killed
Inflict Lightning Exposure on Critical Hit


(80–120)% increased Lightning Damage
(10–20)% increased Cast Speed
(20–30)% increased Mana Regeneration Rate
Causes (30–50)% 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 Aftershocks
+(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

No Physical Damage
(15–30)% increased Attack Speed
(50–100)% increased chance to Shock
local weapon implicit hidden added maximum chaos damage [71]
local weapon implicit hidden added minimum chaos damage [43]
local weapon implicit hidden added minimum chaos damage [43]
(10–15)% increased Attack Speed
Passive /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
10% chance for Mace Strike Skills you use yourself to cause Aftershocks, dealing
the same damage to enemies within 1.8 metres
the same damage to enemies within 1.8 metres
40% increased Electrocute Buildup
40% increased chance to Shock
30% increased Damage with Hits against Shocked Enemies
20% increased Elemental Infusion duration
Remnants can be collected from 15% further away
Witch: 20% increased Chaos Damage
Witch: 18% increased Skill Effect Duration
Immune to Shock while affected by Lightning Archon
30% increased Area of Effect of Aftershocks you create yourself
3% increased maximum Life
8% increased Area of Effect for Attacks
Ascendancy Passive /4
Ascendancy: Titan
Ascendancy: Stormweaver
Targets can be affected by two of your Shocks at the same time
Ascendancy: Invoker
Timeless Jewel Passive /5





Timeless Jewel Passive Additions /1
Faction | Category | Show Full Descriptions | Code |
---|---|---|---|
Vaal | Notable | (3–6)% chance to Shock | vaal_small_chance_to_shock |
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Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.