Skill Gem Quality /11
ItemStats
Shock Nova+(0–10)% to Maximum Effect of Shock
Tempest Shield(0–40)% chance to Shock enemies
ConductivityShocks on Cursed enemies have (0–20)% increased Duration
Vaal Lightning TrapShocked Ground causes (0–5)% increased Damage taken
Wild Strike(0–20)% chance to Freeze, Shock and Ignite
EarthquakeAftershock deals +(0–30)% more Damage with Hits and Ailments
Vaal EarthquakeAftershock deals +(0–30)% more Damage with Hits and Ailments
Purifying FlameShockwave deals +(0–20)% more Damage
Crackling Lance+(0–10)% to Maximum Effect of Shock
Galvanic FieldBuff grants +(0–20)% chance to Shock enemies
Lightning Conduit+(0–4)% more Damage with Hits per 5% Shock Effect on Enemy
Support Gem Quality /1
ItemStats
Overcharge SupportSupported Skills have (0–20)% increased Shock Duration on Enemies
Item mods /173
NameLevelPre/SufDescriptionWeight
40Corrupted(25–30)% increased Effect of Shock elemental lightning ailmenthelmet 1000
default 0
of Shocking15Suffix10% chance to Shock elemental lightning ailmentsceptre 1000
wand 1000
default 0
of Zapping45Suffix15% chance to Shock elemental lightning ailmentsceptre 1000
wand 1000
default 0
of Electrocution75Suffix20% chance to Shock elemental lightning ailmentsceptre 500
wand 500
default 0
of Shocking15Suffix20% chance to Shock elemental lightning ailmentstaff 1000
default 0
of Zapping45Suffix25% chance to Shock elemental lightning ailmentstaff 1000
default 0
of Electrocution75Suffix30% chance to Shock elemental lightning ailmentstaff 500
default 0
The Elder's68PrefixUnaffected by Shocked Ground elemental lightning ailmentboots_elder 800
default 0
The Shaper's68PrefixAdds (3–7) to (68–73) Lightning Damage against Shocked Enemies damage elemental lightning ailmentring_shaper 800
default 0
The Shaper's75PrefixAdds (4–8) to (82–86) Lightning Damage against Shocked Enemies damage elemental lightning ailmentring_shaper 800
default 0
of Shaping75SuffixRemove Shock when you use a Flask elemental lightning ailmentbelt_shaper 400
default 0
of Shaping68Suffix(25–40)% chance to Shock Attackers for 4 seconds on Block elemental lightning ailmentshield_shaper 800
default 0
of Shaping75Suffix(41–50)% chance to Shock Attackers for 4 seconds on Block elemental lightning ailmentshield_shaper 800
default 0
of Shaping68SuffixSocketed Gems are Supported by Level 18 Elemental Proliferation
(5–7)% chance to Freeze, Shock and Ignite
elemental fire cold lightning ailment gem
sceptre_shaper 1000
default 0
of Shaping75SuffixSocketed Gems are Supported by Level 20 Elemental Proliferation
(8–10)% chance to Freeze, Shock and Ignite
elemental fire cold lightning ailment gem
sceptre_shaper 1000
default 0
of the Elder68SuffixSocketed Gems are Supported by Level 18 Unbound Ailments
(5–7)% chance to Freeze, Shock and Ignite
elemental fire cold lightning ailment gem
sceptre_elder 1000
default 0
of the Elder75SuffixSocketed Gems are Supported by Level 20 Unbound Ailments
(8–10)% chance to Freeze, Shock and Ignite
elemental fire cold lightning ailment gem
sceptre_elder 1000
default 0
Crusader's68PrefixUnaffected by Shocked Ground elemental lightning ailmentboots_crusader 500
default 0
of the Crusade75Suffix(51–60)% chance to Avoid being Shocked elemental lightning ailmentboots_crusader 1000
quiver_crusader 1000
default 0
of the Crusade75Suffix(51–60)% reduced Effect of Shock on you elemental lightning ailmenthelmet_crusader 1000
default 0
of Redemption68Suffix(6–8)% chance to Shock
(8–12)% increased Effect of Lightning Ailments
elemental lightning ailment
helmet_eyrie 500
default 0
of Redemption75Suffix(6–8)% chance to Shock
(13–15)% increased Effect of Lightning Ailments
elemental lightning ailment
helmet_eyrie 500
default 0
of the Hunt80SuffixYou have Shocking Conflux for 3 seconds every 8 secondshelmet_basilisk 500
default 0
of the Crusade68Suffix(25–40)% chance to Shock Attackers for 4 seconds on Block elemental lightning ailmentshield_crusader 500
staff_crusader 500
warstaff_crusader 500
default 0
of the Crusade75Suffix(41–50)% chance to Shock Attackers for 4 seconds on Block elemental lightning ailmentshield_crusader 500
staff_crusader 500
warstaff_crusader 500
default 0
Crusader's68Prefix(30–34)% increased Critical Strike Chance against Shocked Enemies criticalbelt_crusader 500
default 0
Crusader's75Prefix(35–39)% increased Critical Strike Chance against Shocked Enemies criticalbelt_crusader 500
default 0
Crusader's80Prefix(40–45)% increased Critical Strike Chance against Shocked Enemies criticalbelt_crusader 500
default 0
of the Crusade75SuffixRemove Shock when you use a Flask elemental lightning ailmentbelt_crusader 500
default 0
Crusader's68PrefixAdds (3–7) to (68–73) Lightning Damage against Shocked Enemies damage elemental lightning ailmentring_crusader 500
default 0
Crusader's75PrefixAdds (4–8) to (82–86) Lightning Damage against Shocked Enemies damage elemental lightning ailmentring_crusader 500
default 0
1FlaskEnchantmentInjectorUsed when you become Shockedflask 100
default 0
68ScourgeUpside(31–35)% reduced Effect of Shock on you elemental lightning ailmentring 500
default 0
68ScourgeUpside(36–40)% reduced Effect of Shock on you elemental lightning ailmentring 500
default 0
45ScourgeUpside(26–30)% chance to Avoid being Shocked elemental lightning ailmentring 500
default 0
68ScourgeUpside(31–35)% chance to Avoid being Shocked elemental lightning ailmentring 500
default 0
68ScourgeUpside(36–40)% chance to Avoid being Shocked elemental lightning ailmentring 500
default 0
45ScourgeUpside(5–6)% chance to Shock elemental lightning ailmentsceptre 500
wand 500
default 0
68ScourgeUpside(7–8)% chance to Shock elemental lightning ailmentsceptre 500
wand 500
default 0
68ScourgeUpside(9–10)% chance to Shock elemental lightning ailmentsceptre 500
wand 500
default 0
45ScourgeUpside(7–9)% chance to Shock elemental lightning ailmentstaff 500
default 0
68ScourgeUpside(10–12)% chance to Shock elemental lightning ailmentstaff 500
default 0
68ScourgeUpside(13–15)% chance to Shock elemental lightning ailmentstaff 500
default 0
1ScourgeUpside(14–16)% chance to Shock Attackers for 4 seconds on Block elemental lightning ailmentshield 200
default 0
45ScourgeUpside(17–19)% chance to Shock Attackers for 4 seconds on Block elemental lightning ailmentshield 200
default 0
68ScourgeUpside(20–22)% chance to Shock Attackers for 4 seconds on Block elemental lightning ailmentshield 200
default 0
68ScourgeUpside(23–25)% chance to Shock Attackers for 4 seconds on Block elemental lightning ailmentshield 200
default 0
75RedImplicitShocks you inflict spread to other Enemies within 1.2 metres elemental lightning ailmentno_tier_6_eldritch_implicit 0
gloves 400
default 0
75RedImplicitShocks you inflict spread to other Enemies within 1.3 metres elemental lightning ailmentno_tier_5_eldritch_implicit 0
gloves 400
default 0
75RedImplicitShocks you inflict spread to other Enemies within 1.4 metres elemental lightning ailmentno_tier_4_eldritch_implicit 0
gloves 400
default 0
75RedImplicitShocks you inflict spread to other Enemies within 1.5 metres elemental lightning ailmentno_tier_3_eldritch_implicit 0
gloves 400
default 0
75RedImplicitShocks you inflict spread to other Enemies within 1.6 metres elemental lightning ailmentno_tier_2_eldritch_implicit 0
gloves 400
default 0
75RedImplicitShocks you inflict spread to other Enemies within 1.7 metres elemental lightning ailmentno_tier_1_eldritch_implicit 0
gloves 400
default 0
75RedImplicitWhile a Unique Enemy is in your Presence, Shocks you inflict spread to other Enemies within 1.6 metres elemental lightning ailmentno_tier_5_eldritch_implicit 0
gloves 200
default 0
75RedImplicitWhile a Unique Enemy is in your Presence, Shocks you inflict spread to other Enemies within 1.7 metres elemental lightning ailmentno_tier_4_eldritch_implicit 0
gloves 200
default 0
75RedImplicitWhile a Unique Enemy is in your Presence, Shocks you inflict spread to other Enemies within 1.8 metres elemental lightning ailmentno_tier_3_eldritch_implicit 0
gloves 200
default 0
75RedImplicitWhile a Unique Enemy is in your Presence, Shocks you inflict spread to other Enemies within 1.9 metres elemental lightning ailmentno_tier_2_eldritch_implicit 0
gloves 200
default 0
75RedImplicitWhile a Unique Enemy is in your Presence, Shocks you inflict spread to other Enemies within 2 metres elemental lightning ailmentno_tier_1_eldritch_implicit 0
gloves 200
default 0
75RedImplicitWhile a Pinnacle Atlas Boss is in your Presence, Shocks you inflict spread to other Enemies within 2 metres elemental lightning ailmentno_tier_4_eldritch_implicit 0
gloves 80
default 0
75RedImplicitWhile a Pinnacle Atlas Boss is in your Presence, Shocks you inflict spread to other Enemies within 2.1 metres elemental lightning ailmentno_tier_3_eldritch_implicit 0
gloves 80
default 0
75RedImplicitWhile a Pinnacle Atlas Boss is in your Presence, Shocks you inflict spread to other Enemies within 2.2 metres elemental lightning ailmentno_tier_2_eldritch_implicit 0
gloves 80
default 0
75RedImplicitWhile a Pinnacle Atlas Boss is in your Presence, Shocks you inflict spread to other Enemies within 2.3 metres elemental lightning ailmentno_tier_1_eldritch_implicit 0
gloves 80
default 0
75BlueImplicit5% chance to Shock elemental lightning ailmentno_tier_6_eldritch_implicit 0
helmet 700
default 0
75BlueImplicit10% chance to Shock elemental lightning ailmentno_tier_5_eldritch_implicit 0
helmet 700
default 0
75BlueImplicit15% chance to Shock elemental lightning ailmentno_tier_4_eldritch_implicit 0
helmet 700
default 0
75BlueImplicit20% chance to Shock elemental lightning ailmentno_tier_3_eldritch_implicit 0
helmet 700
default 0
75BlueImplicit25% chance to Shock elemental lightning ailmentno_tier_2_eldritch_implicit 0
helmet 700
default 0
75BlueImplicit30% chance to Shock elemental lightning ailmentno_tier_1_eldritch_implicit 0
helmet 700
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, 20% chance to Shock elemental lightning ailmentno_tier_5_eldritch_implicit 0
helmet 350
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, 25% chance to Shock elemental lightning ailmentno_tier_4_eldritch_implicit 0
helmet 350
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, 30% chance to Shock elemental lightning ailmentno_tier_3_eldritch_implicit 0
helmet 350
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, 35% chance to Shock elemental lightning ailmentno_tier_2_eldritch_implicit 0
helmet 350
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, 40% chance to Shock elemental lightning ailmentno_tier_1_eldritch_implicit 0
helmet 350
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, 35% chance to Shock elemental lightning ailmentno_tier_4_eldritch_implicit 0
helmet 140
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, 40% chance to Shock elemental lightning ailmentno_tier_3_eldritch_implicit 0
helmet 140
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, 45% chance to Shock elemental lightning ailmentno_tier_2_eldritch_implicit 0
helmet 140
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, 50% chance to Shock elemental lightning ailmentno_tier_1_eldritch_implicit 0
helmet 140
default 0
75BlueImplicit(33–35)% reduced Effect of Shock on you elemental lightning ailmentno_tier_6_eldritch_implicit 0
helmet 700
default 0
75BlueImplicit(36–38)% reduced Effect of Shock on you elemental lightning ailmentno_tier_5_eldritch_implicit 0
helmet 700
default 0
75BlueImplicit(39–41)% reduced Effect of Shock on you elemental lightning ailmentno_tier_4_eldritch_implicit 0
helmet 700
default 0
75BlueImplicit(42–44)% reduced Effect of Shock on you elemental lightning ailmentno_tier_3_eldritch_implicit 0
helmet 700
default 0
75BlueImplicit(45–47)% reduced Effect of Shock on you elemental lightning ailmentno_tier_2_eldritch_implicit 0
helmet 700
default 0
75BlueImplicit(48–50)% reduced Effect of Shock on you elemental lightning ailmentno_tier_1_eldritch_implicit 0
helmet 700
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, (45–47)% reduced Effect of Shock on you elemental lightning ailmentno_tier_5_eldritch_implicit 0
helmet 350
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, (48–50)% reduced Effect of Shock on you elemental lightning ailmentno_tier_4_eldritch_implicit 0
helmet 350
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, (51–53)% reduced Effect of Shock on you elemental lightning ailmentno_tier_3_eldritch_implicit 0
helmet 350
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, (54–57)% reduced Effect of Shock on you elemental lightning ailmentno_tier_2_eldritch_implicit 0
helmet 350
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, (58–61)% reduced Effect of Shock on you elemental lightning ailmentno_tier_1_eldritch_implicit 0
helmet 350
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, (57–59)% reduced Effect of Shock on you elemental lightning ailmentno_tier_4_eldritch_implicit 0
helmet 140
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, (60–62)% reduced Effect of Shock on you elemental lightning ailmentno_tier_3_eldritch_implicit 0
helmet 140
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, (63–66)% reduced Effect of Shock on you elemental lightning ailmentno_tier_2_eldritch_implicit 0
helmet 140
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, (67–70)% reduced Effect of Shock on you elemental lightning ailmentno_tier_1_eldritch_implicit 0
helmet 140
default 0
75RedImplicit(33–35)% chance to Avoid being Shocked elemental lightning ailmentno_tier_6_eldritch_implicit 0
boots 700
default 0
75RedImplicit(36–38)% chance to Avoid being Shocked elemental lightning ailmentno_tier_5_eldritch_implicit 0
boots 700
default 0
75RedImplicit(39–41)% chance to Avoid being Shocked elemental lightning ailmentno_tier_4_eldritch_implicit 0
boots 700
default 0
75RedImplicit(42–44)% chance to Avoid being Shocked elemental lightning ailmentno_tier_3_eldritch_implicit 0
boots 700
default 0
75RedImplicit(45–47)% chance to Avoid being Shocked elemental lightning ailmentno_tier_2_eldritch_implicit 0
boots 700
default 0
75RedImplicit(48–50)% chance to Avoid being Shocked elemental lightning ailmentno_tier_1_eldritch_implicit 0
boots 700
default 0
75RedImplicitWhile a Unique Enemy is in your Presence, (45–47)% chance to Avoid being Shocked elemental lightning ailmentno_tier_5_eldritch_implicit 0
boots 350
default 0
75RedImplicitWhile a Unique Enemy is in your Presence, (48–50)% chance to Avoid being Shocked elemental lightning ailmentno_tier_4_eldritch_implicit 0
boots 350
default 0
75RedImplicitWhile a Unique Enemy is in your Presence, (51–53)% chance to Avoid being Shocked elemental lightning ailmentno_tier_3_eldritch_implicit 0
boots 350
default 0
75RedImplicitWhile a Unique Enemy is in your Presence, (54–57)% chance to Avoid being Shocked elemental lightning ailmentno_tier_2_eldritch_implicit 0
boots 350
default 0
75RedImplicitWhile a Unique Enemy is in your Presence, (58–61)% chance to Avoid being Shocked elemental lightning ailmentno_tier_1_eldritch_implicit 0
boots 350
default 0
75RedImplicitWhile a Pinnacle Atlas Boss is in your Presence, (57–59)% chance to Avoid being Shocked elemental lightning ailmentno_tier_4_eldritch_implicit 0
boots 140
default 0
75RedImplicitWhile a Pinnacle Atlas Boss is in your Presence, (60–62)% chance to Avoid being Shocked elemental lightning ailmentno_tier_3_eldritch_implicit 0
boots 140
default 0
75RedImplicitWhile a Pinnacle Atlas Boss is in your Presence, (63–66)% chance to Avoid being Shocked elemental lightning ailmentno_tier_2_eldritch_implicit 0
boots 140
default 0
75RedImplicitWhile a Pinnacle Atlas Boss is in your Presence, (67–70)% chance to Avoid being Shocked elemental lightning ailmentno_tier_1_eldritch_implicit 0
boots 140
default 0
1WeaponTreeAdds 1 to 6 Lightning Damage
10% chance to Shock
one_hand_weapon 250
default 0
26WeaponTreeAdds 1 to 10 Lightning Damage
10% chance to Shock
one_hand_weapon 250
default 0
42WeaponTreeAdds 1 to 18 Lightning Damage
10% chance to Shock
one_hand_weapon 250
default 0
62WeaponTreeAdds 3 to 31 Lightning Damage
10% chance to Shock
one_hand_weapon 125
default 0
82WeaponTreeAdds 3 to 60 Lightning Damage
10% chance to Shock
one_hand_weapon 63
default 0
1WeaponTreeAdds 1 to 10 Lightning Damage
20% chance to Shock
two_hand_weapon 250
default 0
26WeaponTreeAdds 1 to 19 Lightning Damage
20% chance to Shock
two_hand_weapon 250
default 0
42WeaponTreeAdds 3 to 34 Lightning Damage
20% chance to Shock
two_hand_weapon 250
default 0
62WeaponTreeAdds 4 to 58 Lightning Damage
20% chance to Shock
two_hand_weapon 125
default 0
82WeaponTreeAdds 6 to 112 Lightning Damage
20% chance to Shock
two_hand_weapon 63
default 0
36WeaponTreeAdds 3 to 6 Fire Damage
Adds 3 to 6 Cold Damage
Adds 1 to Lightning Damage
5% chance to Freeze, Shock and Ignite
one_hand_weapon 125
default 0
60WeaponTreeAdds 6 to 10 Fire Damage
Adds 6 to 10 Cold Damage
Adds 1 to Lightning Damage
5% chance to Freeze, Shock and Ignite
one_hand_weapon 63
default 0
85WeaponTreeAdds 13 to 20 Fire Damage
Adds 13 to 20 Cold Damage
Adds 3 to Lightning Damage
5% chance to Freeze, Shock and Ignite
one_hand_weapon 31
default 0
36WeaponTreeAdds 7 to 11 Fire Damage
Adds 7 to 11 Cold Damage
Adds 3 to Lightning Damage
10% chance to Freeze, Shock and Ignite
two_hand_weapon 125
default 0
60WeaponTreeAdds 12 to 20 Fire Damage
Adds 12 to 20 Cold Damage
Adds 3 to Lightning Damage
10% chance to Freeze, Shock and Ignite
two_hand_weapon 63
default 0
85WeaponTreeAdds 24 to 35 Fire Damage
Adds 24 to 35 Cold Damage
Adds 4 to Lightning Damage
10% chance to Freeze, Shock and Ignite
two_hand_weapon 31
default 0
1WeaponTreeAdds 1 to 5 Lightning Damage to Spells
10% chance to Shock
two_hand_weapon 0
caster_unique_weapon 250
attack_dagger 0
wand 250
sceptre 250
dagger 250
default 0
26WeaponTreeAdds 1 to 7 Lightning Damage to Spells
10% chance to Shock
two_hand_weapon 0
caster_unique_weapon 250
attack_dagger 0
wand 250
sceptre 250
dagger 250
default 0
42WeaponTreeAdds 1 to 14 Lightning Damage to Spells
10% chance to Shock
two_hand_weapon 0
caster_unique_weapon 250
attack_dagger 0
wand 250
sceptre 250
dagger 250
default 0
62WeaponTreeAdds 2 to 22 Lightning Damage to Spells
10% chance to Shock
two_hand_weapon 0
caster_unique_weapon 125
attack_dagger 0
wand 125
sceptre 125
dagger 125
default 0
82WeaponTreeAdds 2 to 43 Lightning Damage to Spells
10% chance to Shock
two_hand_weapon 0
caster_unique_weapon 63
attack_dagger 0
wand 63
sceptre 63
dagger 63
default 0
1WeaponTreeAdds 1 to 7 Lightning Damage to Spells
20% chance to Shock
one_hand_weapon 0
caster_unique_weapon 250
attack_staff 0
staff 250
default 0
26WeaponTreeAdds 1 to 13 Lightning Damage to Spells
20% chance to Shock
one_hand_weapon 0
caster_unique_weapon 250
attack_staff 0
staff 250
default 0
42WeaponTreeAdds 2 to 24 Lightning Damage to Spells
20% chance to Shock
one_hand_weapon 0
caster_unique_weapon 250
attack_staff 0
staff 250
default 0
62WeaponTreeAdds 3 to 41 Lightning Damage to Spells
20% chance to Shock
one_hand_weapon 0
caster_unique_weapon 125
attack_staff 0
staff 125
default 0
82WeaponTreeAdds 4 to 80 Lightning Damage to Spells
20% chance to Shock
one_hand_weapon 0
caster_unique_weapon 63
attack_staff 0
staff 63
default 0
1WeaponTreeMinions deal 1 to 5 additional Lightning Damage
Minions have 8% chance to Shock
two_hand_weapon 0
weapon_can_roll_minion_modifiers 2500
minion_unique_weapon 2500
default 0
26WeaponTreeMinions deal 1 to 7 additional Lightning Damage
Minions have 8% chance to Shock
two_hand_weapon 0
weapon_can_roll_minion_modifiers 2500
minion_unique_weapon 2500
default 0
42WeaponTreeMinions deal 1 to 14 additional Lightning Damage
Minions have 8% chance to Shock
two_hand_weapon 0
weapon_can_roll_minion_modifiers 2500
minion_unique_weapon 2500
default 0
62WeaponTreeMinions deal 2 to 22 additional Lightning Damage
Minions have 8% chance to Shock
two_hand_weapon 0
weapon_can_roll_minion_modifiers 1250
minion_unique_weapon 1250
default 0
82WeaponTreeMinions deal 2 to 43 additional Lightning Damage
Minions have 8% chance to Shock
two_hand_weapon 0
weapon_can_roll_minion_modifiers 630
minion_unique_weapon 630
default 0
1WeaponTreeMinions deal 1 to 7 additional Lightning Damage
Minions have 16% chance to Shock
one_hand_weapon 0
weapon_can_roll_minion_modifiers 2500
minion_unique_weapon 2500
default 0
26WeaponTreeMinions deal 1 to 13 additional Lightning Damage
Minions have 16% chance to Shock
one_hand_weapon 0
weapon_can_roll_minion_modifiers 2500
minion_unique_weapon 2500
default 0
42WeaponTreeMinions deal 2 to 24 additional Lightning Damage
Minions have 16% chance to Shock
one_hand_weapon 0
weapon_can_roll_minion_modifiers 2500
minion_unique_weapon 2500
default 0
62WeaponTreeMinions deal 3 to 41 additional Lightning Damage
Minions have 16% chance to Shock
one_hand_weapon 0
weapon_can_roll_minion_modifiers 1250
minion_unique_weapon 1250
default 0
82WeaponTreeMinions deal 4 to 80 additional Lightning Damage
Minions have 16% chance to Shock
one_hand_weapon 0
weapon_can_roll_minion_modifiers 630
minion_unique_weapon 630
default 0
1WeaponTree30% increased Effect of Shock on you
Unaffected by Shock while Channelling
one_hand_weapon 300
two_hand_weapon 300
default 0
25WeaponTree6% chance to Sap Enemies
Cannot inflict Shock
one_hand_weapon 250
default 0
68WeaponTree10% chance to Sap Enemies
Cannot inflict Shock
one_hand_weapon 250
default 0
25WeaponTree12% chance to Sap Enemies
Cannot inflict Shock
two_hand_weapon 250
default 0
68WeaponTree20% chance to Sap Enemies
Cannot inflict Shock
two_hand_weapon 250
default 0
1WeaponTree30% increased Effect of Shock
15% increased Effect of Shock on you
one_hand_weapon 300
shield 300
default 0
45WeaponTree40% increased Effect of Shock
20% increased Effect of Shock on you
one_hand_weapon 300
shield 300
default 0
1WeaponTree60% increased Effect of Shock
30% increased Effect of Shock on you
two_hand_weapon 300
default 0
45WeaponTree80% increased Effect of Shock
40% increased Effect of Shock on you
two_hand_weapon 300
default 0
1WeaponTree50% chance to Shock Attackers for 4 seconds on Blockshield 750
default 0
50WeaponTreeShock Attackers for 4 seconds on Blockshield 750
default 0
1WeaponTree60% chance to Avoid being Ignited
+20% chance to be Shocked
shield 750
default 0
60WeaponTree100% chance to Avoid being Ignited
+20% chance to be Shocked
shield 750
default 0
1WeaponTree60% chance to Avoid being Shocked
+20% chance to be Frozen
shield 750
default 0
60WeaponTree100% chance to Avoid being Shocked
+20% chance to be Frozen
shield 750
default 0
25WeaponTree20% increased Shock Duration on you
Minions have 8% chance to Shock
two_hand_weapon 0
weapon_can_roll_minion_modifiers 800
minion_unique_weapon 800
default 0
78WeaponTree20% increased Shock Duration on you
Minions have 12% chance to Shock
two_hand_weapon 0
weapon_can_roll_minion_modifiers 800
minion_unique_weapon 800
default 0
25WeaponTree40% increased Shock Duration on you
Minions have 16% chance to Shock
one_hand_weapon 0
weapon_can_roll_minion_modifiers 800
minion_unique_weapon 800
default 0
78WeaponTree40% increased Shock Duration on you
Minions have 24% chance to Shock
one_hand_weapon 0
weapon_can_roll_minion_modifiers 800
minion_unique_weapon 800
default 0
38WeaponTreeSocketed Gems are Supported by Level 10 Shockwavetwo_hand_weapon 0
mace 100
sceptre 100
default 0
38WeaponTreeSocketed Gems are Supported by Level 10 Shockwaveone_hand_weapon 0
staff 100
mace 100
default 0
38WeaponTreeSocketed Gems are Supported by Level 10 Shockwavetwo_hand_weapon 0
mace 25
sceptre 25
default 0
38WeaponTreeSocketed Gems are Supported by Level 10 Shockwaveone_hand_weapon 0
staff 25
mace 25
default 0
1WeaponTreeAlways inflict Scorch, Brittle and Sapped with Elemental Hit and Wild Strike Hits
Cannot Ignite, Chill, Freeze or Shock
shield 500
weapon 500
default 0
1WeaponTreeAll Damage from Shock Nova and Storm Call Hits can Ignite
15% chance for Ignites inflicted with Shock Nova or Storm Call to deal 100% more Damage
two_hand_weapon 0
caster_unique_weapon 1000
attack_staff 0
attack_dagger 0
weapon_can_roll_minion_modifiers 0
wand 1000
staff 1000
dagger 1000
sceptre 1000
shield 500
default 0
1WeaponTreeAll Damage from Shock Nova and Storm Call Hits can Ignite
25% chance for Ignites inflicted with Shock Nova or Storm Call to deal 100% more Damage
one_hand_weapon 0
caster_unique_weapon 1000
attack_staff 0
attack_dagger 0
weapon_can_roll_minion_modifiers 0
wand 1000
staff 1000
dagger 1000
sceptre 1000
default 0
1WeaponTreeHoly Flame Totem and Shockwave Totem gain 35% of Physical Damage as Extra Fire Damage when Cast by a Totem linked to by Searing Bondtwo_hand_weapon 0
caster_unique_weapon 1000
attack_staff 0
attack_dagger 0
weapon_can_roll_minion_modifiers 0
wand 1000
staff 1000
dagger 1000
sceptre 1000
shield 500
default 0
1WeaponTreeHoly Flame Totem and Shockwave Totem gain 60% of Physical Damage as Extra Fire Damage when Cast by a Totem linked to by Searing Bondone_hand_weapon 0
caster_unique_weapon 1000
attack_staff 0
attack_dagger 0
weapon_can_roll_minion_modifiers 0
wand 1000
staff 1000
dagger 1000
sceptre 1000
default 0
of Haunting16Suffix(60–75)% chance to Avoid being Shocked elemental lightning ailmentnecropolis_boots 500
default 0
Haunted68PrefixUnaffected by Shocked Ground elemental lightning ailmentnecropolis_boots 250
default 0
Enchantment Modifier /19
NameLevelPre/SufDescriptionWeight
Enchantment Status Ailments 153Enchantment6% chance to Freeze, Shock and Ignite if you haven't Crit Recently elemental fire cold lightning critical ailmentboots 100
default 0
Enchantment Status Ailments 266Enchantment8% chance to Freeze, Shock and Ignite if you haven't Crit Recently elemental fire cold lightning critical ailmentboots 100
default 0
Enchantment Status Ailments 375Enchantment10% chance to Freeze, Shock and Ignite if you haven't Crit Recently elemental fire cold lightning critical ailmentboots 100
default 0
Enchantment Shock Nova Damage 166Enchantment25% increased Shock Nova Damage damage casterhelmet 100
default 0
Enchantment Shock Nova Damage 275Enchantment40% increased Shock Nova Damage damage casterhelmet 100
default 0
Enchantment Shockwave Totem Damage 166Enchantment25% increased Shockwave Totem Damage damage casterhelmet 100
default 0
Enchantment Shockwave Totem Damage 275Enchantment40% increased Shockwave Totem Damage damage casterhelmet 100
default 0
Enchantment Arc Shock Chance 166EnchantmentArc has +20% chance to Shock elemental lightning caster ailmenthelmet 100
default 0
Enchantment Arc Shock Chance 275EnchantmentArc has +30% chance to Shock elemental lightning caster ailmenthelmet 75
default 0
Enchantment Elemental Hit Chance To Freeze Shock Ignite 166EnchantmentElemental Hit has +20% chance to Freeze, Shock and Ignite elemental fire cold lightning attack ailmenthelmet 100
default 0
Enchantment Elemental Hit Chance To Freeze Shock Ignite 275EnchantmentElemental Hit has +30% chance to Freeze, Shock and Ignite elemental fire cold lightning attack ailmenthelmet 100
default 0
Enchantment Shock Nova Larger Ring Damage 166EnchantmentShock Nova ring deals 40% increased Damage damage casterhelmet 100
default 0
Enchantment Shock Nova Larger Ring Damage 275EnchantmentShock Nova ring deals 60% increased Damage damage casterhelmet 100
default 0
Enchantment Shock Nova Area Of Effect 166Enchantment16% increased Shock Nova Area of Effect casterhelmet 100
default 0
Enchantment Shock Nova Area Of Effect 275Enchantment24% increased Shock Nova Area of Effect casterhelmet 100
default 0
Enchantment Shockwave Totem Cast Speed 166Enchantment10% increased Shockwave Totem Cast Speed caster speedhelmet 100
default 0
Enchantment Shockwave Totem Cast Speed 275Enchantment15% increased Shockwave Totem Cast Speed caster speedhelmet 100
default 0
Enchantment Shockwave Totem Radius 166Enchantment16% increased Shockwave Totem Area of Effect casterhelmet 100
default 0
Enchantment Shockwave Totem Radius 275Enchantment24% increased Shockwave Totem Area of Effect casterhelmet 100
default 0
Monsters mods /26
NameLevelPre/SufDescriptionWeight
1UniqueUnaffected by Shock elemental lightning ailment
1Uniquemonster casts shock nova text [1]
1Uniquemonster uses shockwave text [1]
Shocking13UniqueHits always Shock
50% increased Shock Duration on Enemies
All Damage can Shock
25% increased Effect of Shock
lightning ailment effect on self +% [-80]
no_common_monster_mods 0
magic 0
default 2500
Elemental46Unique+50% to all Elemental Resistances
Hits always Ignite
Hits always Shock
All Damage with Hits can Chill
Gain 60% of Physical Damage as Extra Damage of a random Element
All Damage can Ignite
All Damage can Shock
no_common_monster_mods 0
magic 0
default 800
Elemental24Unique+50% to all Elemental Resistances
Hits always Ignite
Hits always Shock
All Damage with Hits can Chill
Gain 60% of Physical Damage as Extra Damage of a random Element
All Damage can Ignite
All Damage can Shock
rare 0
default 800
Shocking13UniqueHits always Shock
50% increased Shock Duration on Enemies
All Damage can Shock
25% increased Effect of Shock
lightning ailment effect on self +% [-80]
no_common_monster_mods 0
rare 0
default 2500
1UniqueHits always Shock
100% increased Shock Duration on Enemies
All Damage can Shock
50% increased Effect of Shock
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
1UniqueGain 20% of Physical Damage as Extra Lightning Damage
20% chance to Shock
bleed damage physical elemental lightning ailment
Storm Cultist's Touch1Torment+25% to Lightning Resistance
Gain 25% of Physical Damage as Extra Lightning Damage
10% chance to Shock
bleed damage physical elemental lightning resistance ailment
default 1000
Storm Cultist's Grip1Torment+40% to Lightning Resistance
Gain 60% of Physical Damage as Extra Lightning Damage
25% chance to Shock
bleed damage physical elemental lightning resistance ailment
default 1000
Three Hands Talisman1Talisman50% 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
1Unique50% 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 Bleeding
ailment
1UniqueGain 50% of Physical Damage as Extra Lightning Damage
Always Shock
All Damage can Shock
bleed damage physical elemental lightning ailment
Heretic's Touch1Torment10% chance to Shock
Your Elemental Damage can Shock
Your Physical Damage can Chill
possessed monster drop template any map [10]
elemental cold lightning ailment
Heretic's Grip1Torment25% chance to Shock
Your Elemental Damage can Shock
Your Physical Damage can Chill
possessed monster drop template any map [100]
elemental cold lightning ailment
1UniqueGain 100% of Physical Damage as Extra Lightning Damage
50% chance to Shock
bleed damage physical elemental lightning ailment
1UniqueGain 20% of Physical Damage as Extra Lightning Damage
10% chance to Shock
bleed damage physical elemental lightning ailment
1UniqueHex Reflection
Chill and Freeze Reflection
Shock Reflection
of the Tempest1Suffix+75% to Lightning Resistance
80% reduced Effect of Shock on you
default 5000
of Shocking34SuffixHits always Shocklightning_affinity 2500
default 0
1UniqueYour Lightning Damage cannot Shock
Abyss Jewel mods /3
NameLevelPre/SufDescriptionWeight
1Corrupted(20–25)% chance to Avoid being Shocked elemental lightning ailmentdefault 1000
of Insulating50Suffix(31–40)% chance to Avoid being Shocked elemental lightning ailmentdefault 300
of the Lightning Rod70Suffix(41–50)% chance to Avoid being Shocked elemental lightning ailmentdefault 150
Cluster Jewel mods /1
NameLevelPre/SufDescriptionWeight
Notable50Prefix1 Added Passive Skill is Overshock elemental lightning ailmentaffliction_lightning_damage 364
affliction_effect_of_non-damaging_ailments 814
default 0
Fossil mods /1
NameLevelPre/SufDescriptionWeight
of the Underground1SuffixCannot be Shocked or Ignited while moving elemental lightning ailmentabyss_jewel 0
jewel 0
ring 2000
default 0
Map mods /14
NameLevelPre/SufDescriptionWeight
of Lightning1SuffixArea 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 [0]
uber_tier_map 0
top_tier_map 0
expedition_logbook 250
default 0
of Lightning1SuffixArea 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 [0]
uber_tier_map 0
low_tier_map 250
expedition_logbook 0
primordial_map 0
default 0
of Lightning68SuffixArea 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 [0]
uber_tier_map 0
top_tier_map 0
expedition_logbook 250
default 0
of Lightning1SuffixArea 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 [0]
uber_tier_map 0
mid_tier_map 250
expedition_logbook 0
primordial_map 0
default 0
of Lightning73SuffixArea 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 [0]
uber_tier_map 0
top_tier_map 0
expedition_logbook 250
default 0
of Lightning1SuffixArea 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 [0]
uber_tier_map 0
top_tier_map 250
maven_map 0
expedition_logbook 0
primordial_map 0
default 0
of Lightning1SuffixArea 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 [0]
uber_tier_map 0
top_tier_map 0
maven_map 250
primordial_map 250
default 0
of Lightning78SuffixArea 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 [0]
uber_tier_map 0
top_tier_map 0
expedition_logbook 250
default 0
Empowered1PrefixMonsters have a 15% chance to Ignite, Freeze and Shock on Hit
13% increased Quantity of Items found in this Area
8% increased Rarity of Items found in this Area
5% increased Pack size
elemental fire cold lightning ailment
uber_tier_map 0
mid_tier_map 800
expedition_logbook 0
primordial_map 0
default 0
Empowered1PrefixMonsters have a 10% chance to Ignite, Freeze and Shock on Hit
13% increased Quantity of Items found in this Area
8% increased Rarity of Items found in this Area
5% increased Pack size
elemental fire cold lightning ailment
uber_tier_map 0
top_tier_map 0
expedition_logbook 800
default 0
Empowered73PrefixMonsters have a 15% chance to Ignite, Freeze and Shock on Hit
13% increased Quantity of Items found in this Area
8% increased Rarity of Items found in this Area
5% increased Pack size
elemental fire cold lightning ailment
uber_tier_map 0
top_tier_map 0
expedition_logbook 800
default 0
Empowered1PrefixMonsters have a 20% chance to Ignite, Freeze and Shock on Hit
13% increased Quantity of Items found in this Area
8% increased Rarity of Items found in this Area
5% increased Pack size
elemental fire cold lightning ailment
uber_tier_map 0
top_tier_map 800
maven_map 0
expedition_logbook 0
primordial_map 0
default 0
Empowered1PrefixMonsters have a 20% chance to Ignite, Freeze and Shock on Hit
13% increased Quantity of Items found in this Area
8% increased Rarity of Items found in this Area
elemental fire cold lightning ailment
uber_tier_map 0
top_tier_map 0
maven_map 800
primordial_map 800
default 0
Empowered78PrefixMonsters have a 20% chance to Ignite, Freeze and Shock on Hit
13% increased Quantity of Items found in this Area
8% increased Rarity of Items found in this Area
5% increased Pack size
elemental fire cold lightning ailment
uber_tier_map 0
top_tier_map 0
expedition_logbook 800
default 0
Delve Area mods /6
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 [0]
default 250
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 [0]
default 250
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 [0]
default 250
1DelveAreaMonsters have a (10–15)% chance to Ignite, Freeze and Shock on Hit
13% increased Quantity of Items found in this Area
8% increased Rarity of Items found in this Area
5% increased Pack size
elemental fire cold lightning ailment
default 1000
52DelveAreaMonsters have a (16–25)% chance to Ignite, Freeze and Shock on Hit
13% increased Quantity of Items found in this Area
8% increased Rarity of Items found in this Area
5% increased Pack size
elemental fire cold lightning ailment
default 1000
173DelveAreaMonsters have a (26–35)% chance to Ignite, Freeze and Shock on Hit
13% increased Quantity of Items found in this Area
8% increased Rarity of Items found in this Area
5% increased Pack size
elemental fire cold lightning ailment
default 1000
Heist Area mods /6
NameLevelPre/SufDescriptionWeight
Empowered73PrefixMonsters have a 15% chance to Ignite, Freeze and Shock on Hit
heist contract alert level +% final [-5]
heist contract lockdown timer +% [0]
heist monster spawner alive limit +% [5]
map item drop quantity +% [13]
map item drop rarity +% [8]
ailment
default 800
Empowered78PrefixMonsters have a 20% chance to Ignite, Freeze and Shock on Hit
heist contract alert level +% final [-5]
heist contract lockdown timer +% [0]
heist monster spawner alive limit +% [5]
map item drop quantity +% [13]
map item drop rarity +% [8]
ailment
default 800
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 +% [0]
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 250
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 +% [0]
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 250
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 +% [0]
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 250
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 +% [0]
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 250
Veiled mods /4
NameLevelPre/SufDescriptionWeight
Chosen60Prefix(70–79)% increased Lightning Damage
(21–23)% chance to Shock
damage elemental lightning ailment
two_hand_weapon 0
wand 1000
dagger 1000
sceptre 1000
weapon 100
default 0
Chosen60Prefix(100–109)% increased Lightning Damage
(35–40)% chance to Shock
damage elemental lightning ailment
one_hand_weapon 0
bow 0
staff 1000
weapon 100
default 0
of the Order60SuffixFocus has (5–8)% increased Cooldown Recovery Rate
Shock nearby Enemies for 4 Seconds when you Focus
grant focus skill [1]
elemental lightning ailment
ring 1000
default 0
of the Order60Suffix+(31–35) to Intelligence
(21–25)% chance to Avoid being Shocked
attribute
body_armour 1000
shield 1000
default 0
Crafting Bench /16
ModRequireItemClassesUnlock
(24–30)% reduced Effect of Chill and Shock on you1x Chaos OrbBoots · GlovesThe Ascent
(31–40)% reduced Effect of Chill and Shock on you2x Chaos OrbBoots · GlovesWasteland Map
(41–50)% reduced Effect of Shock on you4x Orb of AlterationRingThe Ascent
(51–60)% reduced Effect of Shock on you2x Chaos OrbRingWasteland Map
(60–64)% increased Lightning Damage
(21–24)% chance to Shock
3x Orb of AlchemyTwo Hand MeleeBetrayal Unveil
(65–72)% increased Lightning Damage
(25–28)% chance to Shock
3x Chaos OrbTwo Hand MeleeBetrayal Unveil
(73–80)% increased Lightning Damage
(29–34)% chance to Shock
8x Chaos OrbTwo Hand MeleeBetrayal Unveil
(36–41)% increased Lightning Damage
(13–15)% chance to Shock
3x Orb of AlchemyOne Hand Melee · One Hand RangedBetrayal Unveil
(42–50)% increased Lightning Damage
(16–17)% chance to Shock
3x Chaos OrbOne Hand Melee · One Hand RangedBetrayal Unveil
(51–60)% increased Lightning Damage
(18–20)% chance to Shock
8x Chaos OrbOne Hand Melee · One Hand RangedBetrayal Unveil
Shock nearby Enemies for 2 Seconds when you Focus
grant focus skill [1]
4x Orb of AlterationRingBetrayal Unveil
Shock nearby Enemies for 3 Seconds when you Focus
grant focus skill [1]
2x Orb of AlchemyRingBetrayal Unveil
Shock nearby Enemies for 4 Seconds when you Focus
grant focus skill [1]
2x Chaos OrbRingBetrayal Unveil
+(10–15) to Intelligence
(21–25)% chance to Avoid being Shocked
8x Armourer's ScrapBody Armour · ShieldBetrayal Unveil
+(16–20) to Intelligence
(21–25)% chance to Avoid being Shocked
3x Orb of AlchemyBody Armour · ShieldBetrayal Unveil
+(21–25) to Intelligence
(21–25)% chance to Avoid being Shocked
4x Chaos OrbBody Armour · ShieldBetrayal Unveil
Misc mods /60
NameLevelDomainPre/SufDescriptionWeight
of Foisting12FlaskSuffix(19–22)% chance to Freeze, Shock and Ignite during Effect elemental fire cold lightning ailmentutility_flask 750
default 0
of Imposing32FlaskSuffix(23–26)% chance to Freeze, Shock and Ignite during Effect elemental fire cold lightning ailmentutility_flask 750
default 0
of Wreaking52FlaskSuffix(27–30)% chance to Freeze, Shock and Ignite during Effect elemental fire cold lightning ailmentutility_flask 750
default 0
of Infliction72FlaskSuffix(31–34)% chance to Freeze, Shock and Ignite during Effect elemental fire cold lightning ailmentutility_flask 750
default 0
of the Plover6FlaskSuffix(36–41)% reduced Effect of Shock on you during Effectutility_flask 600
default 0
of the Sandpiper25FlaskSuffix(42–47)% reduced Effect of Shock on you during Effectutility_flask 600
default 0
of the Cormorant44FlaskSuffix(48–52)% reduced Effect of Shock on you during Effectutility_flask 600
default 0
of the Sanderling63FlaskSuffix(52–59)% reduced Effect of Shock on you during Effectutility_flask 600
default 0
of the Heron82FlaskSuffix(60–65)% reduced Effect of Shock on you during Effectutility_flask 600
default 0
of Tree Moss6FlaskSuffix(31–35)% chance to Avoid being Shocked during Effectutility_flask 600
default 0
of Turf Moss25FlaskSuffix(36–40)% chance to Avoid being Shocked during Effectutility_flask 600
default 0
of Tooth Moss44FlaskSuffix(41–45)% chance to Avoid being Shocked during Effectutility_flask 600
default 0
of Plume Moss63FlaskSuffix(46–50)% chance to Avoid being Shocked during Effectutility_flask 600
default 0
of Bog Moss82FlaskSuffix(51–55)% chance to Avoid being Shocked during Effectutility_flask 600
default 0
85FlaskUniqueShocks nearby Enemies during Effect, causing 10% increased Damage taken elemental lightning ailment
1FlaskUniqueYou are Shocked during Effect, causing 50% increased Damage taken elemental lightning ailment
of Earthing6FlaskSuffixGrants Immunity to Shock for (6–8) seconds if used while Shockedutility_flask 0
default 750
of Grounding30FlaskSuffixGrants Immunity to Shock for (9–11) seconds if used while Shockedutility_flask 0
default 750
of Insulation54FlaskSuffixGrants Immunity to Shock for (12–14) seconds if used while Shockedutility_flask 0
default 750
of the Dielectric78FlaskSuffixGrants Immunity to Shock for (15–17) seconds if used while Shockedutility_flask 0
default 750
of the Conger6FlaskSuffix(45–49)% less Duration
Immunity to Shock during Effect
utility_flask 1000
default 0
of the Moray40FlaskSuffix(40–44)% less Duration
Immunity to Shock during Effect
utility_flask 1000
default 0
of the Eel74FlaskSuffix(35–39)% less Duration
Immunity to Shock during Effect
utility_flask 1000
default 0
1JewelCorrupted(3–5)% reduced Shock Duration on you elemental lightning ailmentjewel 0
default 0
1JewelCorrupted(20–25)% chance to Avoid being Shocked elemental lightning ailmentjewel 0
default 0
1JewelCorrupted(20–25)% reduced Effect of Shock on you elemental lightning ailmentjewel 1000
default 0
of the Stormdweller1JewelSuffix(30–35)% reduced Effect of Shock on you elemental lightning ailmentdefault 250
of Shocking1JewelSuffix(12–16)% increased Shock Duration on Enemies
(3–5)% chance to Shock
elemental lightning ailment
not_int 250
default 350
1JewelUnique15% reduced Effect of Shock on you elemental lightning ailmentjewel 1
default 0
1JewelUnique15% chance to Avoid being Shocked elemental lightning ailmentjewel 1
default 0
1JewelUniqueModifiers to Chance to Avoid being Shocked apply to all Elemental Ailments
1ExpeditionRelicPrefixMonsters have 100% chance to Avoid being Chilled
Monsters have 100% chance to Avoid being Frozen
Monsters have 100% chance to Avoid being Ignited
Monsters have 100% chance to Avoid being Shocked
default 1000
14ExpeditionRelicPrefixAll Damage from Monsters' Hits can Shock
Monsters' Hits have 20% chance to Shock
Monsters have 100% increased Effect of Shock
default 1000
1PrimordialAltarUniqueHits always Shock
All Damage can Shock
primordial_altar_upside 0
tangle_altar 0
default 0
1PrimordialAltarUniqueHits always Shock
Gain (70–130)% of Physical Damage as Extra Lightning Damage
All Damage can Shock
primordial_altar_upside 0
tangle_altar 1000
default 0
1PrimordialAltarUnique100% chance to create Shocked Ground on Death, lasting 3 secondsprimordial_altar_upside 0
tangle_altar 1000
default 0
1PrimordialAltarUnique(25–35)% chance for Enemies to drop Shocked Ground when Hitting you, no more than once every 2 secondsprimordial_altar_upside 0
tangle_altar 1000
default 0
Conducting75SanctumSpecialPrefixShocks you inflict spread to other Enemies within 1.6 metres elemental lightning ailmentint_special_relic 200
default 50
of Shocking75SanctumSpecialSuffix(20–30)% chance to Shock elemental lightning ailmentint_special_relic 600
default 150
of Insulation75SanctumSpecialSuffix(40–50)% reduced Effect of Shock on you elemental lightning ailmentint_special_relic 600
default 150
of the Faultless75SanctumSpecialSuffix(40–50)% chance to Avoid being Shocked elemental lightning ailmentint_special_relic 600
default 150
Rapturous84SanctumSpecialPrefixYour Fire Damage can Shock elemental fire lightning ailmentstr_special_relic 200
default 50
of Static1CrucibleMapSuffixAll Damage from Monsters' Hits inflicts Shock
Monsters' Hits always Shock
Monsters have 100% increased Effect of Shock
map item drop quantity +% [12]
map item drop rarity +% [7]
uber_tier_map 0
crucible_map_low 400
default 0
of Static1CrucibleMapSuffixAll Damage from Monsters' Hits inflicts Shock
Monsters' Hits always Shock
Monsters have 200% increased Effect of Shock
map item drop quantity +% [12]
map item drop rarity +% [7]
uber_tier_map 0
crucible_map_high 400
default 0
1TinctureUniqueAll Damage can Shock elemental lightning attack ailment
of Charge1TinctureSuffix(31–40)% increased Mana Regeneration Rate if you have Shocked an Enemy Recentlytincture 1000
default 0
of Voltage1TinctureSuffix(41–50)% increased Mana Regeneration Rate if you have Shocked an Enemy Recentlytincture 1000
default 0
of Dynamism60TinctureSuffix(51–70)% increased Mana Regeneration Rate if you have Shocked an Enemy Recentlytincture 500
default 0
Elementalist's45CharmPrefixShocks from your Hits always increase Damage taken by at least (5–7)%int_animal_charm 500
default 0
Elementalist's72CharmPrefixShocks from your Hits always increase Damage taken by at least (8–10)%int_animal_charm 250
default 0
Elementalist's1CharmPrefix(10–15)% chance to Freeze, Shock and Igniteint_animal_charm 1000
default 0
Elementalist's60CharmPrefix(16–25)% chance to Freeze, Shock and Igniteint_animal_charm 500
default 0
Saboteur's1CharmPrefix+(10–15)% to Critical Strike Multiplier against Burning Enemies
(20–30)% increased Critical Strike Chance against Shocked Enemies
int_animal_charm 500
dex_animal_charm 500
default 0
Saboteur's60CharmPrefix+(16–25)% to Critical Strike Multiplier against Burning Enemies
(31–50)% increased Critical Strike Chance against Shocked Enemies
int_animal_charm 250
dex_animal_charm 250
default 0
9Necropolis20% chance to Shock
All Damage can Shock
monster necropolis mod value +% [40]
default 300
46Necropolis50% chance to Shock
All Damage can Shock
monster necropolis mod value +% [80]
default 200
68NecropolisAlways Shock
All Damage can Shock
monster necropolis mod value +% [120]
default 100
Afflicting1UberMapPrefixAll Monster Damage can Ignite, Freeze and Shock
Monsters Ignite, Freeze and Shock on Hit
36% increased Quantity of Items found in this Area
13% increased Rarity of Items found in this Area
6% increased Pack size
uber_tier_map 50
default 0
of Lightning1UberMapSuffixArea 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 [0]
has_uber_map_suffix 30
default 0
Empowered1UberMapPrefixMonsters have a 20% chance to Ignite, Freeze and Shock on Hit
13% increased Quantity of Items found in this Area
8% increased Rarity of Items found in this Area
5% increased Pack size
elemental fire cold lightning ailment
has_uber_map_prefix 96
default 0
Item /2
Splitnewt Talisman
Talisman Tier: 2
(4–6)% chance to Freeze, Shock and Ignite
local stat monsters pick up item [1]
Corrupted
Fulgurite Tincture
All Damage can Shock
Unmodifiable
Unique /97
+(25–40) to maximum Life
+(75–100) to maximum Life
Regenerate (200–350) Life per second
Regenerate (8–10) Mana per second
(-25–-15)% to all Elemental Resistances
(-50–-40) Physical Damage taken from Attack Hits
40% increased Armour while not Ignited, Frozen or Shocked
+(12–16)% to Cold and Lightning Resistances
(25–30)% increased Cold Damage
Adds 1 to (50–70) Lightning Damage to Spells and Attacks
+(30–40) to maximum Life
1% of Damage Leeched as Life against Shocked Enemies
1% of Damage Leeched as Energy Shield against Frozen Enemies
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
(Leeched Energy Shield is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
+(12–16)% to Fire and Lightning Resistances
Adds (20–25) to (30–50) Fire Damage to Spells and Attacks
(25–30)% increased Lightning Damage
+(30–40) to maximum Mana
When you Kill a Shocked Enemy, inflict an equivalent Shock on each nearby Enemy
When you Kill an Ignited Enemy, inflict an equivalent Ignite on each nearby Enemy
(Shock increases Damage taken by 15%, for 2 seconds)
(Ignite deals Fire Damage over time)
+(8–10)% to all Elemental Resistances
20% increased Damage with Hits and Ailments per Freeze, Shock or Ignite on Enemy
+(20–30)% to all Elemental Resistances
30% increased Elemental Damage
10% chance to Freeze, Shock and Ignite
30% increased Elemental Damage with Attack Skills
(Freeze lowers Enemy Action Speed to zero, preventing them from acting. Duration is based on the Cold Damage of the Hit)
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
Adds 1 to 120 Lightning Damage to Attacks
(20–60)% increased Armour and Energy Shield
Gain (10–20) Life per Enemy Killed
15% increased Movement Speed
Drops Shocked Ground while moving, lasting 2 seconds
(Shock increases Damage taken by 15%)
Hexes applied by Socketed Curse Skills are Reflected back to you
(40–60)% increased Stun and Block Recovery
You cannot be Chilled for 3 seconds after being Chilled
You cannot be Frozen for 3 seconds after being Frozen
You cannot be Ignited for 3 seconds after being Ignited
You cannot be Shocked for 3 seconds after being Shocked
You grant (4–6) Frenzy Charges to allies on Death
Socketed Gems are Supported by Level 30 Added Lightning Damage
10% increased Attack Speed
(150–200)% increased Evasion and Energy Shield
100% increased Effect of Lightning Ailments
(Lightning Ailments are Shocked and Sapped)
Adds 15 to 25 Cold Damage to Attacks
70% increased Evasion Rating
+(20–30)% to Lightning Resistance
Cannot be Shocked
You can be Touched by Tormented Spirits
+(26–30)% to all Elemental Resistances
Your Fire Damage can Shock but not Ignite
Your Cold Damage can Ignite but not Freeze or Chill
Your Lightning Damage can Freeze but not Shock
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
(Freeze lowers Enemy Action Speed to zero, preventing them from acting. Duration is based on the Cold Damage of the Hit)
Adds 1 to (600–750) Lightning Damage
(10–15)% increased Attack Speed
100% of Lightning Damage Converted to Chaos Damage
Your Chaos Damage can Shock
Hits with this Weapon Shock Enemies as though dealing 300% more Damage
+40% to Maximum Effect of Shock
use unique purple shock effect [1]
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
(Base Maximum Effect of Shock is 50% increased Damage taken)
(20–24)% increased Elemental Damage with Attack Skills
Adds (48–60) to (72–90) Cold Damage
Adds 1 to (120–150) Lightning Damage
(10–15)% increased Attack Speed
(30–40)% increased Critical Strike Chance
15% increased Quantity of Items Dropped by Slain Frozen Enemies
30% increased Rarity of Items Dropped by Slain Shocked Enemies
+1 to Level of Socketed Strength Gems
Trigger Level 1 Gore Shockwave on Melee Hit if you have at least 150 Strength
+(15–30) to Strength
(80–100)% increased Physical Damage
Adds 5 to 10 Physical Damage
Culling Strike
(Culling Strike means enemies that are on 10% or lower life after your Hit are Killed)
+(20–30) to Strength
(150–180)% increased Armour and Energy Shield
+(50–70) to maximum Life
(20–40)% increased Mana Regeneration Rate
Removes Elemental Ailments on Rampage
Gain Immunity to Physical Damage for 1.5 seconds on Rampage
Rampage
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
(You gain Rampage bonuses for Killing multiple Enemies in quick succession)
+18% Chance to Block Attack Damage while wielding a Staff
40% increased Strength Requirement
+(80–120) to Intelligence
(30–50)% increased Lightning Damage
+2 to Level of all Lightning Spell Skill Gems
Damage Penetrates 20% Lightning Resistance
100% increased Duration of Lightning Ailments
(Lightning Ailments are Shocked and Sapped)
+18% Chance to Block Attack Damage while wielding a Staff
40% increased Strength Requirement
+(80–120) to Intelligence
(30–50)% increased Lightning Damage
+2 to Level of all Lightning Spell Skill Gems
15% chance to Shock
Damage Penetrates 20% Lightning Resistance
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
+(9–20) to maximum Energy Shield
Adds 1 to (30–50) Lightning Damage to Attacks
100% increased Shock Duration on you
Shocks you cause are reflected back to you
60% increased Damage while Shocked
15% increased Movement Speed while Shocked
(Shock increases Damage taken by 15%, for 2 seconds)
+(20–30)% to Lightning Resistance
40% increased Damage with Hits against Shocked Enemies
20% increased Lightning Damage
+(20–40) to maximum Mana
1% of Damage Leeched as Life against Shocked Enemies
25% chance to Shock
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
+(20–30) to Dexterity
+(40–80) to maximum Life
+(20–40) to maximum Mana
20% reduced Duration of Elemental Ailments on Enemies
Items and Gems have 10% increased Attribute Requirements
Always Freeze, Shock and Ignite
(Attributes are Strength, Dexterity, and Intelligence)
(Freeze lowers Enemy Action Speed to zero, preventing them from acting. Duration is based on the Cold Damage of the Hit)
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
(8–12)% increased Spell Damage
20% increased Spell Damage
12% increased Cast Speed
Regenerate 2 Mana per second
4% chance to Freeze, Shock and Ignite
(Freeze lowers Enemy Action Speed to zero, preventing them from acting. Duration is based on the Cold Damage of the Hit)
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
40% increased Global Accuracy Rating
Adds 1 to 9 Lightning Damage
+40% to Lightning Resistance
9% chance to Shock
50% of Physical Damage from Hits taken as Lightning Damage
When you Kill a Shocked Enemy, inflict an equivalent Shock on each nearby Enemy
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
(Shock increases Damage taken by 15%, for 2 seconds)
+25% to Global Critical Strike Multiplier
No Physical Damage
Adds 1 to (40–50) Lightning Damage
(25–30)% increased Attack Speed
Grants 2 Life per Enemy Hit
(15–20)% chance to Shock
Herald of Thunder has 50% increased Buff Effect
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
+3% chance to Suppress Spell Damage
10% chance to Avoid Elemental Ailments
10% increased Life Recovery from Flasks
(50% of Damage from Suppressed Hits and Ailments they inflict is prevented)
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
+18% Chance to Block Attack Damage while wielding a Staff
(80–100)% increased Physical Damage
Adds (25–35) to (45–60) Cold Damage
Adds (1–10) to (70–90) Lightning Damage
(20–35)% increased Critical Strike Chance
100% chance to Avoid being Shocked while Chilled
50% chance to Shock Chilled Enemies
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
+(12–16)% to Cold and Lightning Resistances
+(15–25) to Intelligence
(15–25)% increased Lightning Damage
(30–40)% increased Mana Regeneration Rate
40% of Lightning Damage Converted to Cold Damage
Your spells have 100% chance to Shock against Frozen Enemies
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
Grants Level 20 Doryani's Touch Skill
+(80–100) to maximum Energy Shield
30% chance to Shock
Adds (150–225) to (525–600) Lightning Damage to Unarmed Melee Hits
Adds (90–135) to (315–360) Lightning Damage to Spells while Unarmed
+(200–250) Energy Shield gained on Killing a Shocked Enemy
30% increased Effect of Lightning Ailments
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
(Unarmed Attacks are any Attacks performed with a hand that is not holding any Item)
(You are Unarmed as long as you have no Equipped Weapons)
(Lightning Ailments are Shocked and Sapped)
20% increased Global Physical Damage
+(80–100) to maximum Energy Shield
+(20–30)% to Lightning Resistance
25% increased Movement Speed
(20–40)% increased Projectile Damage
Unaffected by Shocked Ground
(Debuffs you are Unaffected by can still be placed on you, but will not actually apply their effect)
Trigger Level 10 Shock Ground when Hit
Adds 1 to (60–80) Lightning Damage to Spells and Attacks
(130–170)% increased Energy Shield
+(25–35)% to Lightning Resistance
Curse Enemies which Hit you with a random Hex, ignoring Curse Limit
1 to 4 Added Physical Damage with Bow Attacks
+10% to all Elemental Resistances
50% increased Duration of Elemental Ailments on Enemies
10% chance to Freeze, Shock and Ignite
Gain 25% of Weapon Physical Damage as Extra Damage of a random Element
(Freeze lowers Enemy Action Speed to zero, preventing them from acting. Duration is based on the Cold Damage of the Hit)
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
+(20–30) to maximum Energy Shield
(50–80)% increased Energy Shield
30% increased Movement Speed
20% increased Movement Speed on Shocked Ground
50% increased Damage on Burning Ground
Regenerate 2% of Life per second on Chilled Ground
Unaffected by Desecrated Ground
(Debuffs you are Unaffected by can still be placed on you, but will not actually apply their effect)
(125–150)% increased Charges per use
Shocks nearby Enemies during Effect, causing 10% increased Damage taken
You are Shocked during Effect, causing 50% increased Damage taken
Adds (10–15) to (55–65) Lightning Damage to Spells during Effect
20% of Lightning Damage Leeched as Life during Effect
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
(10–15)% increased Spell Damage
(210–250)% increased Energy Shield
+2 to Maximum Power Charges
20% chance to gain a Power Charge on Hit
(12–16)% increased Spell Damage per Power Charge
Lose all Power Charges on reaching Maximum Power Charges
Shocks you when you reach Maximum Power Charges
(Shock increases Damage taken by 15%, for 2 seconds)
(8–13)% increased Attack Speed
(120–180)% increased Armour
(3–5)% increased Movement Speed
50% increased Stun Duration on you
4% increased Melee Damage per Endurance Charge
You cannot be Shocked while at maximum Endurance Charges
+(25–35) to Dexterity
(20–40)% increased Evasion Rating
100% increased Evasion Rating during Onslaught
+(50–70) to maximum Life
25% increased Movement Speed
30% chance to Avoid Elemental Ailments while Phasing
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
+1 to Level of Socketed Strength Gems
Trigger Level 5 Gore Shockwave on Melee Hit if you have at least 150 Strength
+(15–30) to Strength
(80–100)% increased Physical Damage
Adds (35–45) to (80–90) Physical Damage
Gain 70% of Physical Damage as Extra Fire Damage
Culling Strike
(Culling Strike means enemies that are on 10% or lower life after your Hit are Killed)
+(20–40) to Strength
200% increased Armour and Energy Shield
+(10–15)% to all Elemental Resistances
25% increased Movement Speed
+1 to Maximum Endurance Charges
50% increased Elemental Ailment Duration on you
Bleeding cannot be inflicted on you
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
(230–260)% increased Evasion and Energy Shield
+(15–20) to maximum Energy Shield
(20–30)% increased maximum Mana
10% chance to Shock
+20% chance to be Shocked
30% of Lightning Damage is taken from Mana before Life
Attack Skills have Added Lightning Damage equal to 6% of maximum Mana
Lose 3% of Mana when you use an Attack Skill
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
(Shock increases Damage taken by 15%, for 2 seconds)
5% chance to deal Double Damage
Adds (60–80) to (270–320) Physical Damage
50% of Physical Damage Converted to Lightning Damage
50% chance to Shock
Damage Penetrates 20% Lightning Resistance
Enemies you Shock have 30% reduced Cast Speed
Enemies you Shock have 20% reduced Movement Speed
Hits with this Weapon Shock Enemies as though dealing 300% more Damage
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
30% increased Global Physical Damage
(400–450)% increased Physical Damage
(5–8)% increased Attack Speed
+(90–100) to maximum Life
Your Physical Damage can Shock
20% increased Area of Effect for Attacks
Deal no Elemental Damage
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
(5–10)% increased Spell Damage
+(20–30) to Intelligence
(170–230)% increased Energy Shield
+(35–40)% to Lightning Resistance
Shocks you inflict spread to other Enemies within 1.5 metres
Adds 1 to 10 Lightning Damage for each Shocked Enemy you've Killed Recently
(Recently refers to the past 4 seconds)
(5–10)% increased Spell Damage
(240–260)% increased Energy Shield
+(70–100) to maximum Life
+(30–40)% to Lightning Resistance
+(17–29)% to Chaos Resistance
Chaos Damage taken does not bypass Energy Shield while not on Low Life
Reflect Shocks applied to you to all Nearby Enemies
(You are on Low Life if you have 50% of your Maximum Life or less)
+(30–40) to Dexterity
(300–340)% increased Evasion Rating
30% increased Movement Speed
Immune to Burning Ground, Shocked Ground and Chilled Ground
Regenerate 100 Life per second while moving
+2 to Maximum Life per 10 Dexterity
(125–150)% increased Charges per use
Shocks nearby Enemies during Effect, causing 10% increased Damage taken
You are Shocked during Effect, causing 50% increased Damage taken
Adds (10–15) to (55–65) Lightning Damage to Attacks during Effect
20% of Lightning Damage Leeched as Life during Effect
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
(125–150)% increased Charges per use
Shocks nearby Enemies during Effect, causing 10% increased Damage taken
You are Shocked during Effect, causing 50% increased Damage taken
50% of Physical Damage Converted to Lightning during Effect
20% of Lightning Damage Leeched as Life during Effect
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
(125–150)% increased Charges per use
Shocks nearby Enemies during Effect, causing 10% increased Damage taken
You are Shocked during Effect, causing 50% increased Damage taken
Damage Penetrates 6% Lightning Resistance during Effect
20% of Lightning Damage Leeched as Life during Effect
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
+(25–35) to Strength
(20–30)% increased Lightning Damage
+(300–350) to Armour
+(30–35)% to Fire Resistance
+(30–35)% to Cold Resistance
0.6% of Lightning Damage Leeched as Life
(20–30)% chance to Shock during any Flask Effect
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
+(1–50)% to Lightning Resistance
(1–40)% increased Movement Speed
(1–100)% increased Duration of Lightning Ailments
(1–50)% increased Effect of Lightning Ailments
Unaffected by Shocked Ground
(Lightning Ailments are Shocked and Sapped)
(Debuffs you are Unaffected by can still be placed on you, but will not actually apply their effect)
+(60–80) to maximum Life
(20–50)% increased Damage if you have Shocked an Enemy Recently
(15–25)% increased Effect of Shock
Shocked Enemies you Kill Explode, dealing 5% of
their Life as Lightning Damage which cannot Shock
Unaffected by Shock
(Recently refers to the past 4 seconds)
(Debuffs you are Unaffected by can still be placed on you, but will not actually apply their effect)
+(10–16) to all Attributes
+(10–20)% to Fire Resistance
+(10–20)% to Cold Resistance
+(20–40)% to Lightning Resistance
30% reduced Duration of Ailments on Enemies
(5–10)% chance to Shock
Enemies take (5–10)% increased Damage for each type of Ailment you have inflicted on them
Your Elemental Damage can Shock
(Ailments are Bleeding, Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, Sapped, and Poisoned)
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
+5% chance to Suppress Spell Damage
(500–600)% increased Evasion and Energy Shield
+(60–80) to maximum Life
40% increased Duration of Ailments on Enemies
+(3–4)% Chance to Block
Shared Suffering
(Ailments are Bleeding, Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, Sapped, and Poisoned)
(All Damage from Hits will cause Elemental Ailments you are suffering. Elemental Ailments you inflict are removed from you)
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
+(40–50) to Dexterity
(150–200)% increased Evasion and Energy Shield
+(50–60) to maximum Life
+6 to Maximum Life per Elder Item Equipped
+4% to Damage over Time Multiplier for Ailments per Elder Item Equipped
8% increased Effect of Non-Damaging Ailments per Elder Item Equipped
Remove an Ailment when you use a Flask if all Equipped Items are Elder Items
(Ailments that do not deal Damage are Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
+(25–40) to maximum Life
(5–15)% increased Attributes
+(60–80) to maximum Life
Cannot be Frozen if Dexterity is higher than Intelligence
Cannot be Ignited if Strength is higher than Dexterity
Cannot be Shocked if Intelligence is higher than Strength
1% increased Damage per 5 of your lowest Attribute
(Attributes are Strength, Dexterity, and Intelligence)
+18% Chance to Block Attack Damage while wielding a Staff
+15% Chance to Block Attack Damage while wielding a Staff
Adds (242–260) to (268–285) Physical Damage
(20–35)% increased Critical Strike Chance
50% of Physical Damage Converted to Cold Damage
50% of Physical Damage Converted to Lightning Damage
100% chance to Avoid being Shocked while Chilled
(30–40)% chance to Chill Attackers for 4 seconds on Block
(30–40)% chance to Shock Attackers for 4 seconds on Block
(Warstaves are considered Staves)
(Chill reduces Enemy Action Speed by 10%)
(Shock increases Damage taken by 15%)
(15–25)% increased Elemental Damage
(40–45)% increased Mana Regeneration Rate
+(20–30)% to Fire and Lightning Resistances
Your Lightning Damage can Ignite
(8–12)% increased Burning Damage for each time you have Shocked a Non-Shocked Enemy Recently, up to a maximum of 120%
Adds (1–3) to (62–70) Lightning Damage to Hits against Ignited Enemies
(Recently refers to the past 4 seconds)
30% increased Elemental Damage with Attack Skills
(5–8)% increased Attack Speed
+(90–100) to maximum Life
Your Elemental Damage can Shock
Gain 700% of Weapon Physical Damage as Extra Damage of a random Element
20% increased Area of Effect for Attacks
Deal no Non-Elemental Damage
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
+400 to Accuracy Rating
(180–210)% increased Physical Damage
(10–15)% increased Attack Speed
50% of Physical Damage from Hits with this Weapon is Converted to a random Element
Hits with this Weapon always Ignite, Freeze, and Shock
Hits with this Weapon Freeze Enemies as though dealing (150–200)% more Damage
Hits with this Weapon Shock Enemies as though dealing (150–200)% more Damage
Ignites inflicted with this Weapon deal (50–75)% more Damage
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
(Freeze lowers Enemy Action Speed to zero, preventing them from acting. Duration is based on the Cold Damage of the Hit)
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
+400 to Accuracy Rating
(180–210)% increased Physical Damage
(10–15)% increased Attack Speed
100% of Physical Damage from Hits with this Weapon is Converted to a random Element
Hits with this Weapon always Ignite, Freeze, and Shock
Hits with this Weapon deal (30–60)% increased Damage to Ignited Enemies
Hits with this Weapon deal (30–60)% increased Damage to Frozen Enemies
Hits with this Weapon deal (30–60)% increased Damage to Shocked Enemies
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
(Freeze lowers Enemy Action Speed to zero, preventing them from acting. Duration is based on the Cold Damage of the Hit)
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
(20–30)% increased Mana Regeneration Rate
Adds (48–53) to (58–60) Chaos Damage
Items and Gems have 50% increased Attribute Requirements
Chaos Damage can Ignite, Chill and Shock
Gain Soul Eater for 20 seconds when you use a Vaal Skill
(Attributes are Strength, Dexterity, and Intelligence)
(While you have Soul Eater, you consume the souls of anything killed nearby, gaining 5% increased Attack and Cast speed for each. You lose 1 soul every 0.5 seconds if you have not gained any souls Recently. Maximum of 45 souls consumed)
(240–280)% increased Energy Shield
+(30–40)% to Lightning Resistance
(30–40)% increased Elemental Damage
(25–50)% chance to Sap Enemies
Cannot inflict Shock
(Sapped Enemies deal up to 20% less Damage, based on the Lightning Damage of the Hit, for 4 seconds)
[One to three random synthesis implicit modifiers]
(20–30)% increased Damage over Time
(250–300)% increased Evasion and Energy Shield
+(20–30)% to Lightning Resistance
Enemies you kill are Shocked
Shocks you inflict spread to other Enemies within 1.5 metres
(Shock increases Damage taken by 15%, for 2 seconds)
26% increased Elemental Damage
Grants Level 30 Smite Skill
+(10–30) to Strength and Intelligence
Enemies inflict Elemental Ailments on you instead of nearby Allies
redirect elemental ailments to aura owner [1]
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
(80–120)% increased Armour and Energy Shield
Minions convert 25% of Physical Damage to Fire Damage per Red Socket
Minions convert 25% of Physical Damage to Cold Damage per Green Socket
Minions convert 25% of Physical Damage to Lightning Damage per Blue Socket
Minions convert 25% of Physical Damage to Chaos Damage per White Socket
Minions have (5–10)% chance to Freeze, Shock and Ignite
(Freeze lowers Enemy Action Speed to zero, preventing them from acting. Duration is based on the Cold Damage of the Hit)
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
+(20–30)% to Lightning Resistance
+(30–50) to Intelligence
(20–25)% increased Spell Damage
30% chance to Avoid Elemental Ailments
Nova Spells have 20% less Area of Effect
Nova Spells deal 30% less Damage to Players with Hits and Ailments
Nova Spells Cast at the targeted location instead of around you
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
Adds (16–19) to (25–29) Fire Damage
Adds (16–19) to (25–29) Cold Damage
Adds (6–10) to (33–38) Lightning Damage
(60–120)% increased Evasion Rating
Critical Strikes do not inherently inflict non-Damaging Ailments
Inflict non-Damaging Ailments as though dealing (100–200)% more Damage
(Ailments that do not deal Damage are Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
+(50–70) to maximum Energy Shield
+(15–20)% to Cold and Lightning Resistances
(20–30)% chance to Sap Enemies in Chilling Areas
Enemies in your Chilling Areas take (25–35)% increased Lightning Damage
(15–20)% increased Effect of Non-Damaging Ailments
(Chilled Ground, Creeping Frost, Frost Shield, and Vortices are Chilling Areas)
(Sapped Enemies deal up to 20% less Damage, based on the Lightning Damage of the Hit, for 4 seconds)
(Ailments that do not deal Damage are Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
Has 1 Socket
+3 to Level of Socketed Curse Gems
+(20–30)% to Cold Resistance
+(20–30)% to Lightning Resistance
Left Ring Slot: Your Chilling Skitterbot's Aura applies Socketed Hex Curse instead
Right Ring Slot: Your Shocking Skitterbot's Aura applies Socketed Hex Curse instead
+(8–12)% to Fire and Lightning Resistances
Grants Level 1 Embrace Madness Skill
30% increased Movement Speed
(20–40)% increased Effect of Non-Damaging Ailments
You have Igniting, Chilling and Shocking Conflux while affected by Glorious Madness
Immune to Elemental Ailments while affected by Glorious Madness
(Ailments that do not deal Damage are Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
(While you have Elemental Conflux, all Damage from Hits will cause Chill, Shock, and Ignite)
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
+(20–30)% to Lightning Resistance
+(20–30) to Intelligence
(20–30)% increased Lightning Damage
(10–15)% chance to Shock
Herald of Thunder also creates a storm when you Shock an Enemy
Herald of Thunder's Storms Hit Enemies with (30–50)% increased Frequency
Take 250 Lightning Damage when Herald of Thunder Hits an Enemy
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
Has 1 Socket
All Sockets are White
Socketed Gems have Secrets of Suffering
-20% to all Elemental Resistances
+(75–100)% to Fire Resistance when Socketed with a Red Gem
+(75–100)% to Cold Resistance when Socketed with a Green Gem
+(75–100)% to Lightning Resistance when Socketed with a Blue Gem
(Cannot Ignite, Chill, Freeze or Shock
Critical Strikes inflict Scorch, Brittle and Sapped)
(12–20)% increased Rarity of Items found
+(20–30) to Dexterity
+(50–70) to maximum Energy Shield
+75% to Lightning Resistance
Regenerate 5% of Energy Shield per second while Shocked
Unaffected by Shock
(Debuffs you are Unaffected by can still be placed on you, but will not actually apply their effect)
(20–24)% increased Elemental Damage with Attack Skills
Adds (48–60) to (72–90) Cold Damage
Adds 1 to (120–150) Lightning Damage
(10–15)% increased Attack Speed
(30–40)% increased Critical Strike Chance
Enemies Frozen by you take 20% increased Damage
+(90–120) Energy Shield gained on Killing a Shocked Enemy
30% increased Global Critical Strike Chance
+18% Chance to Block Attack Damage while Dual Wielding
+(10–20) to Dexterity
10% increased Attack Speed
50% increased Global Critical Strike Chance
Chill Attackers for 4 seconds on Block
Shock Attackers for 4 seconds on Block
(Chill reduces Enemy Action Speed by 10%)
(Shock increases Damage taken by 15%)
+(2–4)% Chance to Block Spell Damage
+(2–4)% Chance to Block Attack Damage
+10% chance to be Frozen, Shocked and Ignited
+(25–40) to maximum Life
+(30–40) to Dexterity
+(300–500) to Evasion Rating
(10–15)% increased Duration of Elemental Ailments on Enemies
Enemies Ignited by you have (10–15)% of Physical Damage they deal converted to Fire
Enemies Shocked by you have (10–15)% of Physical Damage they deal converted to Lightning
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
+5% chance to Suppress Spell Damage
(400–500)% increased Evasion and Energy Shield
(25–40)% increased Mana Regeneration Rate
+50% chance to be Shocked
40% of Cold Damage taken as Lightning Damage
40% of Fire Damage taken as Lightning Damage
(Shock increases Damage taken by 15%, for 2 seconds)
+(30–40) to Intelligence
(100–140)% increased Evasion and Energy Shield
+(10–20)% to all Elemental Resistances
(5–10)% chance to Freeze, Shock and Ignite
Elemental Damage you Deal with Hits is Resisted by lowest Elemental Resistance instead
(Freeze lowers Enemy Action Speed to zero, preventing them from acting. Duration is based on the Cold Damage of the Hit)
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
+20% Chance to Block Attack Damage while wielding a Staff
(140–180)% increased Physical Damage
(0–50)% of Physical Damage Converted to Fire Damage
(0–50)% of Physical Damage Converted to Cold Damage
(0–50)% of Physical Damage Converted to Lightning Damage
Elemental Ailments you inflict are Reflected to you
Elemental Damage with Hits is Lucky while you are Shocked
Damage Penetrates (8–10)% Elemental Resistances while you are Chilled
Gain (30–40)% of Physical Damage as Extra Damage of a random Element while you are Ignited
+(10–16) to all Attributes
(-3–3)% to maximum Fire Resistance
(-3–3)% to maximum Cold Resistance
(-3–3)% to maximum Lightning Resistance
You have Scorching Conflux, Brittle Conflux and Sapping Conflux while your two highest Attributes are equal
Cannot Ignite, Chill, Freeze or Shock
(Maximum Resistances cannot be raised above 90%)
Corrupted
(10–15)% increased Spell Damage
Has no Energy Shield
+(40–70) to maximum Life
+(40–70) to maximum Mana
(3–4) to (7–8) added Fire Damage per 100 of Maximum Life or Maximum Mana, whichever is lower
Unaffected by Ignite or Shock if Maximum Life and Maximum Mana are within 500
(125–150)% increased Charges per use
Shocks nearby Enemies during Effect, causing 10% increased Damage taken
You are Shocked during Effect, causing 50% increased Damage taken
(25–40)% increased Effect of Shocks you inflict during Effect
Shocks you inflict during Effect spread to other Enemies within 2 metres
20% of Lightning Damage Leeched as Life during Effect
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
Restores Ward on use
(20–30)% increased Charge Recovery
Inflict Fire, Cold and Lightning Exposure on nearby Enemies when used
(20–30)% increased Effect of Non-Damaging Ailments you inflict during Effect
(Each Exposure applies -10% to the matching Resistance for 4 seconds)
(Ailments that do not deal Damage are Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
(15–25)% increased Elemental Damage
(15–25)% increased Global Critical Strike Chance
+(20–40)% to Fire Resistance
+(20–40)% to Cold Resistance
(10–20)% increased Duration of Ailments on Enemies
Left Ring slot: Cover Enemies in Ash for 5 seconds when you Ignite them
Right Ring slot: Cover Enemies in Frost for 5 seconds when you Freeze them
(Ailments are Bleeding, Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, Sapped, and Poisoned)
(Being Covered in Ash applies 20% less Movement Speed and 20% increased Fire Damage Taken)
(Being Covered in Frost applies 50% less Critical Strike Chance and 20% increased Cold Damage Taken)
Adds (6–8) to (12–16) Cold Damage
Adds 1 to (25–35) Lightning Damage
(10–15)% increased Attack Speed
(30–40)% increased Critical Strike Chance
15% increased Quantity of Items Dropped by Slain Frozen Enemies
30% increased Rarity of Items Dropped by Slain Shocked Enemies
+(12–16)% to Cold and Lightning Resistances
+(15–25) to Intelligence
(15–25)% increased Lightning Damage
(30–40)% increased Mana Regeneration Rate
40% of Lightning Damage Converted to Cold Damage
Your spells have 100% chance to Shock against Frozen Enemies
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
+(9–20) to maximum Energy Shield
Adds 1 to (15–20) Lightning Damage to Attacks
100% increased Shock Duration on you
Shocks you cause are reflected back to you
30% increased Damage while Shocked
15% increased Movement Speed while Shocked
(Shock increases Damage taken by 15%, for 2 seconds)
+(20–25)% chance to Suppress Spell Damage
(60–100)% increased Evasion Rating
(20–25)% chance to Avoid Elemental Ailments
Recover (100–200) Life when you Suppress Spell Damage
(50% of Damage from Suppressed Hits and Ailments they inflict is prevented)
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
+(10–15)% to Fire Resistance
Modifiers to Ignite Duration on you apply to all Elemental Ailments
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
+(10–15)% to Lightning Resistance
Modifiers to Chance to Avoid being Shocked apply to all Elemental Ailments
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
30% increased Chaos Damage
Adds (600–650) to (750–800) Chaos Damage
(-16–16)% reduced Attack Speed
(-200–200) to maximum Life
Your Chaos Damage can Shock
(-40–40)% reduced Area of Effect for Attacks
Deal no Physical or Elemental Damage
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
+(20–30) to Intelligence
+(20–25)% to all Elemental Resistances
(20–25)% chance to Freeze, Shock and Ignite
Cursed Enemies cannot inflict Elemental Ailments on You
(Freeze lowers Enemy Action Speed to zero, preventing them from acting. Duration is based on the Cold Damage of the Hit)
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
+(40–60) to maximum Energy Shield
+(40–60) to maximum Mana
(60–100)% increased Effect of Chills you inflict while Leeching Mana
(60–100)% increased Effect of Shocks you inflict while Leeching Energy Shield
Unaffected by Chill while Leeching Mana
Unaffected by Shock while Leeching Energy Shield
+(5–10) to Dexterity
Modifiers to Chance to Suppress Spell Damage also apply to Chance to Avoid Elemental Ailments at 50% of their Value
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
+(9–20) to maximum Energy Shield
+(40–50) to maximum Life
(40–60)% increased Stun and Block Recovery
Reflects (100–150) Physical Damage to Melee Attackers
Regenerate 2% of Life per second for each different Ailment affecting you
(Ailments are Bleeding, Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, Sapped, and Poisoned)
+(15–25) to maximum Energy Shield
(30–40)% increased Spell Damage
+(60–80) to maximum Mana
(5–10)% chance to Freeze, Shock and Ignite
Spells cause you to gain Energy Shield equal to their Upfront
Cost every fifth time you Pay it
(Freeze lowers Enemy Action Speed to zero, preventing them from acting. Duration is based on the Cold Damage of the Hit)
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
(Upfront Costs are all Costs that are not paid per-second)
3% increased Movement Speed
(100–150)% increased Evasion Rating
(15–25)% chance to Avoid Elemental Ailments
+(3–8)% Chance to Block
(30–40)% chance for Elemental Resistances to count as being 90% against Enemy Hits
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
(80–100)% increased Evasion Rating
60% increased Mana Regeneration Rate
+(20–30)% to Cold Resistance
+(20–30)% to Lightning Resistance
Gain 1% of Lightning Damage as Extra Cold Damage per 2% Shock Effect on Enemy
+30% chance to Suppress Spell Damage
+(40–50) to Dexterity
(140–220)% increased Evasion Rating
25% increased Shock Duration on Enemies
(12–18) to (231–347) Added Lightning Damage with Wand Attacks
(50% of Damage from Suppressed Hits and Ailments they inflict is prevented)
(80–120)% increased Armour
30% increased Movement Speed
(5–25)% increased Duration of Ailments on Enemies
Damaging Ailments deal damage (5–25)% faster
You and Enemies in your Presence count as moving while affected by Elemental Ailments
(Ailments are Bleeding, Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, Sapped, and Poisoned)
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
(They will deal the same total damage over a shorter duration)
Passive /15
30% increased Damage if you have Shocked an Enemy Recently
50% increased Duration of Lightning Ailments
30% increased Effect of Lightning Ailments
(Lightning Ailments are Shocked and Sapped)
(Recently refers to the past 4 seconds)
+1% to all maximum Elemental Resistances
20% chance to Avoid Elemental Ailments
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
(Maximum Resistances cannot be raised above 90%)
+12% to all Elemental Resistances
24% increased Elemental Damage
10% chance to Freeze, Shock and Ignite
(Freeze lowers Enemy Action Speed to zero, preventing them from acting. Duration is based on the Cold Damage of the Hit)
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
10% increased maximum Life
8% chance to Avoid Elemental Ailments
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
Refresh Duration of Ignite, Chill and Shock on Enemies you Curse
Remove Elemental Ailments when you Cast a Curse Spell
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
30% increased Elemental Damage
10% chance to Freeze, Shock and Ignite
30% increased Effect of Non-Damaging Ailments
(Ailments that do not deal Damage are Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
(Freeze lowers Enemy Action Speed to zero, preventing them from acting. Duration is based on the Cold Damage of the Hit)
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
30% increased Lightning Damage
50% increased Effect of Lightning Ailments
(Lightning Ailments are Shocked and Sapped)
25% increased Cold Damage
25% increased Lightning Damage
Enemies Shocked or Frozen by you take 5% increased Elemental Damage
100% increased Critical Strike Chance against Shocked Enemies
20% increased Duration of Elemental Ailments on Enemies
20% increased Elemental Damage
20% increased Effect of Non-Damaging Ailments
(Ailments that do not deal Damage are Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
30% increased Spell Damage while holding a Shield
30% reduced Elemental Ailment Duration on you while holding a Shield
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
+1% to all maximum Elemental Resistances
20% reduced Elemental Ailment Duration on you
20% reduced Effect of Chill and Shock on you
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
(Maximum Resistances cannot be raised above 90%)
Intelligence provides no inherent bonus to Energy Shield
2% reduced Duration of Elemental Ailments on you per 15 Intelligence
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
Take 50% less Damage over Time if you've started taking Damage over Time in the past second
100% more Duration of Ailments on you
(Ailments are Bleeding, Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, Sapped, and Poisoned)
10% chance to Avoid non-Damaging Ailments on you per Bark below maximum
10% reduced Duration of Damaging Ailments on you per Bark
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
(Ailments that do not deal Damage are Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
Ascendancy Passive /10
Ascendancy: Raider
Character: Ranger
50% chance to Avoid Elemental Ailments while Phasing
Nearby Enemies have Fire, Cold and Lightning Exposure while you have Phasing, applying -20% to those Resistances
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
Ascendancy: Pathfinder
Character: Ranger
Removes Elemental Ailments when you use a Flask
50% chance for Flasks you use to not consume Charges
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
Ascendancy: Elementalist
Character: Witch
Hits always Shock
Shocks from your Hits always increase Damage taken by at least 15%
All Damage can Shock
25% more Effect of Lightning Ailments you inflict with Hits if the highest Damage Type is Lightning
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
(Lightning Ailments are Shocked and Sapped)
Ascendancy: Necromancer
Character: Witch
2% increased Attack and Cast Speed for each corpse Consumed Recently, up to a maximum of 200%
Enemies near corpses you Spawned Recently are Chilled and Shocked
(Recently refers to the past 4 seconds)
(Killing an Enemy is not Spawning a corpse)
(Shock increases Damage taken by 15%)
(Chill reduces Enemy Action Speed by 10%)
Ascendancy: Champion
Character: Duelist
Your Hits permanently Intimidate Enemies that are on Full Life
Gain Adrenaline for 20 seconds when you reach Low Life
Recover 25% of Life when you gain Adrenaline
Remove all Ailments and Burning when you gain Adrenaline
(Ailments are Bleeding, Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, Sapped, and Poisoned)
(Intimidated enemies take 10% increased Attack Damage)
(Adrenaline grants 100% increased Damage, 25% increased Attack, Cast and Movement Speed and 10% additional Physical Damage Reduction. You cannot gain Adrenaline if you already have it)
Ascendancy: Hierophant
Character: Templar
Non-Damaging Ailments have 50% reduced Effect on you while you have Arcane Surge
30% increased Area of Effect while you have Arcane Surge
0.5% of Spell Damage Leeched as Life while you have Arcane Surge
(Ailments that do not deal Damage are Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
Ascendancy: Guardian
Character: Templar
Every 4 seconds, remove Curses and Elemental Ailments from you
Every 4 seconds, Regenerate 100% of Life over one second
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
Ascendancy: Guardian
Character: Templar
Linked Targets and Allies in your Link Beams have +5% to all Maximum Elemental Resistances
Enemies in your Link Beams cannot apply Elemental Ailments
Enemies in your Link Beams have -20% to all Elemental Resistances
(Maximum Resistances cannot be raised above 90%)
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
Ascendancy: Saboteur
Character: Shadow
Immune to Ignite and Shock
Regenerate 2% of Life per second for each Mine Detonated Recently, up to 10% per second
Regenerate 2% of Life per Second for each Trap Triggered Recently, up to 10% per second
(Recently refers to the past 4 seconds)
Ascendancy: Saboteur
Character: Shadow
+40% to Critical Strike Multiplier against Burning Enemies
80% increased Critical Strike Chance against Shocked Enemies
Damage Penetrates 10% Elemental Resistances against Chilled Enemies
Cluster Jewel Passive /19
Cannot Ignite, Chill, Freeze or Shock
Critical Strikes inflict Scorch, Brittle and Sapped
(Scorched Enemies have their Elemental Resistances lowered by up to 30%, based on the Fire Damage of the Hit, for 4 seconds)
(Hits have up to +6% Critical Strike Chance against Brittle Enemies, based on the Cold Damage of the Hit which inflicted Brittle, for 4 seconds)
(Sapped Enemies deal up to 20% less Damage, based on the Lightning Damage of the Hit, for 4 seconds)
10% chance to Freeze, Shock and Ignite while affected by a Herald
25% increased Elemental Damage while affected by a Herald
20% increased Duration of Elemental Ailments on Enemies
20% increased Damage with Hits and Ailments against Enemies affected by Ailments
20% increased Effect of Non-Damaging Ailments
(Ailments that do not deal Damage are Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
(Ailments are Bleeding, Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, Sapped, and Poisoned)
10% chance to Freeze, Shock and Ignite
30% increased Elemental Damage with Attack Skills
15% increased Effect of Non-Damaging Ailments
(Ailments that do not deal Damage are Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
(Freeze lowers Enemy Action Speed to zero, preventing them from acting. Duration is based on the Cold Damage of the Hit)
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
You cannot be Shocked if you've been Shocked Recently
30% reduced Effect of Shock on you
Unaffected by Shocked Ground
(Shock increases Damage taken by up to 50%)
(Debuffs you are Unaffected by can still be placed on you, but will not actually apply their effect)
(Recently refers to the past 4 seconds)
25% increased Damage over Time
15% increased Duration of Ailments on Enemies
(Ailments are Bleeding, Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, Sapped, and Poisoned)
25% increased Effect of Cold Ailments you inflict on Shocked Enemies
25% increased Effect of Lightning Ailments you inflict on Chilled Enemies
(Cold Ailments are Chilled, Frozen and Brittle)
(Lightning Ailments are Shocked and Sapped)
+10% chance to Suppress Spell Damage
20% chance to Avoid Elemental Ailments
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
(50% of Damage from Suppressed Hits and Ailments they inflict is prevented)
+10% to Damage over Time Multiplier for Ignite from Critical Strikes
20% increased Effect of non-Damaging Ailments you inflict with Critical Strikes
40% increased Critical Strike Chance
(Ailments that do not deal Damage are Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
3% Chance to Block Spell Damage
25% reduced Elemental Ailment Duration on you
+3% Chance to Block Attack Damage
25% reduced Effect of Chill and Shock on you
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
20% increased Elemental Damage
30% increased Mana Regeneration Rate if you have Frozen an Enemy Recently
30% increased Mana Regeneration Rate if you have Shocked an Enemy Recently
10% increased Effect of Non-Damaging Ailments
(Ailments that do not deal Damage are Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
(Recently refers to the past 4 seconds)
+1% to maximum Lightning Resistance
+20% to Lightning Resistance
30% chance to Avoid being Shocked
(Maximum Resistances cannot be raised above 90%)
Conductivity can affect Hexproof Enemies
30% increased Effect of Shocks you inflict on Cursed Enemies
30% increased Lightning Damage
40% increased Effect of Lightning Ailments
(Lightning Ailments are Shocked and Sapped)
20% increased Effect of Lightning Ailments
Wrath has 50% increased Mana Reservation Efficiency
(Lightning Ailments are Shocked and Sapped)
15% increased Elemental Damage if you've Chilled an Enemy Recently
20% increased Elemental Damage if you've Ignited an Enemy Recently
25% increased Elemental Damage if you've Shocked an Enemy Recently
(Recently refers to the past 4 seconds)
10% chance to gain a Power Charge when you Shock a Chilled Enemy
25% increased Cold Damage with Hits against Shocked Enemies
25% increased Lightning Damage with Hits against Chilled Enemies
Bow Skills have +6% to Damage over Time Multiplier
Bow Skills have 10% increased Skill Effect Duration
10% increased Duration of Ailments inflicted while wielding a Bow
(Ailments are Bleeding, Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, Sapped, and Poisoned)
20% increased Lightning Damage
Your Critical Strikes Knock Back Shocked Enemies
30% increased Critical Strike Chance
Timeless Jewel Passive /3
FactionCategoryNameShow Full Descriptions
VaalPassiveShock Chance
(3–6)% chance to Shock
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
EternalNotableVirtue Gem Surgery
30% increased Effect of Shock
EternalNotableRural Life
80% chance to Avoid being Shocked
Timeless Jewel Passive Additions /1
FactionCategoryShow Full DescriptionsCode
VaalNotable
(3–6)% chance to Shockvaal_small_chance_to_shock
Elevated modifier List /11
NameLvModsElevated Mods
of the Crusade68(31–35)% reduced Effect of Shock on you
Group: 2592
(36–40)% reduced Effect of Shock on you
of the Crusade70(36–40)% reduced Effect of Shock on you
Group: 2592
(51–60)% reduced Effect of Shock on you
of the Crusade75(51–60)% reduced Effect of Shock on you
Group: 2592
(45–75)% increased Critical Strike Chance if you've been Shocked Recently
(51–60)% reduced Effect of Shock on you
of Redemption68(6–8)% chance to Shock
(8–12)% increased Effect of Lightning Ailments

Group: 687
(6–8)% chance to Shock
(13–15)% increased Effect of Lightning Ailments
of Redemption75(6–8)% chance to Shock
(13–15)% increased Effect of Lightning Ailments

Group: 687
(10–15)% chance to Shock
Shock Enemies as though dealing (30–50)% more Damage
of the Hunt80You have Shocking Conflux for 3 seconds every 8 seconds
Group: 3552
(20–30)% increased Shock Duration on Enemies
You have Shocking Conflux for 3 seconds every 8 seconds
The Elder's68Unaffected by Shocked Ground
Group: 1512
Unaffected by Shock
Crusader's68Unaffected by Shocked Ground
Group: 1512
Unaffected by Shock
of the Crusade68(31–35)% chance to Avoid being Shocked
Group: 1227
(36–40)% chance to Avoid being Shocked
of the Crusade70(36–40)% chance to Avoid being Shocked
Group: 1227
(51–60)% chance to Avoid being Shocked
of the Crusade75(51–60)% chance to Avoid being Shocked
Group: 1227
(71–80)% chance to Avoid being Shocked

Community Wiki

Edit

Shock

Shock is an elemental ailment associated with Lightning that causes the affected target to take increased damage from all sources.



Mechanics

A hit of damage that has a X% chance to shock is capable of inflicting shock. Critical strikes always inflict shock regardless of their chance to shock. Modifiers to chance to shock can be found on some gems, equipment, and the passive skill tree. By default, only lightning damage is able to inflict shock. Some skill effects and modifiers, such as Shocked Ground and Summon Skitterbots, apply shock without dealing damage.

The base duration of shock is 2 seconds and its effect is determined based on to the amount of Lightning damage dealt relative to the enemy's ailment threshold. Shock's effect is capped at 50%. Shock's minimum effect is 5%; any shock of lesser effect than that is discarded. The effect of shock is calculated using the following formula:

where D is the lightning damage dealt, T is the enemy's ailment threshold, and M is the sum of the attacker's increases to the effect of shock (normally 0%).

In the great majority of cases, a monster's ailment threshold is equal to its maximum life. It primarily differs for especially high-life monsters (such as The Shaper), where the threshold is reduced to allow ailments to be applied with hits that wouldn't ordinarily reach the required life thresholds. Playtesting estimates the ailment threshold on Sirus, the Awakener of Worlds to be 25million damage, or approximately 35% of boss life.

Example shock values

Resulting shock effect Percentage of enemy's ailment threshold dealt as lightning damage
5% 0.32%
10% 1.79%
15% 4.93%
20% 10.12%
25% 17.68%
30% 27.89%
35% 41.00%
40% 57.24%
45% 76.84%
50% 100.00%
Lightning Hit Damage Approximate % Shock on Sirus*,Assuming Default Ailment Effect
10 000 0.0
20 000 0.0
50 000 0.0
79 057 5.0
100 000 5.5
200 000 7.2
500 000 10.5
1 000 000 13.8
2 000 000 18.2
5 000 000 26.3
10 000 000 34.7
20 000 000 45.7
25 000 000 50.0

*Note that in-game values are rounded, usually in the enemy's favor

In-depth mechanics

Some modifiers such as Shocking Conflux or the modifiers found on The Three Dragons and Voltaxic Rift can change which damage types are able to inflict shock. If the player is able to shock with multiple different damage types, the shock's effect is determined by the total damage dealt by all applicable damage types.

Some modifiers, such as the one found on Voltaxic Rift, can raise the maximum effect of shock beyond 50%.

Modifiers to shock effect, such as X% increased Effect of Shock, apply to the effect of the shock before the minimum or maximum effect is enforced. This means that increases to the effect of shock effectively reduce the amount of damage needed to apply both a minimum and a maximum shock. For example, a total of 100% increased Effect of Shock would reduce required the amount of damage dealt to apply a minumum effect shock to 0.06% of the enemy's ailment threshold, and reduce the required damage dealt for a maximum shock to 17.68%.

Unless otherwise specified, all sources of shock that apply without dealing damage have a base effect of 15% increased damage taken and scale with any modifiers to shock effectiveness. Some examples of shocks that apply without dealing damage are Shocked Ground, Summon Skitterbots, and Vessel of Vinktar.

The shock ailment is applied after the hit (not before), because the magnitude of the shock is based on damage dealt.


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