lightning GemTags /132
Channel to project an illusion which you steer. You gain stages while it moves, until it stops at a maximum total distance. Waves of area damage frequently pulse along its path, based on your attack speed. Stop channelling to teleport to the illusion, dealing a final wave of damage. Requires a Melee Weapon.
Each attack with a melee weapon will choose an element at random, and will only be able to deal damage of that element. If the attack hits an enemy, it will deal damage in an area around them, with the radius being larger if that enemy is suffering from an ailment of the chosen element. It will avoid choosing the same element twice in a row.
Fires a projectile with a wand or bow that deals fire, cold and lightning damage. If the projectile hits an enemy, it will deal damage in an area around them.
Supports any skill that hits enemies.
Discharge all the character's charges to deal elemental damage to all nearby monsters.
Discharge all the character's charges to deal elemental damage to all nearby monsters.
Launches unpredictable sparks that move randomly until they hit an enemy or expire.
Launches unpredictable sparks in all directions that move randomly until they hit an enemy or expire.
Launches unpredictable sparks with that move randomly with large differences in speed and distance until they hit an enemy or expire.
Continuously launches unpredictable sparks in all directions that move randomly until they hit an enemy or expire.
Casts a ring of Lightning around you, followed by a larger Lightning nova. Each effect hits enemies caught in their area with Lightning Damage.
Casts a ring of Lightning around you, followed by a larger Lightning nova. Each effect hits enemies caught in their area with Lightning Damage.
Waits for a duration before teleporting to a targeted destination, with the duration based on the distance and your movement speed. When the teleport occurs, lightning damage is dealt to the area around both where the player was and where they teleported to. Casting again will queue up multiple teleportations to occur in sequence.
Casts a delayed teleport for nearby enemies to a target destination. When the teleport occurs, lightning damage is dealt to the enemies both before and after they teleport.
Infuses your melee weapon with electrical energies as you swing. In addition to converting some of your physical damage to lightning damage, the stored energy is released from the weapon as projectiles as you strike, flying out to hit farther-away enemies. The projectiles cannot miss if the melee attack hit a target.
Infuses your melee weapon with electrical energies as you swing. In addition to converting some of your physical damage to lightning damage, the stored energy is released from the weapon as a projectile as you strike, flying out to hit farther-away enemies and chain between them. The projectile cannot miss if the melee attack hit a target.
Infuses your melee weapon with electrical energies as you swing. In addition to converting some of your physical damage to lightning damage, the stored energy becomes an orb attached to the enemy you hit, or the ground if you don't hit an enemy. The orb will periodically fire projectiles at other nearby enemies for a duration, which will also damage the enemy the orb is attached to.
Enchants your shield with the power of storms, which lashes out to deal arcing lightning damage to attackers when you block them.
Fires your wand to fire a single projectile each at a number of nearby enemies, granting you a power charge if an enemy is killed by, or soon after, the hit.
Fires a charged arrow which damages enemies by causing them to be struck by a bolt of lightning, which also damages a number of surrounding enemies.
Fires a charged arrow which damages enemies by causing them to be struck by a bolt of lightning. It sticks into the final target, causing them to be struck and damaged multiple times.
Casts an aura that adds lightning damage to the attacks of you and your allies, and makes your spells deal more lightning damage.
Supports any skill that hits enemies, or could otherwise apply elemental ailments.
An arc of lightning reaches from the caster to a targeted enemy and chains to other enemies, but not immediately back. Each time the arc chains, it will also chain a secondary arc to another enemy that the main arc has not already hit, which cannot chain further.
An arc of lightning reaches from the caster to a targeted enemy and splits to simultaneously hit several other enemies.
An arc of lightning reaches from the caster to a targeted enemy and chains to other enemies. Each time the arc chains, it will also chain a secondary arc to another enemy, but this secondary arc cannot chain further.
A shocking arc of lightning reaches from the caster to a targeted enemy and chains to other enemies. Each time the arc chains from an enemy, it will do so simultaneously to two further enemies, but never to enemies that have already been hit by any of these chains. Also grants a buff making your Arc damage lucky for a short duration.
Supports any skill that hits enemies, making those hits penetrate enemy lightning resistance.
Curses all targets in an area, lowering their lightning resistance and giving them a chance to be shocked when hit.
Unleash orbs of energy while you channel that repeatedly jump towards the targeted location until their duration expires, dealing damage in small area after each jump. When you stop channelling, all remaining orbs explode, dealing higher damage in a larger area.
Throws a trap that launches a ring of projectiles through the enemy that set it off, dealing lightning damage to them and subsequent targets.
Throws a trap that launches projectiles through the enemy that set it off, dealing lightning damage to them and subsequent targets.
Throws a trap that launches a ring of projectiles through the enemy that set it off, dealing lightning damage to them and subsequent targets and leaving a trail of shocked ground.
Animates a melee weapon or armour, attaching it to an invisible Guardian that fights by your side using Smite of Divine Judgement, ignoring weapon restrictions. Animating multiple items attaches them to the same Guardian. You cannot animate unidentified items. Cannot be used by Traps or Mines. If your Guardian dies you cannot summon an Animated Guardian again in that area.
Casts an aura that grants lightning resistance to you and your allies.
Casts an aura that reduces lightning damage taken and provides shock immunity to you and nearby allies, and makes hits against nearby enemies ignore their lightning resistance.
Sets a marker at a location. After a short duration, lightning strikes the marker, dealing damage around it and causing lightning strikes at any other markers you've cast.
Sets a marker at a location. Lightning strikes random enemies around the marker repeatedly over the skill's duration, dealing damage in an area around the strike. Modifiers to the skill's duration will also affect the delay between these strikes. When the duration ends, a large bolt of lightning strikes the marker, dealing damage around it.
Fires a slow-moving projectile that damages each enemy in an area around it repeatedly with bolts of lightning.
Fires a single projectile which moves in a spiral while damaging each enemy in an area around it repeatedly with bolts of lightning.
Creates a ball of lightning at a location that damages each enemy in an area around it repeatedly with bolts of lightning. Cannot be supported by Spell Echo or used by Totems.
Grants a buff which adds lightning damage to spells and attacks. If you kill a shocked enemy, this skill will create a storm, causing lightning bolts to strike enemies around you for a duration. The damage inflicted by this skill is not affected by modifiers to spell damage.
While you channel this skill, it releases pulses of electrical energy, dealing lightning damage in a semicircular area in front of you.
While you channel this skill, it releases pulses of electrical energy, dealing lightning damage in a semicircular area in front of you.
While you channel this skill, it releases pulses of electrical energy, dealing lightning damage in a growing semicircular area in front of you.
The character uses their fist to slam the ground in front of them, with less attack speed, but more damage. This attack deals Lightning Damage to enemies in a large area, with a chance to Shock them. Cannot be used while wielding a Weapon. Cannot be Evaded.
Attack with a melee weapon, gaining static energy for a duration if you hit an enemy. While you have static energy, you'll frequently hit a number of nearby enemies with beams, dealing attack damage.
Supports any skill that hits enemies.
Retaliate against a blocked hit with a surge of divine power, causing multiple waves of lightning bursts to expand outward from a targeted location. This skill cannot be Triggered or used by Totems, Traps, or Mines.
Summons a Lightning Golem that grants you increased attack and cast speed, and mana regeneration. The Lightning Golem fires a projectile spell, creates orbs of Lightning that zap nearby enemies, and casts a temporary aura that grants added Lightning Damage to spells and attacks used by the Golem and its nearby allies.
Summons a Lightning Golem. The Lightning Golem fires a projectile spell, creates orbs of Lightning that zap nearby enemies, and casts a temporary aura that grants added Lightning Damage to spells and attacks used by the Golem and its nearby allies.
Supports any skill you use to hit enemies yourself. Cannot support skills used by totems, traps, or mines.
Your melee weapon strikes enemies, converting physical damage to a random element. Then, depending on the element chosen, it releases a fiery explosion, an arcing bolt of lightning, or an icy wave. It will avoid choosing the same element twice in a row.
Your melee weapon strikes enemies, converting physical damage to a random element. Then, depending on the element chosen, it releases a fiery explosion, an arcing bolt of lightning, or an icy wave. It will avoid choosing the same element twice in a row.
Fire a trio of electrical arrows that quickly dissipate, vanishing shortly after being loosed. The arrows are fired with such force that they create a burst of lightning, damaging enemies in a cone in front of you.
Create a burst of lightning from your Bow, firing no arrows but damaging enemies in a cone in front of you.
Fire a trio of electrical arrows that quickly dissipate, vanishing shortly after being loosed. If the arrows' flight is stopped by colliding with a target, they create a burst of lightning, damaging enemies in a cone behind the target
Creates a stationary electrical orb that strikes enemies in its area of effect with beams of lightning that can then split to hit more enemies. Modifiers to cast speed will increase how frequently it does this. Casting this skill again will replace the previous orb.
Engulfs you in magical lightning that rapidly damages nearby enemies and drains your mana. Your critical strike chance is substantially increased while under this effect. The effect ends when you have no mana remaining.
Throws a trap which, once triggered, will repeatedly strike multiple areas around it for a duration, dealing lightning damage.
Throws a trap which, once triggered, will repeatedly strike multiple areas around it for a duration, dealing lightning damage.
Throws a trap which, once triggered, will repeatedly strike multiple areas around it for a duration, dealing lightning damage.
Performs a melee attack, and causes lightning to strike a nearby enemy, dealing damage in an area. Each target can only be hit once by this skill. Hitting an enemy grants an aura for a duration. Requires a Sword, Axe, Mace, Sceptre, Staff or Unarmed.
Performs a melee attack, and causes lightning to strike nearby enemies, dealing damage in an area. Each target can only be hit once by this skill. Requires a Sword, Axe, Mace, Sceptre, Staff or Unarmed.
Creates a magical brand which can attach to a nearby enemy. It periodically activates while attached, firing beams which deal damage to nearby enemies and those around them. The brand will detach if the enemy dies.
Creates a magical brand which can attach to a nearby enemy. It periodically activates while attached, firing a beam which deals damage to the branded enemy and those around it. The brand will detach if the enemy dies.
An expanding wave of energy surges forward, damaging enemies in a cone-shaped area over a duration. Each enemy hit is inflicted with Exposure matching the element of which they took the highest damage. Only one Wave of Conviction can be active at a time
Channelling draws in energy around you to repeatedly build up stages, damaging a number of nearby enemies when you do so. Release to unleash this energy in a burst around you and a beam in front of you. Modifiers to area of effect do not affect the beam. Maximum of 10 Stages.
Channelling draws in energy around you to repeatedly build up stages, damaging a number of nearby enemies when you do so. Release to unleash this energy in a powerful burst around you. Maximum of 10 Stages.
Channelling draws in energy around you to repeatedly build up stages. Release to unleash this energy in a beam in front of you. Modifiers to area of effect do not affect this skill. Maximum of 10 Stages.
Throws a mine that deals damage in an area when detonated.
Summon a Chilling Skitterbot and a Shocking Skitterbot, which will trigger your traps and detonate your mines. Mines detonated by Skitterbots will re-arm and can then be detonated again. The Skitterbots grant you more trap and mine damage, and cannot be targeted or damaged.
Supports any skill that hits enemies.
Supports any skill that hits enemies, making those hits penetrate enemy lightning resistance.
Spends a portion of your mana to grant a buff that takes some of the damage from hits for you until depleted. The buff grants added lightning damage based on the amount of mana spent by this skill. Shares a cooldown with other Guard skills.
Channel to spread runes on the ground in a growing pattern. The runes fade away after a duration, or will be immediately removed and deal damage in a circular area when detonated by Rune Blast. Enemies standing on the runes are Hindered, reducing their movement speed.
Channel to spread runes on the ground in a growing pattern. The runes fade away after a duration, or will be immediately removed and deal damage in a circular area when detonated by Rune Blast. Enemies standing on the runes are Hindered, reducing their movement speed.
Supports spell skills that deal damage with hits and have no reservation. Cannot support arcane skills, Brand skills, Orb skills, Vaal skills, or skills used by totems, traps or mines. Cannot modify the skills of minions.
Creates a magical brand which can attach to a nearby enemy. It periodically activates while attached, adding energy to the branded enemy. When the branded enemy reaches 20 energy, a large explosion occurs and the brand is removed. All energy is removed from the enemy when the brand is detached.
Creates a magical brand which can attach to a nearby enemy. It periodically activates while attached, adding energy to the branded enemy and causing a pulse that deals damage to the branded enemy and other nearby enemies. The pulse gains area of effect and damage for each energy on the branded enemy, up to 20. All energy is removed from the enemy when the brand is detached.
Creates a magical brand which can attach to a nearby enemy. It periodically activates while attached, adding energy to the branded enemy and nearby enemies who do not have energy. When the brand is detached, all enemies with energy are dealt damage.
Release a beam which deals lightning damage to enemies in a long area in front of you, and has several smaller beams branch off from it at an angle, hitting more enemies to the sides.
Release a beam which deals lightning damage to enemies in a long area in front of you, and has several smaller beams branch off from it at an angle, hitting more enemies to the sides.
Release a concentrated beam which deals lightning damage to enemies in a long area in front of you.
Places a Sigil on the ground, which grants a buff to you and allies in the area around it for a duration. The Sigil gains stages as you spend mana in its area, making the buff more powerful. You can only have one Sigil of Power at a time.
Create a sphere of water, or move an existing sphere and reset its duration. The sphere continually applies a drenched debuff with a short duration to enemies in its area or those it moves through. You can hit the sphere with other skills to inflict Cold and Lightning Ailments (other than Chill). The sphere pulses when created, at regular intervals while afflicted by an Ailment, and after moving, damaging all drenched enemies in a large area.
Channel to project an illusion which you steer. You gain stages while it moves, until it stops at a maximum total distance. Waves of area damage frequently pulse along its path, based on your attack speed. Stop channelling to teleport to the illusion, dealing a final wave of damage. Requires a Melee Weapon.
Performs a melee attack, and causes lightning to strike a nearby enemy, dealing damage in an area. Each target can only be hit once by this skill. Hitting an enemy grants an aura for a duration. Requires a Sword, Axe, Mace, Sceptre, Staff or Unarmed.
Each attack with a melee weapon will choose an element at random, and will only be able to deal damage of that element. If the attack hits an enemy, it will deal damage in an area around them, with the radius being larger if that enemy is suffering from an ailment of the chosen element. It will avoid choosing the same element twice in a row.
Channelling draws in energy around you to repeatedly build up stages, damaging a number of nearby enemies when you do so. Release to unleash this energy in a burst around you and a beam in front of you. Modifiers to area of effect do not affect the beam. Maximum of 10 Stages.
While you channel this skill, it releases pulses of electrical energy, dealing lightning damage in a semicircular area in front of you.
Sets a marker at a location. After a short duration, lightning strikes the marker, dealing damage around it and causing lightning strikes at any other markers you've cast.
Create a sphere of water, or move an existing sphere and reset its duration. The sphere continually applies a drenched debuff with a short duration to enemies in its area or those it moves through. You can hit the sphere with other skills to inflict Cold and Lightning Ailments (other than Chill). The sphere pulses when created, at regular intervals while afflicted by an Ailment, and after moving, damaging all drenched enemies in a large area.
An expanding wave of energy surges forward, damaging enemies in a cone-shaped area over a duration. Each enemy hit is inflicted with Exposure matching the element of which they took the highest damage. Only one Wave of Conviction can be active at a time
Throws a trap that launches a ring of projectiles through the enemy that set it off, dealing lightning damage to them and subsequent targets.
Throws a trap which, once triggered, will repeatedly strike multiple areas around it for a duration, dealing lightning damage.
Waits for a duration before teleporting to a targeted destination, with the duration based on the distance and your movement speed. When the teleport occurs, lightning damage is dealt to the area around both where the player was and where they teleported to. Casting again will queue up multiple teleportations to occur in sequence.
Supports any skill that hits enemies.
Each cast of this spell waits for a short duration, releasing a burst of lightning and chaos spell damage in an area around you when that duration ends. Enemies killed by this damage, or shortly after, will explode. The explosions of the corpses are not affected by modifiers to spell damage, and cannot be reflected.
Damages enemies in an area, applying a debuff for a short duration. If a non-unique enemy dies while affected by the debuff, the corpse will be consumed to summon a Sentinel of Absolution for a secondary duration, or to refresh the duration and life of an existing one instead if you have the maximum number of them.
Damages enemies in an area, applying a debuff for a short duration. If a non-unique enemy dies while affected by the debuff, the corpse will be consumed to summon a Sentinel of Absolution for a secondary duration, or to refresh the duration and life of an existing one instead if you have the maximum number of them.
Fire a trio of electrical arrows that quickly dissipate, vanishing shortly after being loosed. The arrows are fired with such force that they create a burst of lightning, damaging enemies in a cone in front of you.
Fires a slow-moving projectile that damages each enemy in an area around it repeatedly with bolts of lightning.
Your melee weapon strikes enemies, converting physical damage to a random element. Then, depending on the element chosen, it releases a fiery explosion, an arcing bolt of lightning, or an icy wave. It will avoid choosing the same element twice in a row.
Fires a charged arrow which damages enemies by causing them to be struck by a bolt of lightning, which also damages a number of surrounding enemies.
Casts a ring of Lightning around you, followed by a larger Lightning nova. Each effect hits enemies caught in their area with Lightning Damage.
Deals lightning damage based upon your missing mana in a circular area around the targeted location, as well as in four rectangular extensions whose lengths depend upon your remaining mana.
Fires an arrow into the air to land at a targeted location, dealing area damage. The arrow sticks in the ground where it lands, and periodically fires a beam of lightning to another arrow near it, dealing area damage between them.
Fires an arrow into the air to land at a targeted location, dealing area damage. The arrow sticks in the ground where it lands, and periodically fires a beam of lightning to you, dealing area damage between the arrow and you.
Fires an arrow into the air to land at a targeted location, dealing area damage. The arrow sticks in the ground where it lands, and periodically fires a beam of lightning to another arrow near it, dealing area damage between them.
Throws a bottle that explodes to deal unarmed attack damage in an area. Can consume charges from your Ruby, Sapphire, and Topaz flasks to add further damage. Requires an empty main hand, and no off-hand weapon.
Throws a bottle that explodes to deal unarmed attack damage in an area. Can consume charges from your Ruby, Sapphire, and Topaz flasks to add further damage. Requires an empty main hand, and no off-hand weapon.
Create a Tornado of a random element that hinders and repeatedly damages enemies around it, converting physical damage to its element. The Tornado will chase down enemies for a duration.
Grants a buff which significantly lowers your maximum Energy Shield to transform your equipped weapons into Swords formed from that energy. Casting the spell again removes the buff. Requires a Non-Bow weapon. This skill cannot be triggered.
Supports any skill that hits enemies.
Lightning strikes all Shocked enemies around a targeted location, then removes Shock from those enemies. Shocks cannot expire on enemies in range while casting this spell. Cannot be supported by Spell Cascade or Unleash.
Lightning strikes a number of enemies around a targeted location. Cannot be supported by Spell Cascade.
Applies a buff boosting chance to shock. When you shock an enemy while you have this buff, creates a spherical field of energy attached to the shocked enemy for a duration, which will damage it and other nearby enemies with beams of lightning. The strength of the field depends on the magnitude of shock affecting the enemy when it is created.
Applies a buff boosting chance to shock. When you shock an enemy while you have this buff, creates a spherical field of energy attached to the shocked enemy for a duration, which will damage it and other nearby enemies with beams of lightning.
Calls lightning down to infuse your weapon, then performs a melee attack and causes lightning to strike nearby enemies, dealing damage in an area. Hitting an enemy grants an aura for a duration. Requires a Sword, Axe, Mace, Sceptre, Staff or Unarmed.
Fires charged arrows, which repeatedly travel for a short time before changing direction. When they hit enemies, they are struck by a bolt of lightning which damages a number of surrounding enemies.
Causes one of your existing Sentinels of Absolution to Ascend, becoming more powerful, gaining new spells, and overriding its duration, while maintaining its other bonuses, including from support gems. If you cannot have more Ascended Sentinels of Absolution, an existing one will be refreshed instead.
Supports attacks, causing them to trigger the Prismatic Burst spell. Cannot support triggered attacks or attacks used by things other than you. Cannot modify the skills of minions.
Fires an arrow into the air to land at a targeted location. On impact, deals area damage and creates a thunderstorm which blinds enemies within it. Entering the thunderstorm will cause it to gain stages, and leaving it will cause it to dissipate. Leaving the storm while it is at maximum stages will cause it to explode, dealing damage and triggering Thunderburst. You must use this skill yourself, it cannot be used by Totems, Traps, Mines, or other objects that use skills for you.
When commanded, this Graft will call down a ring of lightning bolts, dealing lightning damage and leaving behind Radiant ground.
While Enemies are nearby, this Graft will periodically bring Lightning-Imbued Clones of you into being. These Clones will move towards the nearest Enemy, detonating and leaving behind shocked ground.
When commanded, this Graft will summon forth a field of grasping hands, each of which clutches an enervating orb of Lightning. When an Enemy is near a hand, the orb it clutches will detonate to deal Lightning Damage and Sap on Hit.
On Critically Striking an Enemy, this Graft will apply a stack of Jolt to you. Jolt grants more maximum Attack Damage at the cost of taking increased Damage, and can stack up to 10 times.
When you apply exposure to an enemy, this Graft will apply a buff which takes elemental damage from hits for you while active.
Supports Skills which cause Damaging Hits, causing them to trigger Summon Living Lightning when dealing lightning damage. Cannot support skills used by totems, traps, or mines. Cannot modify the skills of Minions.
Lightning Doodad Category /1
Lightning Coil
Creates an object in your hideout
Lightning MTX /42
Lightning Skull
Changes the appearance of any equipped headdress to a sparking skull
Spark Spiders Effect
Your Sparks become skittering spiders of raw electrical energy
Lightning Skull Aura Effect
Your aura effect becomes a circling, sparking skull.
Lightning Weapon Effect
Adds a sparking effect to any equipped weapon
Lightning Footprints Effect
Adds sparking footprints to any equipped pair of boots.
Steam-powered Weapon
Changes the appearance of any equipped One Hand Sword, Axe or Mace to the Steam-powered Weapon.
Lightning Helmet
Changes the appearance of any equipped headdress to the Lightning helmet.
Lightning Boots
Changes the appearance of any equipped boots to the Lightning boots.
Lightning Gloves
Changes the appearance of any equipped gloves to the Lightning gloves.
Lightning Body Armour
Changes the appearance of any equipped body armour to the Lightning body armour.
Rift Worm Shock Nova Effect
Your Shock Nova becomes a nova of purple rift worms.
Stormcaller Character Effect
Attaches the Stormcaller Character Effect to your belt.
Stormcaller Helmet
Changes the appearance of any equipped headdress to the Stormcaller helmet.
Stormcaller Boots
Changes the appearance of any equipped boots to the Stormcaller boots.
Stormcaller Gloves
Changes the appearance of any equipped gloves to the Stormcaller gloves.
Stormcaller Body Armour
Changes the appearance of any equipped body armour to the Stormcaller body armour.
Battery Back Attachment
Adds the Battery Back Attachment to any equipped body armour.
Arcane Lightning Body
Changes the appearance of any equipped body armour to the Classic Lightning body armour.
Arcane Lightning Gloves
Changes the appearance of any equipped gloves to the Classic Lightning gloves.
Arcane Lightning Boots
Changes the appearance of any equipped boots to the Classic Lightning boots.
Arcane Lightning Helmet
Changes the appearance of any equipped headdress to the Classic Lightning helmet.
Lightning Eyes
Adds a pair of Lightning Eyes to any equipped headdress.
Stormcaller Shield
Changes the appearance of any equipped shield to the Stormcaller shield.
Stormcaller Back Attachment
Adds the Stormcaller Back Attachment to any equipped body armour.
Lightning Ball Frame
Adds the Lightning Ball Frame to this character.
Stormcaller Lightning Golem Skin
Your Summoned Lightning Golem becomes imbued with mechanical energy.
Lightning Character Effect
Attaches the Lightning Character Effect to your belt.
Lightning Wings
Adds the Lightning Wings back attachment to any equipped body armour.
Stormcaller Stygian Portal Effect
This character's portals use the Stormcaller Stygian Portal Effect.
Thunderstorm Apparition Effect
The Thunderstorm Apparition possesses your character.
Lightning Stygian Helmet
Changes the appearance of any equipped helmet to the Lightning Stygian Helmet.
Lightning Stygian Boots
Changes the appearance of any equipped boots to the Lightning Stygian Boots.
Lightning Stygian Gloves
Changes the appearance of any equipped gloves to the Lightning Stygian Gloves.
Lightning Stygian Body Armour
Changes the appearance of any equipped body armour to the Lightning Stygian Body Armour.
Thundering Portal Effect
This character's portals use the Thundering Portal Effect.
Stormstrider Boots
Changes the appearance of any equipped boots to the Stormstrider Boots. Its effect scales with your movement speed.
Thunderstrike Gloves
Changes the appearance of any equipped gloves to the Thunderstrike Gloves. Its effect scales with the number of lightning skills you have used in the last 16 seconds.
Lightning Scorpion Pet
Summons your pet
Lightning Bat Pet
Summons your pet
Lightning Swarm Pet
Summons your pet
Lightning Ball Pet
Summons your pet
Lightning Coil
Creates an object in your hideout
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