Shocked Ground¶
Deals lightning damage over time and builds shock. Shock strength uses the source potency, independent of tick frequency. Identical overlapping ground does not stack.
How it works¶
Ground Effects: a passive that creates ground for a damage type (Ashen Wake, Blighted Soil, Glassbound, Stormbed) makes your spells leave a patch where they land: a projectile that hits the ground or an object (not one that hits an enemy), or an area spell where it strikes. One impact makes one patch, with a layer for each of the spell's fire, frost, lightning and poison damage that has such a passive.
Each layer comes from the spell's damage of its type, after your damage increases (ground damage increases join them) and before its critical strike:
A patch has a radius of 2 m × (1 + area increases; a spell's patch also takes spell area increases), at most 12 m, and lasts 4 s × (1 + effect duration increases), at most 60 s.
Enemies standing on it (on the ground, not swimming) take its damage every 0.2 s, paid about once a second, through their resistances. Ground damage is never a critical strike, can't be blocked or evaded, and doesn't stagger. Each enemy takes only the strongest patch of each type, whoever made it; different types add up. Your allies and you take no damage from your patches.
You can keep 1 patch at once (limits); a new one past the limit removes your oldest. Only spell patches count.
Chilled Ground makes everyone on it slide, you and your allies too. It doesn't lower speed: speeding up and braking work at 15% of the usual rate, turning at 35%.
Passives that work while you stand on a kind of ground count any patch of that type, yours or not.
With the other mechanics: Combat and building.
Patch history¶
| Patch | Change |
|---|---|
| Patch 5.3.0 (New) | Deals lightning damage over time and builds shock. Shock strength uses the source potency, independent of tick frequency. Identical overlapping ground does not stack. |
Data from Path of Valheiman 5.3.6, extracted 2026-10-27.