Home Items Longbow The Joltshooter The Joltshooter is an item of Rare rarity. Type: Longbow · Martial Weapon. Damage: 1d8 Piercing. Recorded sources: Act 1 · The Risen Road · Reward. See acquisition details below for conditions. Weight 1.1, Value 310 gold. Passives: Electric Blood. Granted abilities: Brace (Ranged), Hamstring Shot.
The Joltshooter
Rare
Longbow · Martial Weapon
1d8 Piercing
Electric Blood: When the wielder deals damage using this weapon, they gain 2 Lightning Charges .
Brace (Ranged)
Movement Speed 6
Hamstring Shot
Action
Sleek and lightweight, it is said that the Joltshooter was Yrre the Sparkstruck's favourite weapon. They were indifferent towards bows, but the spikes jutting out of it?
How to obtain
Act 1
Reward
The Risen Road
Effect
Lightning Charges
While Lightning Charges remain, they grant an attack-roll bonus and additional Lightning damage.
Stage 3 · Combining effects Equipment and stacking
The ongoing bonus and the extra damage at the charge threshold are different. The basic attack bonus does not keep increasing with every charge.
Equipment determines how charges are gained. Check the order of gaining and spending charges to see whether the next attack can use the extra damage.
Read first Stacking Attack rolls
Sources and review date Reviewed: 2026-09-14
Derived from game data
What is an Attack Roll? Start here Read When does it stack, and who receives it? Read What changes while charges remain? Read How long does it last? Read What happens when the threshold is reached? Read When is it useful, and what should you watch for? Read
Expand all answers
Effect permalink
An attack roll decides whether an attack hits. The total must meet or exceed the target’s Armour Class.
Stage 1 · Combat basics Attacks and dice
Roll a d20 and add the applicable ability modifier, proficiency bonus, and other attack bonuses. The weapon or spell determines which ability applies.
Damage is calculated after the hit is decided. A larger attack-roll total does not itself deal more damage.
Read first d20 rolls Proficiency
Sources and review date Reviewed: 2026-09-14
Based on in-game text
How is that check calculated? Read
A d20 has twenty possible results, from 1 to 20. It is used to resolve attacks and many uncertain actions.
Stage 1 · Combat basics Attacks and dice
Add the relevant ability modifier, proficiency, and other bonuses to the die. Meeting the target number is enough to succeed.
Attack rolls, saving throws, and ability checks use different bonuses. A bonus to one does not automatically apply to the others.
Sources and review date Reviewed: 2026-09-14
Based on in-game text
When an item's specified trigger is met, it applies Lightning Charges.
Based on in-game text
Trigger source Electric Blood
When the wielder deals damage using this weapon, they gain 2 Lightning Charges . Trigger context OnDamageApplies to Self Application condition AttackedWithPassiveSourceWeapon()Application chance 100% Application duration 2 turns
While Lightning Charges remain, they grant an Attack Roll bonus and additional Lightning damage.
Derived from game data
Roll example Triggers at 5 stacks (1d8 Lightning) — Stacks expire after 2 turns; at least 3 hits per turn are required to trigger. Game status key MAG_CHARGED_LIGHTNINGIn-game text Lightning courses through you. You have +1 to Attack Rolls and deal an additional 1 Lightning damage. If you gain 5 charges, they are consumed the next time you deal damage, and you deal an additional 1d8 Lightning damage. You lose 1 charge per turn.
Why are remaining turns and stacks shown together? Read
Repeated effects may grow stronger, last longer, replace one another, or fail to combine.
Stage 3 · Combining effects Equipment and stacking
For conditions such as Radiating Orb, remaining turns also affect strength. In contrast, repeated resistance does not keep halving damage.
Check whether the effect stacks and whether it has a cap. A shared display name does not mean the values from every variant can be added together.
Read first Turns and rounds Resistance, Vulnerability, and Immunity
Sources and review date Reviewed: 2026-09-14
Derived from game data
The game data below distinguishes an entry's listed duration from the duration actually applied.
Derived from game data
Status duration 2 turns Game status key MAG_CHARGED_LIGHTNINGIn-game text Lightning courses through you. You have +1 to Attack Rolls and deal an additional 1 Lightning damage. If you gain 5 charges, they are consumed the next time you deal damage, and you deal an additional 1d8 Lightning damage. You lose 1 charge per turn.
When the threshold is reached, stacks are consumed and additional Lightning damage occurs.
Derived from game data
Threshold 5 stacks At the threshold 1d8 Lightning Roll example Triggers at 5 stacks (1d8 Lightning) — Stacks expire after 2 turns; at least 3 hits per turn are required to trigger. Game status key MAG_CHARGED_LIGHTNINGIn-game text Lightning courses through you. You have +1 to Attack Rolls and deal an additional 1 Lightning damage. If you gain 5 charges, they are consumed the next time you deal damage, and you deal an additional 1d8 Lightning damage. You lose 1 charge per turn.
Keep the charges while making several attacks to pursue the extra damage, while accounting for charges decreasing each turn.
Codex commentary
Technical details — 3 effects without commentary MAG_CHARGED_LIGHTNING_LIGHTNING_DAMAGE_ONCE_TECHNICAL, MAG_ChargedLightning_Charge_OnDamage_Passive, MAG_CHARGED_LIGHTNING_GENERATE_CHARGE_FX
Equip in build
‹ The Dead Shot Longbow Longbow +2 ›