chaining GemTags /18
Fire a slow-moving Projectile that moves through enemies. The Projectile itself does not Hit enemies, but repeatedly discharges bolts of Lightning at nearby enemies. Consumes a Fire Infusion if possible to slow down over time, create Ignited Ground as it travels, and explode dealing Fire damage in an Area after it dissipates.
Load your Crossbow with charged bolts that fragment in flight, releasing Chaining Lightning beams when they Hit enemies. These fragments can Merge.
Fire a Lightning-charged arrow that homes in on enemies afflicted by Lightning Ailments. Hitting such an enemy will cause your arrow to release a damaging shockwave and Chain towards nearby targets, with those Chaining Hits also releasing a shockwave. After the final Chain, the arrow lodges into the ground as a Lightning Rod. Consumes Shock from enemies it Hits, but not Electrocution.
Create a fiery explosion, an arcing bolt of lightning, or an icy wave of projectiles. The chance for an explosion is proportional to your Strength, for a bolt proportional to your Dexterity, and for a wave proportional to your Intelligence.
[DNT] A host of crimson souls erupt from Atziri's Mirror when you Parry, which travel outward to enemies in front of you applying the Parried Debuff and Scar of the Red Queen.
Raise a pair of electrified pylons in front of you which project a wall of electricity between them, damaging and Electrocuting enemies caught between them. Projectiles you fire through the wall become energised, and discharge that energy on Hit as Chaining Lightning beams.
Chain Ref /51
Chain
Effects that Chain are redirected to another target after colliding with an enemy.
Projectiles Splitting, Piercing or Forking take priority over Chaining.
Projectiles have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be targeted more than once in the same Chain.
Projectiles Splitting, Piercing or Forking take priority over Chaining.
Projectiles have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be targeted more than once in the same Chain.
Requires: Level 32
(7—10)% increased Cast Speed
(20—30)% increased Spell Damage
(10—15)% increased Cast Speed
Requires: Level 16
+(20—30)% to Lightning Resistance
+(40—60) to maximum Mana
(10—20)% increased chance to Shock
Lightning Skills Chain +1 times
Runemastered Torment Club
Physical Damage: 44-73
Critical Hit Chance: 5%
Attacks per Second: 1.45
Weapon Range: 1.3
Requires: Level 65, 114 Str
Warden Bow
Physical Damage: 12-20
Critical Hit Chance: 5%
Attacks per Second: 1.15
Requires: Level 11, 23 Dex
(25—35)% chance to Chain an additional time
Protector Bow
Physical Damage: 35-53
Critical Hit Chance: 5%
Attacks per Second: 1.15
Requires: Level 48, 86 Dex
(25—35)% chance to Chain an additional time
Guardian Bow
Physical Damage: 53-88
Critical Hit Chance: 5%
Attacks per Second: 1.15
Requires: Level 77, 163 Dex
(25—35)% chance to Chain an additional time
Shapeshift into a Wyvern and lob a ball of magma that deals area damage as it hits the ground. The skill Chains, bouncing forward to deal damage multiple times. Impacts on Molten Fissures or Volcanos will activate them as though they were Slammed.
Throw a single copy of your spear. When it hits an enemy it bursts, firing secondary lightning bolt Projectiles at multiple other enemies within a large area around it. Consumes a Frenzy Charge if possible to cause the main spear to split into multiple copies on impact, each of which then bursts.
Load your Bow with a volley of enchanted arrows and fire them in a circle as you spin forward, firing directly at targets if possible. Consumes Frenzy Charges to cause the arrows to deal more damage and Chain to other targets. Each target can only be Hit once.
Simultaneously fires a Physical Projectile and a Chaos Projectile at the target. These projectiles Chain through any number of Cursed targets.
Fire an arrow that drops from above, creating a Lightning burst. The arrow remains in the ground, and any Chaining Lightning beams can Chain to it. When Chained to, the arrows charge up for a brief period before releasing another Lightning burst. The Lightning Arrow Skill reduces this delay, causing bursts to happen more quickly.
Fire an electrifying arrow that explodes in an Area on Hit. Hitting an enemy will attach an Electrocuting Rod to them, causing all incoming Lightning damage to build up Electrocution. This rod is removed when the enemy is next Electrocuted.
Hurl a single payload Spear that pierces through enemies and lodges in terrain where it lands. The Spear will explode at the end of its Detonation Time or if Detonated. Consumes a Frenzy Charge if you have one to explode immediately, dealing more damage in a cross-shaped area and creating Ignited Ground.
Conjure a blazing Ember that hovers above you. After a short duration, the Ember launches at an enemy, dealing Fire damage in an area on impact and prioritising the last enemy targeted. Recasting this spell resets the duration for all active Embers. Multiple Embers fired in the same Fusillade will attempt to target different enemies. Consumes a Lightning Infusion if possible to cause the entire Fusillade to create beams that Chain to enemies.
Conjure a crackling Wellsprite that hovers above you. After a short duration, the Wellsprite launches at an enemy, dealing Lightning damage in an area on impact and prioritising the last enemy targeted. Recasting this spell resets the duration for all active Wellsprites.
Load your Crossbow with a clip of icy bolts that rapidly fire at the ground, leaving a shard of ice at the impact location that arms after a duration. After arming, the ice shards explode when enemies step on them, dealing more damage the longer they have been armed, up to a maximum. Using this Skill again reloads the clip.
Load your Crossbow with charged bolts that fragment in flight, releasing Chaining Lightning beams when they Hit enemies. These fragments can Merge.
Fire a Lightning-charged arrow that homes in on enemies afflicted by Lightning Ailments. Hitting such an enemy will cause your arrow to release a damaging shockwave and Chain towards nearby targets, with those Chaining Hits also releasing a shockwave. After the final Chain, the arrow lodges into the ground as a Lightning Rod. Consumes Shock from enemies it Hits, but not Electrocution.
Create a fiery explosion, an arcing bolt of lightning, or an icy wave of projectiles. The chance for an explosion is proportional to your Strength, for a bolt proportional to your Dexterity, and for a wave proportional to your Intelligence.
Supports any Skill which creates Projectiles, giving those Projectiles a chance to Chain when impacting terrain.
Supports any Skill which creates Projectiles, giving those Projectiles a chance to Chain when impacting terrain.
Supports any Skill which creates Projectiles, causing those Projectiles to Chain when impacting terrain, at the cost of any additional Projectiles, as well as causing them to always Pierce.
Supports Skills which fire Projectiles that are not ground targeted. Projectiles from Supported Skills randomly Fork, Chain or Pierce.
Conjure a blazing Ember that hovers above you. After a short duration, the Ember launches at an enemy, dealing Fire damage in an area on impact and prioritising the last enemy targeted. Recasting this spell resets the duration for all active Embers. Multiple Embers fired in the same Fusillade will attempt to target different enemies. Consumes a Lightning Infusion if possible to cause the entire Fusillade to create beams that Chain to enemies.
Throw an electrified Spear that lodges in the ground and periodically zaps nearby enemies with Lightning bolts. If the Spear is Detonated by another Skill, it immediately unleashes a volley of bolts and expires. Consumes a Frenzy Charge if possible to fire bolts more frequently for a shorter duration, automatically Detonate at the end of its duration, and create Shocked Ground on Detonation.
Supports Skills which cause Damaging Hits. Living Lightning Minions are created when dealing Lightning damage with Supported Skills - bundles of living electricity that target nearby enemies with Chaining Attacks. Enemies will not directly engage these Minions, and can pass through them. Does not modify skills used by Minions.
Supports Skills which cause Damaging Hits. Living Lightning Minions are created when dealing Lightning damage with Supported Skills - bundles of living electricity that target nearby enemies with Chaining Attacks. Enemies will not directly engage these Minions, and can pass through them. Does not modify skills used by Minions.
Raise a pair of electrified pylons in front of you which project a wall of electricity between them, damaging and Electrocuting enemies caught between them. Projectiles you fire through the wall become energised, and discharge that energy on Hit as Chaining Lightning beams.
Ascendancy: Invoker
Character: Monk
Trigger Elemental Expression on Melee Critical Hit
30% chance to Pierce an Enemy
15% increased Projectile Damage
37% increased Chaos Damage
Undying Hate: Ulaman
Projectiles do one of the following at random:
• Fork an additional time
• Chain an additional time
• Chain from Terrain an additional time
• Cannot collide with targets
• Fork an additional time
• Chain an additional time
• Chain from Terrain an additional time
• Cannot collide with targets
Grenade Skills
Grenade Skills are only usable when wielding a Crossbow. They have cooldowns, but generally deliver high damage or powerful utility.
Grenade Skills have a fuse duration and will generally not explode until the fuse has expired, so they are strongest when you aim carefully and predict enemy movements.
Grenades cannot Fork or Chain.
Grenade Skills have a fuse duration and will generally not explode until the fuse has expired, so they are strongest when you aim carefully and predict enemy movements.
Grenades cannot Fork or Chain.
Chain
Effects that Chain are redirected to another target after colliding with an enemy.
Projectiles Splitting, Piercing or Forking take priority over Chaining.
Projectiles have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be targeted more than once in the same Chain.
Projectiles Splitting, Piercing or Forking take priority over Chaining.
Projectiles have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be targeted more than once in the same Chain.
Skill Gem /23
Shapeshift into a Wyvern and lob a ball of magma that deals area damage as it hits the ground. The skill Chains, bouncing forward to deal damage multiple times. Impacts on Molten Fissures or Volcanos will activate them as though they were Slammed.
Throw a single copy of your spear. When it hits an enemy it bursts, firing secondary lightning bolt Projectiles at multiple other enemies within a large area around it. Consumes a Frenzy Charge if possible to cause the main spear to split into multiple copies on impact, each of which then bursts.
Load your Bow with a volley of enchanted arrows and fire them in a circle as you spin forward, firing directly at targets if possible. Consumes Frenzy Charges to cause the arrows to deal more damage and Chain to other targets. Each target can only be Hit once.
Simultaneously fires a Physical Projectile and a Chaos Projectile at the target. These projectiles Chain through any number of Cursed targets.
Fire an arrow that drops from above, creating a Lightning burst. The arrow remains in the ground, and any Chaining Lightning beams can Chain to it. When Chained to, the arrows charge up for a brief period before releasing another Lightning burst. The Lightning Arrow Skill reduces this delay, causing bursts to happen more quickly.
Fire an electrifying arrow that explodes in an Area on Hit. Hitting an enemy will attach an Electrocuting Rod to them, causing all incoming Lightning damage to build up Electrocution. This rod is removed when the enemy is next Electrocuted.
Hurl a single payload Spear that pierces through enemies and lodges in terrain where it lands. The Spear will explode at the end of its Detonation Time or if Detonated. Consumes a Frenzy Charge if you have one to explode immediately, dealing more damage in a cross-shaped area and creating Ignited Ground.
Conjure a blazing Ember that hovers above you. After a short duration, the Ember launches at an enemy, dealing Fire damage in an area on impact and prioritising the last enemy targeted. Recasting this spell resets the duration for all active Embers. Multiple Embers fired in the same Fusillade will attempt to target different enemies. Consumes a Lightning Infusion if possible to cause the entire Fusillade to create beams that Chain to enemies.
Conjure a crackling Wellsprite that hovers above you. After a short duration, the Wellsprite launches at an enemy, dealing Lightning damage in an area on impact and prioritising the last enemy targeted. Recasting this spell resets the duration for all active Wellsprites.
Load your Crossbow with a clip of icy bolts that rapidly fire at the ground, leaving a shard of ice at the impact location that arms after a duration. After arming, the ice shards explode when enemies step on them, dealing more damage the longer they have been armed, up to a maximum. Using this Skill again reloads the clip.
Load your Crossbow with charged bolts that fragment in flight, releasing Chaining Lightning beams when they Hit enemies. These fragments can Merge.
Fire a Lightning-charged arrow that homes in on enemies afflicted by Lightning Ailments. Hitting such an enemy will cause your arrow to release a damaging shockwave and Chain towards nearby targets, with those Chaining Hits also releasing a shockwave. After the final Chain, the arrow lodges into the ground as a Lightning Rod. Consumes Shock from enemies it Hits, but not Electrocution.
Create a fiery explosion, an arcing bolt of lightning, or an icy wave of projectiles. The chance for an explosion is proportional to your Strength, for a bolt proportional to your Dexterity, and for a wave proportional to your Intelligence.
Conjure a blazing Ember that hovers above you. After a short duration, the Ember launches at an enemy, dealing Fire damage in an area on impact and prioritising the last enemy targeted. Recasting this spell resets the duration for all active Embers. Multiple Embers fired in the same Fusillade will attempt to target different enemies. Consumes a Lightning Infusion if possible to cause the entire Fusillade to create beams that Chain to enemies.
Perform a Lightning-charged stab that can be chained into a combination of up to three attacks. The first two attacks conjure a charging Wildwood spirit if they Hit a Shocked enemy and refresh Shock duration. The third attack is a large swipe that inflicts Elemental Exposure, and can Consume Shock to conjure a stampede of spirits.
Throw an electrified Spear that lodges in the ground and periodically zaps nearby enemies with Lightning bolts. If the Spear is Detonated by another Skill, it immediately unleashes a volley of bolts and expires. Consumes a Frenzy Charge if possible to fire bolts more frequently for a shorter duration, automatically Detonate at the end of its duration, and create Shocked Ground on Detonation.
Raise a pair of electrified pylons in front of you which project a wall of electricity between them, damaging and Electrocuting enemies caught between them. Projectiles you fire through the wall become energised, and discharge that energy on Hit as Chaining Lightning beams.
Skill Gem Quality /5
Support Gem /12
Supports any Skill which creates Projectiles, giving those Projectiles a chance to Chain when impacting terrain.
Supports any Skill which creates Projectiles, giving those Projectiles a chance to Chain when impacting terrain.
Supports any Skill which creates Projectiles, causing those Projectiles to Chain when impacting terrain, at the cost of any additional Projectiles, as well as causing them to always Pierce.
Supports Skills which fire Projectiles that are not ground targeted. Projectiles from Supported Skills randomly Fork, Chain or Pierce.
Supports Skills which cause Damaging Hits. Living Lightning Minions are created when dealing Lightning damage with Supported Skills - bundles of living electricity that target nearby enemies with Chaining Attacks. Enemies will not directly engage these Minions, and can pass through them. Does not modify skills used by Minions.
Supports Skills which cause Damaging Hits. Living Lightning Minions are created when dealing Lightning damage with Supported Skills - bundles of living electricity that target nearby enemies with Chaining Attacks. Enemies will not directly engage these Minions, and can pass through them. Does not modify skills used by Minions.
Item mods /4
| Name | Level | Pre/Suf | Description | Weight |
|---|---|---|---|---|
| 1 | Corrupted | Projectiles have (10—20)% chance to Chain an additional time from terrain | quiver 1 default 0 | |
| 1 | Unique | Projectiles have (25—50)% chance to Chain an additional time from terrain | quiver 1 default 0 | |
| of the Hunt | 45 | Suffix | Projectiles have (10—19)% chance to Chain an additional time from terrain | marksman 1 default 0 |
| of the Hunt | 75 | Suffix | Projectiles have (20—32)% chance to Chain an additional time from terrain | marksman 1 default 0 |
Monsters mods /5
| Name | Level | Pre/Suf | Description | Weight |
|---|---|---|---|---|
| of Chaining | 10 | Suffix | Skills Chain +2 times Projectiles have 50% chance to be able to Chain when colliding with terrain | allows_additional_projectiles 1 default 0 |
| 1 | Unique | Skills Chain +1 times | ||
| 1 | Unique | Skills Chain +2 times | ||
| 1 | Unique | cannot be chained from [1] | ||
| 1 | Unique | Monsters' skills Chain (1—2) additional times |
Map mods /3
| Name | Level | Pre/Suf | Description | Weight |
|---|---|---|---|---|
| Chaining | 1 | Unique | Monsters' skills Chain 2 additional times 16% increased Quantity of Items found in this Area 9% increased Rarity of Items found in this Area 6% increased Pack size | secret_area 0 maven_map 0 expedition_logbook 0 primordial_map 0 default 1 |
| Chaining | 1 | Unique | Monsters' skills Chain 2 additional times 16% increased Quantity of Items found in this Area 9% increased Rarity of Items found in this Area | secret_area 0 maven_map 1 primordial_map 1 default 0 |
| Chaining | 1 | Unique | Monsters' skills Chain 2 additional times 16% increased Quantity of Items found in this Area 9% increased Rarity of Items found in this Area 6% increased Pack size | secret_area 0 expedition_logbook 1 default 0 |
Delve Area mods /3
| Name | Level | Pre/Suf | Description | Weight |
|---|---|---|---|---|
| 1 | DelveArea | Monsters' skills Chain 1 additional times 16% increased Quantity of Items found in this Area 9% increased Rarity of Items found in this Area 6% increased Pack size | default 1 | |
| 52 | DelveArea | Monsters' skills Chain 2 additional times 16% increased Quantity of Items found in this Area 9% increased Rarity of Items found in this Area 6% increased Pack size | default 1 | |
| 173 | DelveArea | Monsters' skills Chain 3 additional times 16% increased Quantity of Items found in this Area 9% increased Rarity of Items found in this Area 6% increased Pack size | default 1 |
Heist Area mods /2
| Name | Level | Pre/Suf | Description | Weight |
|---|---|---|---|---|
| Chaining | 1 | Prefix | Monsters' skills Chain 1 additional times map item drop quantity +% [16] map item drop rarity +% [9] heist contract alert level +% final [-6] heist contract lockdown timer +% [6] heist monster spawner alive limit +% [6] | default 1 |
| Chaining | 68 | Prefix | Monsters' skills Chain 2 additional times map item drop quantity +% [16] map item drop rarity +% [9] heist contract alert level +% final [-6] heist contract lockdown timer +% [6] heist monster spawner alive limit +% [6] | default 1 |
Misc mods /12
| Name | Level | Domain | Pre/Suf | Description | Weight |
|---|---|---|---|---|---|
| of Chaining | 1 | Jewel | Suffix | Projectiles have (3—5)% chance to Chain an additional time from terrain | dexjewel 1 default 0 |
| of Chaining | 1 | Jewel | Suffix | Notable Passive Skills in Radius also grant Projectiles have (1—2)% chance to Chain an additional time from terrain | dex_radius_jewel 1 default 0 |
| of Ulaman | 65 | Abyss | Suffix | Attacks Chain an additional time ulaman | crossbow 1 default 0 ulaman_mod 1 |
| Kurgal's | 65 | Abyss | Prefix | Projectiles have (25—35)% chance to Chain an additional time from terrain kurgal | bow 1 spear 1 default 0 kurgal_mod 1 |
| Chaining | 1 | Sentinel | Prefix | Beams Chain an additional time | special_sentinel_mod 0 sentinel_c 0 default 1 |
| Arcing | 55 | Sentinel | Prefix | Beams Chain +2 times | special_sentinel_mod 0 sentinel_c 0 default 1 |
| Ricochetting | 80 | Sentinel | Prefix | Beams Chain +3 times | special_sentinel_mod 0 sentinel_c 0 default 1 |
| Reaching | 35 | Sentinel | Prefix | (21—30)% increased Chaining range | special_sentinel_mod 0 sentinel_c 0 default 1 |
| Extending | 58 | Sentinel | Prefix | (31—40)% increased Chaining range | special_sentinel_mod 0 sentinel_c 0 default 1 |
| Stretching | 74 | Sentinel | Prefix | (41—55)% increased Chaining range | special_sentinel_mod 0 sentinel_c 0 default 1 |
| 1 | Sentinel | Unique | Beams Chain an additional time | ||
| 1 | Sentinel | Unique | (30—40)% increased Chaining range |
Item /5
Guardian Bow
Physical Damage: 53-88
Critical Hit Chance: 5%
Attacks per Second: 1.15
Requires: Level 77, 163 Dex
(25—35)% chance to Chain an additional time
Protector Bow
Physical Damage: 35-53
Critical Hit Chance: 5%
Attacks per Second: 1.15
Requires: Level 48, 86 Dex
(25—35)% chance to Chain an additional time
Warden Bow
Physical Damage: 12-20
Critical Hit Chance: 5%
Attacks per Second: 1.15
Requires: Level 11, 23 Dex
(25—35)% chance to Chain an additional time
Runemastered Torment Club
Physical Damage: 44-73
Critical Hit Chance: 5%
Attacks per Second: 1.45
Weapon Range: 1.3
Requires: Level 65, 114 Str
Unique /3
Requires: Level 32
(7—10)% increased Cast Speed
(20—30)% increased Spell Damage
(10—15)% increased Cast Speed
Requires: Level 16
+(20—30)% to Lightning Resistance
+(40—60) to maximum Mana
(10—20)% increased chance to Shock
Lightning Skills Chain +1 times
Passive /4
Timeless Jewel Passive /2
37% increased Chaos Damage
Undying Hate: Ulaman
Projectiles do one of the following at random:
• Fork an additional time
• Chain an additional time
• Chain from Terrain an additional time
• Cannot collide with targets
• Fork an additional time
• Chain an additional time
• Chain from Terrain an additional time
• Cannot collide with targets
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Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.



















