chaining GemTags /15
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 charge the arrow, causing it to release a damaging shockwave and split beams towards up to two nearby targets. Those beams will repeat this process if they hit an enemy afflicted by a Lightning Ailment. 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 Projectile Attack Skills you use yourself. Supported Skills gain Voltaic Charge as you move, up to a maximum. When used, Supported Skills expend that Charge to gain extra Lightning Damage.
Chain Ref /30
Chain
Effects that Chain are redirected to another target after hitting an enemy. Projectiles cannot Chain from enemies they Pierce or Fork from.
Projectiles have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be Hit more than once in the same Chain.
Projectiles have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be Hit more than once in the same Chain.
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.
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 skips this delay, causing bursts immediately.
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 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.
Fire a Lightning-charged arrow that homes in on enemies afflicted by Lightning Ailments. Hitting such an enemy will charge the arrow, causing it to release a damaging shockwave and split beams towards up to two nearby targets. Those beams will repeat this process if they hit an enemy afflicted by a Lightning Ailment. Consumes Shock from enemies it Hits, but not Electrocution.
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.
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.
Warden Bow
Physical Damage: 12-18
Critical Hit Chance: 5%
Attacks per Second: 1.15
Requires: Level 11, 23 Dex
(20–30)% 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
(20–30)% chance to Chain an additional time
Guardian Bow
Physical Damage: 53-80
Critical Hit Chance: 5%
Attacks per Second: 1.15
Requires: Level 77, 163 Dex
(20–30)% chance to Chain an additional time
30% chance to Pierce an Enemy
15% increased Projectile Damage
Chain
Effects that Chain are redirected to another target after hitting an enemy. Projectiles cannot Chain from enemies they Pierce or Fork from.
Projectiles have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be Hit more than once in the same Chain.
Projectiles have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be Hit more than once in the same Chain.
Skill Gem /13
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.
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 skips this delay, causing bursts immediately.
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 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.
Fire a Lightning-charged arrow that homes in on enemies afflicted by Lightning Ailments. Hitting such an enemy will charge the arrow, causing it to release a damaging shockwave and split beams towards up to two nearby targets. Those beams will repeat this process if they hit an enemy afflicted by a Lightning Ailment. Consumes Shock from enemies it Hits, but not Electrocution.
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.
Skill Gem Quality /5
Support Gem /8
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.
Item mods /1
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
1 | Corrupted | Projectiles have (10–20)% chance to Chain an additional time from terrain | quiver 1 |
Monsters mods /6
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 | |
of Chaining | 1 | Suffix | Skills Chain +2 times Projectiles have 50% chance to be able to Chain when colliding with terrain | |
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 |
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 | ||
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 | ||
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 |
Heist Area mods /2
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
Chaining | 1 | Prefix | 16% increased Quantity of Items found in this Area 9% increased Rarity of Items found in this Area Monsters' skills Chain 1 additional times heist contract alert level +% final [-6] heist contract lockdown timer +% [6] heist monster spawner alive limit +% [6] | |
Chaining | 68 | Prefix | 16% increased Quantity of Items found in this Area 9% increased Rarity of Items found in this Area Monsters' skills Chain 2 additional times heist contract alert level +% final [-6] heist contract lockdown timer +% [6] heist monster spawner alive limit +% [6] |
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 | Projectiles have (1–2)% chance to Chain an additional time from terrain | dex_radius_jewel 1 default 0 |
of Ulaman | 65 | ExpeditionRelic | Suffix | attacks num of additional chains [1] | |
Kurgal's | 65 | ExpeditionRelic | Prefix | projectile chance to chain 1 extra time from terrain % [25,35] | |
Chaining | 1 | Sentinel | Prefix | Beams Chain an additional time | |
Arcing | 55 | Sentinel | Prefix | Beams Chain +2 times | |
Ricochetting | 80 | Sentinel | Prefix | Beams Chain +3 times | |
Reaching | 35 | Sentinel | Prefix | (21–30)% increased Chaining range | |
Extending | 58 | Sentinel | Prefix | (31–40)% increased Chaining range | |
Stretching | 74 | Sentinel | Prefix | (41–55)% increased Chaining range | |
1 | Sentinel | Unique | Beams Chain an additional time | ||
1 | Sentinel | Unique | (30–40)% increased Chaining range |
Item /5
Guardian Bow
Physical Damage: 53-80
Critical Hit Chance: 5%
Attacks per Second: 1.15
Requires: Level 77, 163 Dex
(20–30)% 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
(20–30)% chance to Chain an additional time
Warden Bow
Physical Damage: 12-18
Critical Hit Chance: 5%
Attacks per Second: 1.15
Requires: Level 11, 23 Dex
(20–30)% chance to Chain an additional time
Cryptic Stalker Sentinel
Beams Chain an additional time
Cryptic Pandemonium Sentinel
(30–40)% increased Chaining range
Empowers many enemies in one shot
Unique /2
Passive /5
30% chance to Pierce an Enemy
15% increased Projectile Damage
50% increased quantity of Artifacts dropped by Monsters in your Maps
Expedition Detonation Chains in your Maps travel 50% faster
Timeless Jewel Passive /2

Sacrifice of Sight
Abyss Keystone
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
I pledge my soul to you, Sovereign of the Well, and vow to bring eternal night!
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Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.