chaining GemTags /15
Fire a charged arrow at the target. On hitting an enemy or wall, the arrow will fire Chaining Lightning beams at nearby enemies.
While active, taking Lightning damage builds up charge on you. Reaching full charge expends all charge to Trigger this skill, creating a Chaining lightning bolt that arcs to nearby enemies.
An arc of Lightning stretches from the caster to a targeted enemy and Chains on to other nearby enemies. Consumes a Lightning Infusion if possible to deal more damage and Chain further.
Supports Projectile skills and any other skills that Chain, causing them to Chain additional times.
Supports Projectile skills and any other skills that Chain, causing them to Chain additional times.
Supports Projectile skills and any other skills that Chain, causing them to Chain additional times.
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.
Create an Orb of electricity that fires Chaining Lightning bolts at nearby enemies. The Orb leaves behind a Lightning Infusion Remnant when it expires.
Expel your own blood as Chaining blood tendrils in a cone in front of you. Enemies Hit by the tendrils take Physical damage and are inflicted with Bleeding.
Gain a Buff that boosts your Shock chance. Shocking an enemy consumes the Buff to attach an Orb of electricity to that enemy. The Orb fires bolts of electricity at nearby enemies until it expires.
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.
Supports Projectile Skills and Skills which can Chain. Supported Skills always Chain when initially Hitting a Shocked Enemy, but cannot themselves inflict Shock. Does not support Skills which cannot Chain.
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.
Adds (8–10) to (13–15) Cold Damage
Gain 5 Mana per Enemy Killed
(30–50)% increased Freeze Buildup
30% increased Chill Duration on Enemies
Attacks Chain 2 additional times
(7–10)% increased Cast Speed
(20–30)% increased Spell Damage
(10–15)% increased Cast Speed
Left ring slot: Projectiles from Spells cannot Chain
Left ring slot: Projectiles from Spells Fork
Right ring slot: Projectiles from Spells Chain +1 times
Right ring slot: Projectiles from Spells cannot Fork
Fire a charged arrow at the target. On hitting an enemy or wall, the arrow will fire Chaining Lightning beams at nearby enemies.
An arc of Lightning stretches from the caster to a targeted enemy and Chains on to other nearby enemies. Consumes a Lightning Infusion if possible to deal more damage and Chain further.
Supports Projectile skills and any other skills that Chain, causing them to Chain additional times.
Supports Projectile skills and any other skills that Chain, causing them to Chain additional times.
Supports Projectile skills and any other skills that Chain, causing them to Chain additional times.
Lob a fiery orb that deals area damage as it hits the ground. The skill Chains, bouncing forward to deal damage multiple times. The number of Chains is refreshed when passing through a Flame Wall.
Create an Orb of electricity that fires Chaining Lightning bolts at nearby enemies. The Orb leaves behind a Lightning Infusion Remnant when it expires.
Expel your own blood as Chaining blood tendrils in a cone in front of you. Enemies Hit by the tendrils take Physical damage and are inflicted with Bleeding.
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 Projectile Skills and Skills which can Chain. Supported Skills always Chain when initially Hitting a Shocked Enemy, but cannot themselves inflict Shock. Does not support Skills which cannot Chain.
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
60% chance for Lightning Skills to Chain an additional time
Projectiles have 15% chance to Chain an additional time from terrain
30% chance to Pierce an Enemy
Projectiles have 10% chance to Chain an additional time from terrain
15% increased Projectile Damage
Projectiles have 10% chance to Chain an additional time from terrain
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.
Skill Gem /13
Fire a charged arrow at the target. On hitting an enemy or wall, the arrow will fire Chaining Lightning beams at nearby enemies.
An arc of Lightning stretches from the caster to a targeted enemy and Chains on to other nearby enemies. Consumes a Lightning Infusion if possible to deal more damage and Chain further.
Lob a fiery orb that deals area damage as it hits the ground. The skill Chains, bouncing forward to deal damage multiple times. The number of Chains is refreshed when passing through a Flame Wall.
Create an Orb of electricity that fires Chaining Lightning bolts at nearby enemies. The Orb leaves behind a Lightning Infusion Remnant when it expires.
Expel your own blood as Chaining blood tendrils in a cone in front of you. Enemies Hit by the tendrils take Physical damage and are inflicted with Bleeding.
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
Chains (0–3) times
Chains (0–2) times
(0–10)% more Damage with Hits for each time this Skill has Chained
Chains (0–2) times
Chains (0–2) times
Support Gem /8
Supports Projectile skills and any other skills that Chain, causing them to Chain additional times.
Supports Projectile skills and any other skills that Chain, causing them to Chain additional times.
Supports Projectile skills and any other skills that Chain, causing them to Chain additional times.
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 Projectile Skills and Skills which can Chain. Supported Skills always Chain when initially Hitting a Shocked Enemy, but cannot themselves inflict Shock. Does not support Skills which cannot Chain.
Supports Skills which fire Projectiles that are not ground targeted. Projectiles from Supported Skills randomly Fork, Chain or Pierce.
Item mods /1
NameLevelPre/SufDescriptionWeight
1CorruptedProjectiles have (10–20)% chance to Chain an additional time from terrainquiver 1
Monsters mods /6
NameLevelPre/SufDescriptionWeight
of Chaining10SuffixSkills Chain +2 times
Projectiles have 50% chance to be able to Chain when colliding with terrain
of Chaining1SuffixSkills Chain +2 times
Projectiles have 50% chance to be able to Chain when colliding with terrain
1UniqueSkills Chain +1 times
1UniqueSkills Chain +2 times
1Uniquecannot be chained from [1]
1UniqueMonsters' skills Chain (1–2) additional times
Delve Area mods /3
NameLevelPre/SufDescriptionWeight
1DelveAreaMonsters' 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
52DelveAreaMonsters' 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
173DelveAreaMonsters' 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
NameLevelPre/SufDescriptionWeight
Chaining1Prefix16% 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]
Chaining68Prefix16% 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
NameLevelDomainPre/SufDescriptionWeight
of Chaining1JewelSuffixProjectiles have (3–5)% chance to Chain an additional time from terraindexjewel 1
default 0
of Chaining1JewelSuffixProjectiles have (1–2)% chance to Chain an additional time from terraindex_radius_jewel 1
default 0
of Ulaman65ExpeditionRelicSuffixattacks num of additional chains [1]
Kurgal's65ExpeditionRelicPrefixprojectile chance to chain 1 extra time from terrain % [25,35]
Chaining1SentinelPrefixBeams Chain an additional time
Arcing55SentinelPrefixBeams Chain +2 times
Ricochetting80SentinelPrefixBeams Chain +3 times
Reaching35SentinelPrefix(21–30)% increased Chaining range
Extending58SentinelPrefix(31–40)% increased Chaining range
Stretching74SentinelPrefix(41–55)% increased Chaining range
1SentinelUniqueBeams Chain an additional time
1SentinelUnique(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
Adds (8–10) to (13–15) Cold Damage
Gain 5 Mana per Enemy Killed
(30–50)% increased Freeze Buildup
30% increased Chill Duration on Enemies
Attacks Chain 2 additional times
(7–10)% increased Cast Speed
(20–30)% increased Spell Damage
(10–15)% increased Cast Speed
Left ring slot: Projectiles from Spells cannot Chain
Left ring slot: Projectiles from Spells Fork
Right ring slot: Projectiles from Spells Chain +1 times
Right ring slot: Projectiles from Spells cannot Fork
Passive /5
60% chance for Lightning Skills to Chain an additional time
Projectiles have 15% chance to Chain an additional time from terrain
30% chance to Pierce an Enemy
Projectiles have 10% chance to Chain an additional time from terrain
15% increased Projectile Damage
Projectiles have 10% chance to Chain an additional time from terrain
50% increased quantity of Artifacts dropped by Monsters in your Maps
Expedition Detonation Chains in your Maps travel 50% faster
Timeless Jewel Passive /2
Spider's Lesson
Kalguuran Notable
37% increased Chaos Damage
Projectiles have 6% chance to Chain an additional time from terrain
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
I pledge my soul to you, Sovereign of the Well, and vow to bring eternal night!
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