Relics are picked during a run, one per dungeon level, and they last
only for that run — they are not gear and they do not change your character sheet.
Which pool you are offered depends on what you have equipped, so this is what a run can
offer while Chain Lightning is in your loadout.
Upgrade paths
Take one of these again and it improves. The steps are in the order they
come.
Conductor
I+1 chain link and +25% range.
II+25% chain-through damage.
III+1 chain link and +25% chain-through damage.
Critical Surge
I+10% critical strike chance and +15 critical strike damage.
IIEach enemy hit grants +1% critical strike chance and +2 critical strike damage for 2s.
IIICritical hits have a 35% chance to trigger an electric explosion.
Storm Relay
I-20% cooldown, +25% range, +25% stun chance, and -20% damage.
IIChain hits knock back enemies, +25% stun chance, and +0.5s stun duration.
IIIIf a cast hits 10 enemies, grant 20% elemental cooldown reduction for 3s. Also grants +25% stun chance and +1s stun duration.
Standalone
One-off relics with no upgrade path.
•+1 chain link.
•Converts to fire damage with a blazing arc treatment. → FIRE
•Converts to void damage with a purple arc treatment. → VOID
•-20% cooldown.
•Fire +1 additional initial lightning bolt.
Plan around them
The planner reads your loadout and ranks which of these pools your gear
actually supports — a relic that converts your damage type is worth very little if
none of your gear scales it.