Charmed Chain


Image charmedchain.jpg
Description It's common enough, even in Southside, to see jewelry decorated with small charms commorating important events: locations visited, crimes commited, battles fought in, children raised, or loved ones lost.

This certainly reminds you of those, but it's built on much larger scale. Unless the rich have started getting jewelry for their cars, it almost has to be intended for use as a weapon.

That said, it's hard to guess how it'd handle in combat without hands-on experience. On the bright side, once you figured it out, there's a decent chance nobody else would see it coming.

Something about the chain, though… its heft or the way it rattles like distant thunder… reminds you uncomfortably of the old tales of chain-bound ghosts and makes the dark stains in the charms' creases seem suddenly ominous.
Type Weapon
Hidden Flags chain weapon
Effects +2 Eclipse Duration
+4 Power when your target doesn't have a Technique


Zack's House of Coins, originally available in season 25 for two unearthly coins.


If you are Etheric (even low-level Etheric like Slags Poisoning) with this item equipped, your techniques are replaced by a new set. Some are in your deck by default; others are unlocked by defeating certain opponents (and possibly other things).

The techniques in your deck is determined by:


  • Killing certain opponents will add additional charms to the chain while you are Etheric. This seems to set a hidden "flag" on your character.
    • For example, killing a ghoul adds Stabbing Charm to the pool of techniques.
    • Unlocked Chain can pull off these charms and turn them into physical items.
    • The charms fall off regardless after a few days(?).
    • There can be a maximum of 3(?) charms on the chain at any given time?

After all the above are tabulated (there are additional complicating factors not fully known),

  • If 3 techniques are available, 5 of each is in your deck.
  • If 4 techniques are available, 4 of each is in your deck.
  • If 5 techniques are available, 3 of each is in your deck.
Chain Technique Unlocked by Type Attribute Base
chainfisht.jpg Chained Fist (default) Melee Strength 6
wrappingchain.jpg Wrapping Chain (default) Melee Reflexes 5 Restrain 2; Deals bonus damage when you can catch your opponent
snappingchain.jpg Snapping Chains with enough Stealth Power Stealth Strength 6 You probably won't break this chain, but other bonds may not be so strong
swingingchain.jpg Swinging Chain (default) Evasion Reflexes 4 More effective when you have something to swing from
chainwithcharm.jpg Rattling Chain equipping any charm offhand Etheric Strength 10
stabbingchain.jpg Stabbing Charm defeating some fanged opponents* Melee Reflexes 10
tropicalchain.jpg Swimming Charm defeating some aquatic opponents* Evasion Will 4
listeningcharm.jpg Flittering Charm defeating some mushroom opponents* Evasion (?) Reflexes 4 "best suited to the darkness"
thirdcharm.jpg Staring Charm defeating some Etheric or Third Eye-affiliated opponents* Etheric Will 8
chainedspider.jpg Skittering Charm defeating some insectoid/spidery opponents* Etheric Reflexes 12
skullcharm.jpg Skull Charm defeating humans who don't fall into above categories* Etheric Will 6
chainedkey.jpg Tumbling Key defeating Form of Chains Etheric Reflexes 10

* Opponent categories need more investigation; see Opponents Testing for full data.

At the start of the fight, if you have a wolfskin belt equipped:

You feel the urge to hunt rise within you, but keep it chained.

Also, if you are Etheric, occasionally (needs spading — see discussion)

A terrible howling rises up around you, shaking the chain as it grows and wraps around itself. Somewhere in the seemingly endless chain, the links and charms gather into a humanoid shape.

(Fight the Form of Chains)

With the Unlocked Chain skill:

Hammer25.jpg This item is not a component for any kind of crafting.
toolbox.jpg This item cannot be salvaged.
GoldCoins.jpg This item cannot be added to a gang stash.
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