620 entries

Systems

Abilities, proficiencies, cards, combat rules, quests, party preparation, Player Town, and Rune Board rules.

69 cards

Trait Cards

Characters receive a Trait Card choice at hero levels 1, 5, 9, and every four levels after that. Each draft draws nine eligible cards from the global weighted pool. Domains do not reserve slots.

Most repeatable cards have no fixed rank cap and use diminishing returns after rank 4. Cards with an authored maximum show that limit in their details. Draftable signature cards can be chosen once. Innate racial signatures and granted signatures such as Gun License do not appear in drafts. Advanced racial Trait Cards can be drafted by their required race; any prerequisite Trait is listed on the card.

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297 cards

Mastery Cards

Proficiency-specific cards with their current effects, rank values, prerequisites, and artwork.

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36 volumes

Field Notices

Expedition Contracts and books that grant proficiency levels.

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7 services

Player Town

Barracks, Card Master, Grand Temple, Training Grounds, Bounty Merchant, Enchanter's Hut, Prep Room. Establishment costs, recruit upgrades, Gun License, equipment maintenance, and card resets.

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91 results
NameSectionDescriptionKey facts
Absolute Verdictartifact_absolute_verdict
AbilitiesA staged Lightning and Physical judgment strikes the enemy group, ending in a heavy seal impact.
Source
Artifact: Seal of the Final Bench
Activation
Automatic while equipped; no resource cost or learned ability slot
Timing
1s windup · 360s base cooldown
Progression
Meaningful use trains the equipped Artifact, not a permanently learned ability
More details (3)
Ability Weaving
Not eligible
Damage types
Lightning, Physical
Recovery
Cooldown recovery applies, with a floor of half the base cooldown; swapping cannot reset it
All Roads End Hereartifact_all_roads_end
AbilitiesA focused Light lance and up to 3 refractions strike engaged threats. Attacks still require accuracy and line of sight.
Source
Artifact: Lens of the Last Horizon
Activation
Automatic while equipped; no resource cost or learned ability slot
Timing
1s windup · 300s base cooldown
Progression
Meaningful use trains the equipped Artifact, not a permanently learned ability
More details (3)
Ability Weaving
Not eligible
Damage types
Light
Recovery
Cooldown recovery applies, with a floor of half the base cooldown; swapping cannot reset it
Backstabbackstab
AbilitiesConsume active concealment to strike from a true rear arc with an equipped dagger. You must be correctly positioned when the strike begins and when it lands.
Source
Ability Book
Resource
20 Stamina
Delivery
Enemy Rear · Melee · 1.7 m range · 120° arc · up to 1 targets · requires Dagger · requires concealment
Effects
Physical Damage · Physical
More details (3)
Timing
0.5s action · 6s cooldown
AI role
Offense
Ability Weaving
Eligible after mastery
Chain Lightningchain_lightning
AbilitiesLightning joins the first enemy to up to three further distinct enemies, choosing the nearest legal target within five metres of each hit. Each jump retains 85% damage; a target can be hit only once.
Source
Ability Book
Resource
26 Mana
Delivery
Enemy · Cast · 12 m range · up to 4 targets
Effects
Magic Damage · Lightning
More details (4)
Timing
0.75s action · 9s cooldown
AI role
Offense
Ability Weaving
Eligible after mastery
Bounce rule
Additional projectiles become 5 m bounces; 85% damage retained per hit
Cinder Brandcinder_brand
AbilitiesBrand one enemy with concentrated fire damage and Burning.
Source
Ability Book
Resource
19 Mana
Delivery
Enemy · Cast · 8 m range · up to 1 targets
Effects
Magic Damage · Fire · applies Burning
More details (3)
Timing
0.95s action · 5s cooldown
AI role
Offense
Ability Weaving
Eligible after mastery
Circle of Mendingcircle_of_mending
AbilitiesA measured harmony restores every injured ally close to the caster.
Source
Ability Book
Resource
28 Mana
Delivery
Injured Ally Circle · Cast · 4.5 m radius · up to 6 targets
Effects
Healing
More details (3)
Timing
1.5s action · 10s cooldown
AI role
Group Heal
Ability Weaving
Eligible after mastery
Conjure Fire Elementalconjure_fire_elemental
AbilitiesCalls a bound Fire Elemental near the caster. It hurls Cinder Bolts and periodically scorches clustered enemies with Cinder Burst. A successful new binding replaces this character's previous summon.
Source
Ability Book
Resource
48 Mana
Delivery
Self · Cast · up to 1 targets
Effects
Bound Summon
More details (3)
Timing
1.4s action · 50s cooldown
AI role
Summon Offense
Ability Weaving
Eligible after mastery
Bound Fire Elemental portraitBound Fire ElementalBound summon statistics and actions

Summon rules

  • Each character starts with one bound-summon slot. Binding runes and compatible Unique equipment can add capacity; a new binding replaces the oldest bound summon when the owner's capacity is full.
  • Melee skeletons and skeleton archers share three raised-minion slots per caster before bonuses. Raising a minion requires an eligible corpse and an active reanimation aura. Raised minions and bound summons use separate limits.
  • Bound summons are living party allies for abilities and Traits that affect an ally or the party, but they do not occupy roster, formation, recruitment, provision, party-size, or enemy-population positions.
  • Summons follow their owner and make deterministic combat decisions. They pass through characters, pets, and other summons, but enemies and solid scenery still block them.
  • A summon remains active while its owner is downed. It is dismissed when its duration ends, its owner dies permanently, the party returns to Town, or the expedition closes.
  • Conjuration Magic, Tome and Blood Orb implicits, summon affixes, and Conjuration Masteries modify the approved statistics recorded when the binding resolves.
Base duration
20s
Duration per ability level
+0.25s
Maximum duration
45s
Neutral base Health
24
Health per ability level
+0.6
Owner maximum Health
18%
Template Health multiplier
0.9×
Armor
6 + 0.1 per rank
Owner Armor
10%
Accuracy
60 + 0.35 per rank
Owner Accuracy
35%
Dodge
8 + 0.1 per rank
Owner Dodge
20%
Movement
3 m/s
Preferred range
4.75 m
Acquisition radius
9 m
Owner tether
10 m
Threat multiplier
1.05×

Resistances

physical
0%
fire
75%
cold
-20%
lightning
0%
poison
75%
light
0%
dark
0%

Status immunities

  • Bleeding
  • Burning
  • Poisoned

Summon actions

Cinder BoltBasic · Direct Projectile
AI role
Single Target Offense
Range
6 m
Damage
2.8 + 0.11 per rank · Fire
Critical hits
Yes
Cadence
1.2s
Status
Burning for 4s · maximum 3 stacks
Cinder BurstSignature · Target Circle
AI role
Area Offense
Range
6 m
Damage
5.2 + 0.18 per rank · Fire
Critical hits
Yes
Initial delay
3.25s
Cooldown
6.5s
Radius
2.4 m
Maximum targets
6
Status
Burning for 4s · maximum 3 stacks
Conjure Frost Elementalconjure_frost_elemental
AbilitiesCalls a durable bound Frost Elemental near the caster. It chills enemies at short range and uses Glacial Lock to freeze ordinary foes or deeply slow bosses. A successful new binding replaces this character's previous summon.
Source
Ability Book
Resource
52 Mana
Delivery
Self · Cast · up to 1 targets
Effects
Bound Summon
More details (3)
Timing
1.6s action · 52s cooldown
AI role
Summon Control
Ability Weaving
Eligible after mastery
Bound Frost Elemental portraitBound Frost ElementalBound summon statistics and actions

Summon rules

  • Each character starts with one bound-summon slot. Binding runes and compatible Unique equipment can add capacity; a new binding replaces the oldest bound summon when the owner's capacity is full.
  • Melee skeletons and skeleton archers share three raised-minion slots per caster before bonuses. Raising a minion requires an eligible corpse and an active reanimation aura. Raised minions and bound summons use separate limits.
  • Bound summons are living party allies for abilities and Traits that affect an ally or the party, but they do not occupy roster, formation, recruitment, provision, party-size, or enemy-population positions.
  • Summons follow their owner and make deterministic combat decisions. They pass through characters, pets, and other summons, but enemies and solid scenery still block them.
  • A summon remains active while its owner is downed. It is dismissed when its duration ends, its owner dies permanently, the party returns to Town, or the expedition closes.
  • Conjuration Magic, Tome and Blood Orb implicits, summon affixes, and Conjuration Masteries modify the approved statistics recorded when the binding resolves.
Base duration
20s
Duration per ability level
+0.25s
Maximum duration
45s
Neutral base Health
24
Health per ability level
+0.6
Owner maximum Health
18%
Template Health multiplier
1.4×
Armor
13 + 0.22 per rank
Owner Armor
20%
Accuracy
58 + 0.32 per rank
Owner Accuracy
35%
Dodge
5 + 0.06 per rank
Owner Dodge
15%
Movement
2.3 m/s
Preferred range
2.25 m
Acquisition radius
8 m
Owner tether
10 m
Threat multiplier
1.3×

Resistances

physical
0%
fire
-20%
cold
75%
lightning
0%
poison
75%
light
0%
dark
0%

Status immunities

  • Bleeding
  • Deep Chill
  • Chilled
  • Frozen
  • Poisoned

Summon actions

Rime BoltBasic · Direct Projectile
AI role
Single Target Control
Range
3.5 m
Damage
2.6 + 0.1 per rank · Cold
Critical hits
Yes
Cadence
1.45s
Status
Chilled for 4s · maximum 1 stack
Glacial LockSignature · Single Target
AI role
Single Target Control
Range
3.5 m
Damage
3.8 + 0.14 per rank · Cold
Critical hits
Yes
Initial delay
4s
Cooldown
7.5s
Status
Chilled for 4s · maximum 1 stack
Control
Frozen on ordinary enemies; Deep Chill on bosses for 1.5s
Conjure Gravewalkerconjure_gravewalker
AbilitiesCalls a slow, durable Gravewalker near the caster. Its claw and venom bite inflict poison over time after dealing health damage. Uses normal Bound capacity and healing; requires no corpse. Can be scribed after mastery, but cannot be woven.
Source
Ability Book
Resource
50 Mana
Delivery
Self · Cast · up to 1 targets
Effects
Bound Summon
More details (3)
Timing
1.6s action · 52s cooldown
AI role
Summon Offense
Ability Weaving
Not eligible
Gravewalker portraitGravewalkerBound summon statistics and actions

Summon rules

  • Each character starts with one bound-summon slot. Binding runes and compatible Unique equipment can add capacity; a new binding replaces the oldest bound summon when the owner's capacity is full.
  • Melee skeletons and skeleton archers share three raised-minion slots per caster before bonuses. Raising a minion requires an eligible corpse and an active reanimation aura. Raised minions and bound summons use separate limits.
  • Bound summons are living party allies for abilities and Traits that affect an ally or the party, but they do not occupy roster, formation, recruitment, provision, party-size, or enemy-population positions.
  • Summons follow their owner and make deterministic combat decisions. They pass through characters, pets, and other summons, but enemies and solid scenery still block them.
  • A summon remains active while its owner is downed. It is dismissed when its duration ends, its owner dies permanently, the party returns to Town, or the expedition closes.
  • Conjuration Magic, Tome and Blood Orb implicits, summon affixes, and Conjuration Masteries modify the approved statistics recorded when the binding resolves.
Base duration
20s
Duration per ability level
+0.25s
Maximum duration
45s
Neutral base Health
24
Health per ability level
+0.6
Owner maximum Health
18%
Template Health multiplier
1.45×
Armor
10.4 + 0.182 per rank
Owner Armor
18.2%
Accuracy
60 + 0.35 per rank
Owner Accuracy
35%
Dodge
4.8 + 0.06 per rank
Owner Dodge
12%
Movement
2.2 m/s
Preferred range
1.35 m
Acquisition radius
9 m
Owner tether
10 m
Threat multiplier
1×

Resistances

physical
0%
fire
0%
cold
0%
lightning
0%
poison
0%
light
0%
dark
0%

Status immunities

    Summon actions

    Gravewalker ClawBasic · Single Target
    AI role
    Single Target Offense
    Range
    1.7 m
    Damage
    2.7 + 0.1125 per rank · Physical
    Critical hits
    Yes
    Cadence
    2.4s
    Status
    Poisoned for 4s · maximum 3 stacks
    Gravewalker Venom BiteSignature · Single Target
    AI role
    Single Target Offense
    Range
    1.7 m
    Damage
    3.6 + 0.144 per rank · Physical
    Critical hits
    Yes
    Initial delay
    4.5s
    Cooldown
    9s
    Status
    Poisoned for 4s · maximum 3 stacks
    Conjure Lightning Elementalconjure_lightning_elemental
    AbilitiesCalls a swift bound Lightning Elemental near the caster. It launches rapid Arc Sparks and periodically forks a shocking discharge into nearby enemies. A successful new binding replaces this character's previous summon.
    Source
    Ability Book
    Resource
    46 Mana
    Delivery
    Self · Cast · up to 1 targets
    Effects
    Bound Summon
    More details (3)
    Timing
    1.25s action · 48s cooldown
    AI role
    Summon Offense
    Ability Weaving
    Eligible after mastery
    Bound Lightning Elemental portraitBound Lightning ElementalBound summon statistics and actions

    Summon rules

    • Each character starts with one bound-summon slot. Binding runes and compatible Unique equipment can add capacity; a new binding replaces the oldest bound summon when the owner's capacity is full.
    • Melee skeletons and skeleton archers share three raised-minion slots per caster before bonuses. Raising a minion requires an eligible corpse and an active reanimation aura. Raised minions and bound summons use separate limits.
    • Bound summons are living party allies for abilities and Traits that affect an ally or the party, but they do not occupy roster, formation, recruitment, provision, party-size, or enemy-population positions.
    • Summons follow their owner and make deterministic combat decisions. They pass through characters, pets, and other summons, but enemies and solid scenery still block them.
    • A summon remains active while its owner is downed. It is dismissed when its duration ends, its owner dies permanently, the party returns to Town, or the expedition closes.
    • Conjuration Magic, Tome and Blood Orb implicits, summon affixes, and Conjuration Masteries modify the approved statistics recorded when the binding resolves.
    Base duration
    20s
    Duration per ability level
    +0.25s
    Maximum duration
    45s
    Neutral base Health
    24
    Health per ability level
    +0.6
    Owner maximum Health
    18%
    Template Health multiplier
    0.75×
    Armor
    4 + 0.07 per rank
    Owner Armor
    7%
    Accuracy
    64 + 0.38 per rank
    Owner Accuracy
    35%
    Dodge
    14 + 0.18 per rank
    Owner Dodge
    25%
    Movement
    3.6 m/s
    Preferred range
    5.5 m
    Acquisition radius
    9.5 m
    Owner tether
    10 m
    Threat multiplier
    0.9×

    Resistances

    physical
    0%
    fire
    0%
    cold
    0%
    lightning
    75%
    poison
    75%
    light
    0%
    dark
    0%

    Status immunities

    • Bleeding
    • Poisoned
    • Shocked

    Summon actions

    Arc SparkBasic · Direct Projectile
    AI role
    Rapid Single Target Offense
    Range
    6.5 m
    Damage
    1.6 + 0.06 per rank · Lightning
    Critical hits
    Yes
    Cadence
    0.7s
    Forked DischargeSignature · Forked Projectile
    AI role
    Chain Offense
    Range
    7 m
    Damage
    3.2 + 0.12 per rank · Lightning
    Critical hits
    Yes
    Initial delay
    3.5s
    Cooldown
    7s
    Secondary targets
    2 within 4 m at 75% damage
    Status
    Shocked for 6s · maximum 3 stacks
    Conjure Monsterconjure_monster
    AbilitiesCalls a Bound Ravager near the caster. Its heavy strikes and periodic body check generate strong natural threat without forcing enemy targets. A successful binding replaces only this character's bound creature.
    Source
    Ability Book
    Resource
    50 Mana
    Delivery
    Self · Cast · up to 1 targets
    Effects
    Bound Summon
    More details (3)
    Timing
    1.6s action · 52s cooldown
    AI role
    Summon Offense
    Ability Weaving
    Eligible after mastery
    Bound Ravager portraitBound RavagerBound summon statistics and actions

    Summon rules

    • Each character starts with one bound-summon slot. Binding runes and compatible Unique equipment can add capacity; a new binding replaces the oldest bound summon when the owner's capacity is full.
    • Melee skeletons and skeleton archers share three raised-minion slots per caster before bonuses. Raising a minion requires an eligible corpse and an active reanimation aura. Raised minions and bound summons use separate limits.
    • Bound summons are living party allies for abilities and Traits that affect an ally or the party, but they do not occupy roster, formation, recruitment, provision, party-size, or enemy-population positions.
    • Summons follow their owner and make deterministic combat decisions. They pass through characters, pets, and other summons, but enemies and solid scenery still block them.
    • A summon remains active while its owner is downed. It is dismissed when its duration ends, its owner dies permanently, the party returns to Town, or the expedition closes.
    • Conjuration Magic, Tome and Blood Orb implicits, summon affixes, and Conjuration Masteries modify the approved statistics recorded when the binding resolves.
    Base duration
    20s
    Duration per ability level
    +0.25s
    Maximum duration
    45s
    Neutral base Health
    24
    Health per ability level
    +0.6
    Owner maximum Health
    18%
    Template Health multiplier
    1.3×
    Armor
    10.4 + 0.182 per rank
    Owner Armor
    18.2%
    Accuracy
    60 + 0.35 per rank
    Owner Accuracy
    35%
    Dodge
    6.4 + 0.08 per rank
    Owner Dodge
    16%
    Movement
    2.7 m/s
    Preferred range
    1.35 m
    Acquisition radius
    9 m
    Owner tether
    10 m
    Threat multiplier
    1.5×

    Resistances

    physical
    0%
    fire
    0%
    cold
    0%
    lightning
    0%
    poison
    0%
    light
    0%
    dark
    0%

    Status immunities

      Summon actions

      Heavy StrikeBasic · Single Target
      AI role
      Single Target Offense
      Range
      1.7 m
      Damage
      2.4 + 0.1 per rank · Physical
      Critical hits
      Yes
      Cadence
      1.2s
      Body CheckSignature · Single Target
      AI role
      Single Target Offense
      Range
      1.7 m
      Damage
      4 + 0.16 per rank · Physical
      Critical hits
      Yes
      Initial delay
      3.5s
      Cooldown
      7s
      Conjure Skeleton Archersconjure_skeleton_archers
      AbilitiesDuring combat, a raising aura turns eligible nearby hostile remains into temporary skeleton archers. Each fires one arrow at a time and periodically takes a precise shot. They share this character's three raised-minion slots with melee skeletons.
      Source
      Ability Book
      Resource
      55 Mana
      Delivery
      Self · Cast · 6 m radius · up to 1 targets
      Effects
      Corpse Reanimation
      More details (3)
      Timing
      1.8s action · 70s cooldown
      AI role
      Summon Offense
      Ability Weaving
      Eligible after mastery
      Raised Skeleton Archer portraitRaised Skeleton ArcherRaised minion statistics and actions

      Summon rules

      • Each character starts with one bound-summon slot. Binding runes and compatible Unique equipment can add capacity; a new binding replaces the oldest bound summon when the owner's capacity is full.
      • Melee skeletons and skeleton archers share three raised-minion slots per caster before bonuses. Raising a minion requires an eligible corpse and an active reanimation aura. Raised minions and bound summons use separate limits.
      • Bound summons are living party allies for abilities and Traits that affect an ally or the party, but they do not occupy roster, formation, recruitment, provision, party-size, or enemy-population positions.
      • Summons follow their owner and make deterministic combat decisions. They pass through characters, pets, and other summons, but enemies and solid scenery still block them.
      • A summon remains active while its owner is downed. It is dismissed when its duration ends, its owner dies permanently, the party returns to Town, or the expedition closes.
      • Conjuration Magic, Tome and Blood Orb implicits, summon affixes, and Conjuration Masteries modify the approved statistics recorded when the binding resolves.
      Reanimation aura
      8s + 0.25s per rank, up to 18s; requires eligible corpses
      Base duration
      15s
      Duration per ability level
      +0.5s
      Maximum duration
      35s
      Neutral base Health
      24
      Health per ability level
      +0.6
      Owner maximum Health
      18%
      Template Health multiplier
      0.325×
      Armor
      2 + 0.035 per rank
      Owner Armor
      3.5%
      Accuracy
      60 + 0.35 per rank
      Owner Accuracy
      35%
      Dodge
      8 + 0.1 per rank
      Owner Dodge
      20%
      Movement
      2.8 m/s
      Preferred range
      5 m
      Acquisition radius
      9 m
      Owner tether
      10 m
      Threat multiplier
      0.75×

      Resistances

      physical
      0%
      fire
      0%
      cold
      0%
      lightning
      0%
      poison
      0%
      light
      0%
      dark
      0%

      Status immunities

      • Bleeding
      • Poisoned

      Summon actions

      Bonebound ArrowBasic · Direct Projectile
      AI role
      Single Target Offense
      Range
      6.5 m
      Damage
      0.9 + 0.0375 per rank · Physical
      Critical hits
      Yes
      Cadence
      1.4s
      Precise Bonebound ArrowSignature · Direct Projectile
      AI role
      Single Target Offense
      Range
      6.5 m
      Damage
      1.5 + 0.06 per rank · Physical
      Critical hits
      Yes
      Initial delay
      3.5s
      Cooldown
      7s
      Conjure Skeletonsconjure_skeletons
      AbilitiesDuring combat, a raising aura turns eligible nearby hostile remains into temporary melee skeletons. Each corpse is consumed once. This character can maintain three raised minions, shared with skeleton archers, separately from one bound creature.
      Source
      Ability Book
      Resource
      55 Mana
      Delivery
      Self · Cast · 6 m radius · up to 1 targets
      Effects
      Corpse Reanimation
      More details (3)
      Timing
      1.8s action · 70s cooldown
      AI role
      Summon Offense
      Ability Weaving
      Eligible after mastery
      Raised Skeleton portraitRaised SkeletonRaised minion statistics and actions

      Summon rules

      • Each character starts with one bound-summon slot. Binding runes and compatible Unique equipment can add capacity; a new binding replaces the oldest bound summon when the owner's capacity is full.
      • Melee skeletons and skeleton archers share three raised-minion slots per caster before bonuses. Raising a minion requires an eligible corpse and an active reanimation aura. Raised minions and bound summons use separate limits.
      • Bound summons are living party allies for abilities and Traits that affect an ally or the party, but they do not occupy roster, formation, recruitment, provision, party-size, or enemy-population positions.
      • Summons follow their owner and make deterministic combat decisions. They pass through characters, pets, and other summons, but enemies and solid scenery still block them.
      • A summon remains active while its owner is downed. It is dismissed when its duration ends, its owner dies permanently, the party returns to Town, or the expedition closes.
      • Conjuration Magic, Tome and Blood Orb implicits, summon affixes, and Conjuration Masteries modify the approved statistics recorded when the binding resolves.
      Reanimation aura
      8s + 0.25s per rank, up to 18s; requires eligible corpses
      Base duration
      15s
      Duration per ability level
      +0.5s
      Maximum duration
      35s
      Neutral base Health
      24
      Health per ability level
      +0.6
      Owner maximum Health
      18%
      Template Health multiplier
      0.425×
      Armor
      3 + 0.05 per rank
      Owner Armor
      5%
      Accuracy
      60 + 0.35 per rank
      Owner Accuracy
      35%
      Dodge
      6 + 0.08 per rank
      Owner Dodge
      15%
      Movement
      2.8 m/s
      Preferred range
      1.25 m
      Acquisition radius
      9 m
      Owner tether
      10 m
      Threat multiplier
      1×

      Resistances

      physical
      0%
      fire
      0%
      cold
      0%
      lightning
      0%
      poison
      0%
      light
      0%
      dark
      0%

      Status immunities

      • Bleeding
      • Poisoned

      Summon actions

      Bonebound StrikeBasic · Single Target
      AI role
      Single Target Offense
      Range
      1.6 m
      Damage
      1.02 + 0.0425 per rank · Physical
      Critical hits
      Yes
      Cadence
      1.2s
      Heavy Bonebound StrikeSignature · Single Target
      AI role
      Single Target Offense
      Range
      1.6 m
      Damage
      1.7 + 0.068 per rank · Physical
      Critical hits
      Yes
      Initial delay
      3.5s
      Cooldown
      7s
      Covering Firecovering_fire
      AbilitiesCommit to three measured Pistol shots. Each successful shot briefly slows movement only. Legal dual wield alternates hands; extras share that shot's recipient protection.
      Source
      Ability Book
      Resource
      24 Stamina
      Delivery
      Enemy · Ranged · active gun range · requires Pistol
      Effects
      Gun Profile Damage · Physical · applies Covering Fire
      More details (4)
      Timing
      0.5s action · 11s cooldown
      AI role
      Offense
      Ability Weaving
      Not eligible
      Damage formula
      35% active gun damage + 0.22 per ability level above 1; 90–110% roll for each shot
      Cradle of Dawnartifact_cradle_of_dawn
      AbilitiesThree healing waves refresh temporary barriers on nearby living allies and owned summons, followed by a Light-damage finale.
      Source
      Artifact: Core of the First Lullaby
      Activation
      Automatic while equipped; no resource cost or learned ability slot
      Timing
      1s windup · 420s base cooldown
      Progression
      Meaningful use trains the equipped Artifact, not a permanently learned ability
      More details (3)
      Ability Weaving
      Not eligible
      Damage types
      Light
      Recovery
      Cooldown recovery applies, with a floor of half the base cooldown; swapping cannot reset it
      Crosswind Postingrelic_oath_machine_writ_case
      AbilitiesFires two Lightning projectiles and applies Shock.
      Source
      Relic: Oath-Machine Writ Case
      Activation
      Automatic while equipped; no resource cost or learned ability slot
      Base cooldown
      12s; separate for each equipped item, with a recovery floor of half the base
      Ability level
      3 × (effective base tier − 1) + quality roll (1–3); no use XP
      More details (2)
      Base power before wearer bonuses
      14 + 1 × ability level
      Ability Weaving
      Not eligible
      Dark Missilesrelic_glassmoon_reliquary
      AbilitiesHoming Dark missiles. Gains one additional missile every four effective base tiers, up to ten. Total damage continues to grow after the missile limit.
      Source
      Relic: Glassmoon Reliquary
      Activation
      Automatic while equipped; no resource cost or learned ability slot
      Base cooldown
      12s; separate for each equipped item, with a recovery floor of half the base
      Ability level
      3 × (effective base tier − 1) + quality roll (1–3); no use XP
      More details (2)
      Base power before wearer bonuses
      12 + 1 × ability level
      Ability Weaving
      Not eligible
      Dawn Raydawn_ray
      AbilitiesCondensed light burns through one enemy.
      Source
      Ability Book
      Resource
      17 Mana
      Delivery
      Enemy · Cast · 8 m range · up to 1 targets
      Effects
      Magic Damage · Light
      More details (3)
      Timing
      1.05s action · 3s cooldown
      AI role
      Offense
      Ability Weaving
      Eligible after mastery
      Dawn Sanctuarydawn_sanctuary
      AbilitiesA stationary sanctuary at an ally's location gives six healing pulses, each refreshing a small non-stacking barrier on living party members and owned summons inside. It cannot resurrect.
      Source
      Ability Book
      Resource
      45 Mana
      Delivery
      Ally Circle · Cast · 10 m range · 3.5 m radius · up to 30 targets
      Effects
      Healing · Light; Barrier · Light · applies Dawn Sanctuary
      More details (3)
      Timing
      1s action · 24s cooldown
      AI role
      Group Heal
      Ability Weaving
      Eligible after mastery
      Double Tapdouble_tap
      AbilitiesFire two deliberate gunshots in sequence. Each shot resolves its own accuracy, damage, critical hit, and on-hit effects.
      Source
      Ability Book
      Resource
      18 Stamina
      Delivery
      Enemy · Ranged · active gun range · up to 1 targets · 2 scheduled shots · 0.28s between shots · requires Blaster Rifle or Pistol
      Effects
      Gun Profile Damage · damage type from active gun
      More details (5)
      Timing
      0.72s action · 6s cooldown
      AI role
      Offense
      Ability Weaving
      Not eligible
      Damage formula
      60% active gun damage + 0.45 per ability level above 1; 90–110% roll for each shot
      Sequence
      2 independent shots, 0.28s apart
      Dragoon Jumpdragoon_jump
      AbilitiesLeap toward an enemy with an equipped spear or halberd and crash down with a heavy physical impact around your landing. Requires clear ground and does not grant invulnerability.
      Source
      Ability Book
      Resource
      30 Stamina
      Delivery
      Enemy Circle · Melee · 1.8 m range · 2.5 m radius · up to 5 targets · requires Polearm or Spear
      Effects
      Physical Damage
      More details (3)
      Timing
      0.2s action · 16s cooldown
      AI role
      Offense
      Ability Weaving
      Eligible after mastery
      Draw the Linedraw_the_line
      AbilitiesChallenge nearby enemies, raise the caster above current threat, and force their target for a short window. Bosses suffer half forced duration but full threat.
      Source
      Ability Book
      Resource
      18 Stamina
      Delivery
      Self · Melee · 6 m radius · up to 1 targets
      Effects
      Taunt
      More details (4)
      Timing
      0.55s action · 14s cooldown
      AI role
      Taunt
      Ability Weaving
      Eligible after mastery
      Taunt
      4s + 0.1s per ability level, maximum 8s; 25% threat margin; 30 + 3 threat per ability level
      Eclipse Welleclipse_well
      AbilitiesA well forms at a locked ground point and collapses once after a short delay, striking enemies still inside with dark damage. It does not pull them.
      Source
      Ability Book
      Resource
      34 Mana
      Delivery
      Enemy Circle · Cast · 14 m range · 3 m radius · up to 8 targets
      Effects
      Magic Damage · Dark
      More details (3)
      Timing
      0.9s action · 16s cooldown
      AI role
      Offense
      Ability Weaving
      Eligible after mastery
      Elemental Fractureelemental_fracture
      AbilitiesA disruptive bolt weakens an enemy's resistance to every nonphysical damage type.
      Source
      Ability Book
      Resource
      22 Mana
      Delivery
      Enemy · Cast · 8 m range · up to 1 targets
      Effects
      Magic Damage · Lightning · applies Elemental Fracture
      More details (3)
      Timing
      1.1s action · 10s cooldown
      AI role
      Debuff
      Ability Weaving
      Eligible after mastery
      Ember Boltember_bolt
      AbilitiesA focused ember crosses the field and burns one enemy.
      Source
      Ability Book
      Resource
      14 Mana
      Delivery
      Enemy · Cast · 8 m range · up to 1 targets
      Effects
      Magic Damage · Fire · applies Burning
      More details (3)
      Timing
      0.9s action · 2.5s cooldown
      AI role
      Offense
      Ability Weaving
      Eligible after mastery
      Ember Novaember_nova
      AbilitiesA ring of ember strikes every enemy close to the caster.
      Source
      Ability Book
      Resource
      24 Mana
      Delivery
      Enemy Circle · Cast · 3.5 m radius · up to 99 targets
      Effects
      Magic Damage · Fire · applies Burning
      More details (3)
      Timing
      1.3s action · 7s cooldown
      AI role
      Offense
      Ability Weaving
      Eligible after mastery
      Frost Lancefrost_lance
      AbilitiesA narrow spear of cold chills its target and freezes an enemy already chilled.
      Source
      Ability Book
      Resource
      15 Mana
      Delivery
      Enemy · Cast · 8 m range · up to 1 targets
      Effects
      Magic Damage · Cold · applies Chilled
      More details (3)
      Timing
      1s action · 3s cooldown
      AI role
      Offense
      Ability Weaving
      Eligible after mastery
      Frost Ringfrost_ring
      AbilitiesA circle of cold damages and chills enemies around the caster.
      Source
      Ability Book
      Resource
      25 Mana
      Delivery
      Enemy Circle · Cast · 3.5 m radius · up to 99 targets
      Effects
      Magic Damage · Cold · applies Chilled
      More details (3)
      Timing
      1.2s action · 8s cooldown
      AI role
      Debuff
      Ability Weaving
      Eligible after mastery
      Furnace Sunartifact_furnace_sun
      AbilitiesThree Fire strikes and a sunburst burn engaged enemies. Burning requires health damage.
      Source
      Artifact: Heart of the Last Shift
      Activation
      Automatic while equipped; no resource cost or learned ability slot
      Timing
      1s windup · 300s base cooldown
      Progression
      Meaningful use trains the equipped Artifact, not a permanently learned ability
      More details (3)
      Ability Weaving
      Not eligible
      Damage types
      Fire
      Recovery
      Cooldown recovery applies, with a floor of half the base cooldown; swapping cannot reset it
      Furnace Wavefurnace_wave
      AbilitiesReleases one forward fire cone through a 70-degree arc, reaching seven metres and up to eight enemies. Hard obstacles block the damage.
      Source
      Ability Book
      Resource
      24 Mana
      Delivery
      Enemy Arc · Cast · 7 m range · 70° arc · up to 8 targets
      Effects
      Magic Damage · Fire
      More details (3)
      Timing
      0.8s action · 9s cooldown
      AI role
      Offense
      Ability Weaving
      Eligible after mastery
      Glacial Fanglacial_fan
      AbilitiesReleases three straight cold shards in a 30-degree fan. The shards travel at 20 metres per second for twelve metres, and this cast can damage each target only once, even with projectile runes. No automatic homing or freeze.
      Source
      Ability Book
      Resource
      26 Mana
      Delivery
      Enemy · Cast · 12 m range · up to 1 targets · 3 projectiles
      Effects
      Magic Damage · Cold
      More details (3)
      Timing
      0.8s action · 10s cooldown
      AI role
      Offense
      Ability Weaving
      Eligible after mastery
      Grasping Gloomgrasping_gloom
      AbilitiesA suppressive curse reduces an enemy's outgoing damage. Stronger curses prevail without stacking, stunning, or restricting movement.
      Source
      Ability Book
      Resource
      22 Mana
      Delivery
      Enemy · Cast · 12 m range · up to 1 targets
      Effects
      Apply Status · Dark · applies Grasping Gloom
      More details (3)
      Timing
      0.7s action · 14s cooldown
      AI role
      Debuff
      Ability Weaving
      Eligible after mastery
      Harmonic Relayrelic_choirstone_manifest_case
      AbilitiesNearby allies gain movement and action speed for 4 seconds. The bonus is 8 + 12 × ability level / (ability level + 60) percent.
      Source
      Relic: Choirstone Manifest Case
      Activation
      Automatic while equipped; no resource cost or learned ability slot
      Base cooldown
      18s; separate for each equipped item, with a recovery floor of half the base
      Ability level
      3 × (effective base tier − 1) + quality roll (1–3); no use XP
      More details (1)
      Ability Weaving
      Not eligible
      Hastening Chorushastening_chorus
      AbilitiesA costly, unreserved chorus accelerates nearby allies. Ability level extends its initially short duration.
      Source
      Ability Book
      Resource
      40 Mana
      Delivery
      Ally Circle · Cast · 5.5 m radius · up to 6 targets
      Effects
      Apply Status · applies Hastening Chorus
      More details (3)
      Timing
      1.8s action · 45s cooldown
      AI role
      Aura
      Ability Weaving
      Eligible after mastery
      Heartseekerheartseeker
      AbilitiesPrepare a heavy Bow shot. Only this shot's own payload gains up to fifty percent more damage from the target's missing health at contact, never from a depleted barrier.
      Source
      Ability Book
      Resource
      24 Stamina
      Delivery
      Enemy · Ranged · 12 m range · requires Bow
      Effects
      Physical Damage · Physical
      More details (3)
      Timing
      1s action · 11s cooldown
      AI role
      Offense
      Ability Weaving
      Eligible after mastery
      Heat Curlrelic_forge_liturgy_reliquary
      AbilitiesReduces damage taken for 4 seconds. Reduction is 10 + 20 × ability level / (ability level + 60) percent.
      Source
      Relic: Forge-Liturgy Reliquary
      Activation
      Automatic while equipped; no resource cost or learned ability slot
      Base cooldown
      16s; separate for each equipped item, with a recovery floor of half the base
      Ability level
      3 × (effective base tier − 1) + quality roll (1–3); no use XP
      More details (1)
      Ability Weaving
      Not eligible
      Invisibilityinvisibility
      AbilitiesEnemies cannot choose you as a new single target until the cloak expires or you perform an action that breaks invisibility.
      Source
      Ability Book
      Resource
      30 Mana
      Delivery
      Self · Cast · up to 1 targets
      Effects
      Invisibility · applies Invisible
      More details (3)
      Timing
      1.2s action · 24s cooldown
      AI role
      Stealth
      Ability Weaving
      Eligible after mastery
      Invocation of Stormwinginvocation_stormwing
      AbilitiesA transient winged manifestation strikes an area with lightning and Shock, then departs. Up to three weaker arcs can reach distinct additional foes outside the primary hit set. It creates no persistent creature and never repeats a target within its impact.
      Source
      Ability Book
      Resource
      100 Mana
      Delivery
      Enemy Circle · Cast · 16 m range · 6 m radius · up to 8 targets
      Effects
      Magic Damage · Lightning · applies Shocked
      More details (3)
      Timing
      3s action · 110s cooldown
      AI role
      Offense
      Ability Weaving
      Eligible after mastery
      Invocation of the Cinder Titaninvocation_cinder_titan
      AbilitiesAn immense transient titan arrives, strikes one area with fire and hit-derived Burning, then departs. It creates no persistent creature. Its final cooldown cannot fall below half its authored cooldown.
      Source
      Ability Book
      Resource
      90 Mana
      Delivery
      Enemy Circle · Cast · 16 m range · 6 m radius · up to 8 targets
      Effects
      Magic Damage · Fire · applies Burning
      More details (3)
      Timing
      3s action · 120s cooldown
      AI role
      Offense
      Ability Weaving
      Eligible after mastery
      Invocation of the White Coilinvocation_white_coil
      AbilitiesA vast transient coil arrives, sweeps an area with cold, then departs. It chills struck foes and briefly freezes already-chilled ordinary targets; powerful foes receive Deep Chill instead. It creates no persistent creature.
      Source
      Ability Book
      Resource
      95 Mana
      Delivery
      Enemy Circle · Cast · 16 m range · 6 m radius · up to 8 targets
      Effects
      Magic Damage · Cold · applies Chilled
      More details (3)
      Timing
      3.2s action · 130s cooldown
      AI role
      Offense
      Ability Weaving
      Eligible after mastery
      Iron Canticleiron_canticle
      AbilitiesA costly, unreserved defensive aura raises nearby allies' armor and block chance for a level-scaled duration.
      Source
      Ability Book
      Resource
      44 Mana
      Delivery
      Ally Circle · Cast · 5.5 m radius · up to 6 targets
      Effects
      Apply Status · applies Iron Canticle: Armor; Apply Status · applies Iron Canticle: Block
      More details (3)
      Timing
      1.9s action · 48s cooldown
      AI role
      Aura
      Ability Weaving
      Eligible after mastery
      Manual Overridemanual_override
      AbilitiesDeliberately overclock movement, attacks, and casting by five percent before a fixed four-second stabilization slowdown. Later ranks keep improving through the unlimited diminishing-power curve; stabilization remains fifteen percent.
      Source
      Automata racial ability
      Resource
      18 Stamina
      Delivery
      Self · Cast · up to 1 targets
      Effects
      Apply Status · applies Manual Override
      More details (3)
      Timing
      0.25s action · 75s cooldown
      AI role
      Aura
      Ability Weaving
      Not eligible
      Mass Invisibilitymass_invisibility
      AbilitiesCloak each currently visible nearby ally independently and apply a separate party Dodge Score aura.
      Source
      Ability Book
      Resource
      65 Mana
      Delivery
      Ally Circle · Cast · 5.5 m radius · up to 6 targets
      Effects
      Mass Invisibility · applies Invisible · also applies Shimmering Company
      More details (3)
      Timing
      2.1s action · 60s cooldown
      AI role
      Aura
      Ability Weaving
      Eligible after mastery
      Meditatemeditate
      AbilitiesFocus briefly to convert stamina into mana while keeping a stamina reserve. Conversion improves with ability level. Used when mana is low and it is safe to recover, including after combat.
      Source
      Ability Book
      Resource
      0 Stamina
      Delivery
      Self · Cast
      Effects
      Stamina To Mana
      More details (3)
      Timing
      2s action · 45s cooldown
      AI role
      Recovery
      Ability Weaving
      Not eligible
      Mend Protocolrelic_caretaker_resonator
      AbilitiesRestores Health to nearby allies within 6 metres.
      Source
      Relic: Caretaker Resonator
      Activation
      Automatic while equipped; no resource cost or learned ability slot
      Base cooldown
      18s; separate for each equipped item, with a recovery floor of half the base
      Ability level
      3 × (effective base tier − 1) + quality roll (1–3); no use XP
      More details (2)
      Base power before wearer bonuses
      14 + 0.8 × ability level
      Ability Weaving
      Not eligible
      Mender's Lumenmenders_lumen
      AbilitiesA concentrated lumen restores the most injured standing ally in range.
      Source
      Ability Book
      Resource
      18 Mana
      Delivery
      Injured Ally · Cast · 7 m range · up to 1 targets
      Effects
      Healing
      More details (3)
      Timing
      1.2s action · 5s cooldown
      AI role
      Single Heal
      Ability Weaving
      Eligible after mastery
      Night Shardnight_shard
      AbilitiesA shard of shaped darkness strikes one enemy.
      Source
      Ability Book
      Resource
      17 Mana
      Delivery
      Enemy · Cast · 8 m range · up to 1 targets
      Effects
      Magic Damage · Dark
      More details (3)
      Timing
      1.05s action · 3s cooldown
      AI role
      Offense
      Ability Weaving
      Eligible after mastery
      Overflow Arcrelic_flooded_record_reliquary
      AbilitiesFires three Lightning projectiles and applies Shock.
      Source
      Relic: Flooded-Record Reliquary
      Activation
      Automatic while equipped; no resource cost or learned ability slot
      Base cooldown
      14s; separate for each equipped item, with a recovery floor of half the base
      Ability level
      3 × (effective base tier − 1) + quality roll (1–3); no use XP
      More details (2)
      Base power before wearer bonuses
      16 + 1.2 × ability level
      Ability Weaving
      Not eligible
      Overture of the Eight Gatesartifact_eight_gates
      Abilities8 aperture strikes and one convergence share a single Physical, Dark, Light, Fire, Lightning and Cold damage budget.
      Source
      Artifact: Auralis's Eightfold Signet
      Activation
      Automatic while equipped; no resource cost or learned ability slot
      Timing
      1.4s windup · 600s base cooldown
      Progression
      Meaningful use trains the equipped Artifact, not a permanently learned ability
      More details (3)
      Ability Weaving
      Not eligible
      Damage types
      Physical, Dark, Light, Fire, Lightning, Cold
      Recovery
      Cooldown recovery applies, with a floor of half the base cooldown; swapping cannot reset it
      Pinning Shotpinning_shot
      AbilitiesA precise projectile deals physical damage and slows its target.
      Source
      Ability Book
      Resource
      15 Stamina
      Delivery
      Enemy · Ranged · 9 m range · up to 1 targets · requires Bow or Crossbow
      Effects
      Physical Damage · Physical · applies Pinned
      More details (3)
      Timing
      0.6s action · 5s cooldown
      AI role
      Debuff
      Ability Weaving
      Eligible after mastery