Soul Brands
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Soul Brands are a special equipment slot added in Season 2, Fires of the Past. A Soul Brand grants one effect per level: basic attributes, talent effects, fixed affixes or gem slots. They are crafted and upgraded at the Brand Candelabra in Windrest, tended by Lamplighter Liv. You can add one to a build in the Build Planner.
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Lesser Soul Brand
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Medium Soul Brand
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Greater Soul Brand
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Superb Soul Brand
How it works
- A Soul Brand has its own equipment slot. It cannot be traded on the Auction House, looted in a match, or carried in your inventory or Pip's Pouch.
- A newly forged Brand is level 1. Its number of effects always equals its level.
- Soul Brands do not count toward your loadout value, and neither do the gems socketed in them. Their rarity does count for the rarity limit of a stage.
- Soul Brands are reset at the end of the season.
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The Soul Brand slot
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Refining Soulcoal
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Crafting a Soul Brand
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A Superb Soul Brand
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Targeted upgrade
Rarities
| Icon | Soul Brand | Rarity | Candelabra level to craft | Level cap (upgrades) | Highest level (reshape) | Targeted upgrades |
|---|---|---|---|---|---|---|
| Lesser Soul Brand | Rare | 1 | 2 | 3 | 1 | |
| Medium Soul Brand | Excellent | 2 | 3 | 4 | 1 | |
| Greater Soul Brand | Epic | 4 | 4 | 5 | 1 | |
| Superb Soul Brand | Legendary | 5 | 5 | 6 | 2 |
Materials
| Icon | Material | Use |
|---|---|---|
| Soulcoal | Crafts Soul Brands and pays for regular upgrades. Also spent at the Prayer Shop. Refined from Wildfire Relics, Faded Brands and Soul Brands. | |
| Wildfire Ember | Pays for targeted upgrades. Refining has a chance to produce it. | |
| Primal Flame | Reshapes a Soul Brand. Refining has a chance to produce it. |
Upgrading
- Regular upgrade: costs Soulcoal and adds a random effect.
- Targeted upgrade: costs Wildfire Embers and lets you choose the effect. The choices depend on the Brand's rarity and level. Each Brand only allows a limited number of targeted upgrades (see the table above).
- Once a Brand reaches its level cap it cannot receive any more regular or targeted upgrades.
| Soul Brand | Upgrade | Regular (Soulcoal) | Targeted (Wildfire Ember) |
|---|---|---|---|
| Lesser Soul Brand | Lv.1 → Lv.2 | 5 | 1 |
| Medium Soul Brand | Lv.1 → Lv.2 | 8 | 2 |
| Medium Soul Brand | Lv.2 → Lv.3 | 8 | 2 |
| Greater Soul Brand | Lv.1 → Lv.2 | 12 | 3 |
| Greater Soul Brand | Lv.2 → Lv.3 | 12 | 3 |
| Greater Soul Brand | Lv.3 → Lv.4 | 15 | 3 |
| Superb Soul Brand | Lv.1 → Lv.2 | 18 | 5 |
| Superb Soul Brand | Lv.2 → Lv.3 | 18 | 5 |
| Superb Soul Brand | Lv.3 → Lv.4 | 21 | 5 |
| Superb Soul Brand | Lv.4 → Lv.5 | 21 | 5 |
Reshaping
- Costs 1 Primal Flame.
- The Brand's level is rerolled anywhere from Lv.1 to one level above its level cap, and its effects may change.
- Each Soul Brand can only be reshaped once. After that it cannot be upgraded again.
Brand Candelabra
| Level | Can craft | Targeted upgrade | Reshape |
|---|---|---|---|
| 1 | Lesser | No | No |
| 2 | Lesser, Medium | No | No |
| 3 | Lesser, Medium | Yes | No |
| 4 | Lesser, Medium, Greater | Yes | No |
| 5 | Lesser, Medium, Greater, Superb | Yes | No |
| 6 | Lesser, Medium, Greater, Superb | Yes | Yes |
Refining: deposit Wildfire Relics, Faded Brands or Soul Brands to get Soulcoal, with a chance of Wildfire Embers and Primal Flames. A Brand with Lock Protection enabled is never picked automatically for refining.
Death and failed extraction
- Killed in a match: the Soul Brand you had equipped drops as a Faded Brand, which other players can dismantle for Soulcoal.
- Failed extraction: the Brand is not lost, but it can lose levels, and it loses one random effect per level lost. A Brand that would drop below Lv.1 dissipates, so a Lv.1 Brand is always lost.
| Soul Brand | Keeps its level | Loses 1 level | Loses 2 levels | Loses 3 levels |
|---|---|---|---|---|
| Lesser Soul Brand | 35% | 35% | 30% | — |
| Medium Soul Brand | 35% | 35% | 30% | — |
| Greater Soul Brand | 35% | 25% | 20% | 20% |
| Superb Soul Brand | 25% | 25% | 25% | 25% |
Effects
There are four types of effect. What a Brand can roll depends on how many effects it already has:
| Effect number | Possible types |
|---|---|
| 1st | Basic Attribute |
| 2nd | Basic Attribute or Talent Effect |
| 3rd and later | Basic Attribute, Talent Effect, Fixed Affix or Gem Slot |
Limits on a single Brand:
- At most 2 Fixed Affixes and at most 2 Gem Slots, and no more than 3 of the two combined.
- At most 1 Class Talent and 1 General Talent.
Basic Attributes
The value is rolled inside the range for the Brand's rarity. Reshaping can roll a wider range, shown in the last column for a Superb Brand.
| Attribute | Lesser | Medium | Greater | Superb | Superb (reshaped) | Classes |
|---|---|---|---|---|---|---|
| Attack | +2–4 | +3–5 | +3–5 | +3–6 | +3–7 | All classes |
| Defense | +18–28 | +20–31 | +22–35 | +25–38 | +25–46 | All classes |
| Maximum Health | +16–24 | +18–27 | +20–30 | +22–33 | +22–40 | All classes |
| Maximum Energy | +5–8 | +6–9 | +6–10 | +7–11 | +7–13 | Mercenary, Sorcerer, Blackarrow, Shadowstrix, Withered Knight |
| Healing Done | +3.2–4.8% | +3.6–5.4% | +4–6% | +4.4–6.6% | +4.4–7.9% | All classes |
| Critical Damage | +1.6–2.4% | +1.8–2.7% | +2–3% | +2.2–3.3% | +2.2–4% | All classes |
| Critical Damage Resistance | +1.8–2.8% | +2–3.1% | +2.2–3.5% | +2.5–3.8% | +2.5–4.6% | All classes |
| Magic Damage | +1.8–2.8% | +2–3.1% | +2.2–3.5% | +2.5–3.8% | +2.5–4.6% | Sorcerer, Seer |
| Magic Resistance | +1.8–2.8% | +2–3.1% | +2.2–3.5% | +2.5–3.8% | +2.5–4.6% | All classes |
| Physical Damage | +1.8–2.8% | +2–3.1% | +2.2–3.5% | +2.5–3.8% | +2.5–4.6% | Mercenary, Blackarrow, Shadowstrix, Withered Knight |
| Physical Resistance | +1.8–2.8% | +2–3.1% | +2.2–3.5% | +2.5–3.8% | +2.5–4.6% | All classes |
| Monster Damage Bonus | +2.1–3.2% | +2.4–3.6% | +2.6–4% | +2.9–4.4% | +2.9–5.3% | All classes |
| Defense Penetration | +1.2–2% | +1.4–2.2% | +1.6–2.4% | +1.7–2.7% | +1.7–3.2% | All classes |
| Skill Cooldown Speed | +1.6–2.4% | +1.8–2.7% | +2–3% | +2.2–3.3% | +2.2–4% | All classes |
| Skill Energy Cost Reduction | +1.8–2.8% | +2–3.1% | +2.2–3.5% | +2.5–3.8% | +2.5–4.6% | Mercenary, Sorcerer, Blackarrow, Shadowstrix, Withered Knight |
| Heat Resistance | +12–20% | +14–22% | +16–24% | +17–27% | +17–32% | All classes |
Fixed Affixes
A Fixed Affix adds 1 to 3 levels of one of the gear Affixes. Those levels add to the ones from your equipment and gems. Higher rarities are more likely to roll 2 or 3 levels.
| Affix | Levels | Classes |
|---|---|---|
| Aegis | +1 to +3 | All classes |
| Blessing | +1 to +3 | Seer |
| Brotherhood | +1 to +3 | All classes |
| Bulwark | +1 to +3 | Mercenary, Withered Knight |
| Burst | +1 to +3 | Withered Knight |
| Creation | +1 to +3 | Seer |
| Curse | +1 to +3 | Sorcerer, Blackarrow |
| Deft | +1 to +3 | All classes |
| Distant Ward | +1 to +3 | All classes |
| Eloquence | +1 to +3 | Sorcerer, Seer |
| Ethereal | +1 to +3 | All classes |
| Fervid | +1 to +3 | All classes |
| Fervor | +1 to +3 | Mercenary, Shadowstrix |
| Focused | +1 to +3 | Mercenary, Blackarrow |
| Iron Helmet | +1 to +3 | All classes |
| Ranged | +1 to +3 | Sorcerer, Blackarrow, Seer |
| Resilience | +1 to +3 | All classes |
| Seamless | +1 to +3 | All classes |
| Seeker | +1 to +3 | All classes |
| Skypiercing | +1 to +3 | Sorcerer, Blackarrow |
| Smiting | +1 to +3 | Shadowstrix, Withered Knight |
| Spirit Shield | +1 to +3 | Seer |
| Stoic | +1 to +3 | All classes |
| Strife | +1 to +3 | Mercenary, Shadowstrix, Seer, Withered Knight |
| Swift | +1 to +3 | All classes |
| Tenacious | +1 to +3 | All classes |
| Unyielding | +1 to +3 | All classes |
| Valor | +1 to +3 | All classes |
| Vitality | +1 to +3 | Mercenary, Sorcerer, Blackarrow, Shadowstrix, Withered Knight |
| Wealth | +1 to +3 | All classes |
| Wrath | +1 to +3 | All classes |
Gem Slots
A Gem Slot effect adds a socket to the Brand, and you can socket a gem in it like in any other piece of gear. The slot is for one gem color and is Tier I or Tier II; there is also a chance to roll a Universal slot, which takes any color. Higher rarities roll Tier II slots much more often. See the Gem Catalog for the gems.
| Slot | Takes |
|---|---|
| Tier I Agate, Amethyst, Moonstone or Peridot | Tier I gems of that color |
| Tier II Agate, Amethyst, Moonstone or Peridot | Tier I and Tier II gems of that color |
| Tier I Universal | Every Tier I gem |
| Tier II Universal | Every Tier I and Tier II gem |
Talent Effects
A Talent Effect activates a talent without spending talent points. A Brand only rolls talents for the class that crafts it.
General talents (all classes):
| Talent | Effect |
|---|---|
| Death Sense | Allows you to sense the corpses of other Gyldhunters. |
| Greed is Good | Increases Gyldenblod gained. |
| Gyldenmist Tolerance | Increases resistance to the Gyldenmist, slowing the rate of Gyldening. |
| Monster Hunter | Increases damage dealt to monsters but reduces damage dealt to Gyldhunters. |
| Regular | Woodling merchants will offer you a discount during matches. |
| Swift Exit | Allows you to learn the spawn location of the Smuggler Woodling and Soul Ferry in advance. |
| Woodling Bane | Greatly increases damage dealt to Returner Woodlings. |
Mercenary (42 class talents):
| Talent | Effect |
|---|---|
| Absolute Punishment | The last hit of Shield Dash reduces the skill's remaining cooldown when hitting an enemy player. |
| Blade Charge | While in the Blade Edge or Strong Edge state, Sword and Shield attacks deal increased damage. |
| Block Damage Boost | All Perfect Blocks grant you a shield and briefly increase damage dealt and your Movement Speed. |
| Bounce | Shield Slam can be quickly cast while blocking with the shield raised. |
| Combo Energy Recovery | Landing consecutive Hammer attacks recovers Energy. |
| Dash | Increases the dash distance of Hammer Dash. |
| Dynamic Charge | You can move and dodge while charging Skullcrusher. You may dodge up to 2 times, and each dodge consumes Energy. Once you dodge during charging, the skill's cooldown will be the same as that of a Lv.2 charge cast. |
| Endless Whirlwind | Increase the rotation speed, Movement Speed, and turning speed of Hammer Spin. |
| Fearless | The Whirling Cut (Dash) skill becomes available on Sword and Shield. Whirling Cut (Dash): Quickly dash to attack, dealing Physical Damage. Use this skill again within a short time to cast Whirling Cut. Whirling Cut (Dash) has a shorter base cooldown in trio mode. |
| Feral Attack | [Stonebreaker Slash] can be cast during the Breakaway window, but [Stonebreaker Slash] cast at this time does not support holding the button. |
| Foresight | The Whirling Cut (Bounce) skill becomes available on Sword and Shield. Whirling Cut (Block): Raise the shield for an omnidirectional Perfect Block, then perform a fierce slash dealing Physical Damage. Use this skill again to cast Whirling Cut. Whirling Cut (Block) has a shorter base cooldown in trio mode. |
| Hammer of Convergence | After a charge-type skill grants Super Armor through charging, it greatly increases Physical Resistance and Magic Resistance. This effect is removed when Super Armor ends. |
| Indomitable Will | Stack the Indomitable Will effect when attacked. There is a brief interval between effect triggers. |
| Iron-Clad Body | Skullcrusher on Lv.1 Charge grants Super Armor during casting. |
| Leap Step | You can move, jump, and dodge while charging Earthshaker. You may dodge up to 2 times, and each dodge consumes Energy. Once you dodge during charging, the skill's cooldown will be the same as that of a Lv.2 charge cast. |
| Opportunist | Increase Movement Speed during Block. |
| Perfect Defense | After Block, there is a very brief window to trigger Perfect Block, but using Block consumes Energy. After a successful Perfect Block, you can immediately enter the Momentum status. Additionally, a special Block skill can be cast during the Breakaway window. This skill can only be used to trigger Perfect Block and cannot maintain the shield for long. |
| Powerful Rock Sling | Warhammer Sling can be held to perform a Lv.1 charge. Lv.1 Charge: Increases maximum range and Damage Multiplier. |
| Raging Earth Shake | Increases the slow effect of Shield Slam, and enemies directly hit by the shield are Stunned for a period. |
| Relentless Advance | You can move and dodge while charging Power Hammer and Punishing Hammer. You may dodge up to 2 times, and each dodge consumes Energy. |
| Resilient Body | After a charge-type skill reaches the next phase, you gain 2 stacks of Indomitable Will. For hold-to-use skills, you gain 1 stack of Indomitable Will periodically. |
| Rising to the Challenge | After successfully blocking during Shield Dash, enemies on hit by this skill are Stunned for a period of time. |
| Rock Scatter | Warhammer Sling throws 3 stones; however, the damage, damage area, and impact of the stones are reduced. |
| Shield Break | Hammer basic attacks deal increased damage and additional damage to shields. |
| Shield Buildup | Sword Tip stacks gained from basic attacks and Impalement are replaced by Shield Pressure. Upon reaching 6 stacks of Shield Pressure, you gain 1 stack of Momentum. Momentum can accumulate up to 2 stacks. Shield attacks from skills also grant 2 stacks of Shield Pressure on hit. When you have Momentum, you can press [Major_Action] and [Minor_Action] to consume 1 stack of Momentum and unleash Shockwave Strike. |
| Shield Strike Taunt | Hitting enemies with a shield attack briefly taunts them. This effect has a cooldown. |
| Skullcrushing Echo | When a charged attack or skill hits, it reduces the cooldown of Skullcrusher. |
| Stacking Blade | The number of Sword Tip stacks required to enter the Blade Edge and Strong Edge states is reduced to 4. |
| Steel Sanctuary | Extends the duration of Hammer Spin's Super Armor effect. |
| Steel Skull | Increase Critical Damage Resistance. |
| Stonebreaker Counter | After Stonebreaker Slash's Perfect Block succeeds, it grants Super Armor during the skill and increases the skill's damage. |
| Stonebreaker Edge | Gain 1 stack of Sword Tip on skill hit. While in the Blade Edge or Strong Edge state, this skill deals increased damage. |
| Sturdy Shield | Successful Block adds 1 stack of Indomitable Will. Successful Perfect Block adds 3 stacks of Indomitable Will. |
| Sudden Edge | Increases the travel distance of Stonebreaker Slash when holding the skill. |
| Super Armor Armament | Gain Super Armor while casting Hammer Dash. |
| Sword Edge | Sword attacks from skills also grant 1 stack of Sword Tip on hit. |
| Thunderous Hammer | When a charged attack hits, it reduces the cooldown of Earthshaker. |
| Titan Hammer Strike | When the Hammer deals damage or uses Breakaway, it accumulates Daze stacks. At 6 Daze stacks, the Hammer's next attack will Stun the target and remove all stacks. [Major_Action] hits accumulate 1 Daze stack, while [Minor_Action] and skill hits accumulate 2 Daze stacks. After Breakaway, gain 1 stack of Daze. Note: Hammer Spin hits during the spin only apply 1 stack of Daze. The final hit applies 2 stacks of Daze. |
| Unstoppable | When triggering Super Armor Clash, your own Energy will not be reduced, and the enemy will be Stunned. |
| Whirling Edge | Gain 1 stack of Sword Tip on skill hit. While in the Blade Edge or Strong Edge state, this skill deals increased damage. |
| Whirling Technique | After a successful Perfect Block triggered by Whirling Cut (Block), Whirling Cut grants Super Armor, and its Damage Multiplier is increased. |
| Will to Survive | Each enemy hit by Shield Slam adds 3 stacks of Indomitable Will. |
Sorcerer (35 class talents):
| Talent | Effect |
|---|---|
| All-Seeing Insight | Increases the maximum uses of Eye of Insight. |
| Arcane Charge | Reduces the base cooldown of Crystal Icebolt and increases its maximum duration. |
| Breakaway Burst | Star Shock can be cast during the Breakaway window. |
| Chant Guard | Increases the Chanting Speed of Stardust spells. While chanting, the first hit with low impact will not interrupt chanting (this effect also applies during the casting phase of [Stardust Torrent]). This effect has a Cooldown and cannot take effect within a short time of [Eloquence]. |
| Deep Frost Embrace | Reduces the base Energy cost of Deep Freeze. |
| Divine Speed | Increase Movement Speed while Shadow Veil is active. |
| Elemental Arcana | Elemental reactions are enhanced to trigger additional effects based on the element type that detonates the Elemental Mark. Thunder: Fires a lightning chain at the nearest enemy, bouncing multiple times and dealing Magic Damage to enemies. It can chain off allies; when doing so, it restores Energy to them. When the lightning chain strikes the same unit multiple times, the Damage Multiplier diminishes. Fire: Continuously deals Magic Damage to enemies for a period of time. Ice: Inflicts Frozen on enemies for a period of time. Fire Bolt and Thunderstrike do not apply Elemental Marks to enemies when chanting is incomplete. |
| Elemental Surge | After triggering Elemental Arcana, gain Surge for a period of time. While Surge is active, casting elemental spells consumes Surge. If a spell that consumes Surge hits an enemy, it immediately triggers Elemental Arcana. This effect has a cooldown. |
| Enhanced Shield | Increases the duration of Arcane Armor. |
| Enhanced Ward | Reduces the base cooldown of Cryptic Ward. |
| Ethereal | Jumping does not interrupt chanting. |
| Exhilarated Stride | Increases the Chanting Speed for Phantom Step while increasing its cooldown. |
| Flexible Casting | Increases Movement Speed while chanting. |
| Furious Thunder | Reduces the Movement Speed of enemies hit by Thunderstrike. This effect can stack up to 2 times. |
| Hurricane | Increases the knockback distance of Cryptic Cyclone. |
| Lightning Breath | Each enemy hit by Thunderstorm Sigil reduces its remaining cooldown. |
| Masterful Technique | Increase Movement Speed after casting an Elemental Magic. |
| Memorization | Increases the Chanting Speed of Gravitational Vortex. |
| No Escape | Increases the damage area of Meteor Charm. Meteor Charm does not benefit from this effect when chanting is incomplete. |
| Quagmire | During Rockblast preparation, reduces the Movement Speed of all enemies within range. |
| Rapid Flamestrike | Fire Bolt deals partial True Damage. Fire Bolt does not benefit from this effect when chanting is incomplete. |
| Shattered Bolt | Thunder Pierce no longer generates an electric field, but can be cast once more upon hit, shattering the lightning javelin into smaller bolts that attack nearby enemies, dealing damage and applying 1 stack of Elemental Mark to targets hit. |
| Speed Seal Touch | Star Shock knocks back enemies and reduces their Movement Speed and Dodge Distance for a period of time. |
| Stardust Arcana | Press [Fn] to activate Stardust Ultimate. Upon successful casting of Stardust Ultimate, your next spell skips the channeling phase. This effect has a cooldown. |
| Stardust Reversal | While Stardust Arcana is on cooldown, each skill cast reduces its remaining cooldown by a certain amount. |
| Storm Impact | Reduces the Dodge Distance and Movement Speed of enemies hit by Stardust Tempest. |
| Summon Flameblade | Flameblade deals a portion of damage as True DMG. |
| Survival Instinct | When Energy is low, increases Energy Recovery Speed. |
| Swift Strike | Meteor Impact can now knock up enemy players in Super Armor state. |
| Tempest Hunt | Stardust Tempest will track nearby enemies. |
| Thunder Roar | Hitting an enemy with Thunder Pierce refreshes the skill's Cooldown. |
| Unending Torrent | Stardust Torrent can be guided into a stronger stage. |
| Unobstructed Passage | Forbidden Gate no longer blocks allied units. Allied units passing through Forbidden Gate gain increased Movement Speed for a period of time. |
| Vitality Chant | Dodging does not interrupt chanting. This effect has a cooldown. |
| Vitality Heal | Restore Energy while Mistwalk is active. |
Seer (49 class talents):
| Talent | Effect |
|---|---|
| Battle-fed | Immediately gain a large amount of Curse Mana upon killing a player; immediately gain a small amount of Curse Mana upon killing a monster. |
| Binding | When enemy players are within the range of Thorn Sigil, their dodge distance is reduced. |
| Bloodlust | When your Health is below a certain percentage of your Maximum Health, increases the healing of [Rune: Drain]. |
| Cutting Pain | [Rune: Sweep] deals partial True Damage. |
| Decelerate | Enemies knocked back by the Intimidation Rune have reduced Movement Speed for a period of time. |
| Deep Corruption | Increases the healing reduction effect caused by [Rune: Corruption] and its duration. |
| Deep Healing | Healing Art recovers additional Health based on the target's missing Health. |
| Divine Power | Attacks during Zeal grant increased Curse Mana. |
| Ebb and Flow | Hold [Major_Action] to chant, consuming more Psionic Energy. After hitting an enemy player, it recovers Health for the ally with the lowest Health. Healing scales with Attack. |
| Efficiency | Reduces the duration of the Healing Rune but increases the Health recovery rate. |
| Elation | After the Blinding Rune causes an enemy to have obstructed vision, the duration they remain Exposed is extended. Additionally, while the enemy is Exposed, all allies gain a Speed Boost when moving toward them. |
| Electrocution | While Paralysis Curse is active, movement speed is no longer reduced, and casting while moving is allowed. |
| Emergency Aid | Gain a certain amount of Curse Mana after using Breakaway. |
| Enhanced Tracking | After firing two enhanced orbs, the next enhanced orb will have greatly increased flight speed and tracking effect. |
| Extract | Paralysis Curse recovers a certain amount of Curse Mana upon hitting enemies. |
| Ferocity | Gain Super Armor during Zeal with increased Magic Resistance and Physical Resistance. |
| Fortified Guard | Increases the shield value provided by the Shelter Rune. |
| Fracture | Increases the duration of the Movement Speed reduction effect caused by [Rune: Ankle Cut]. |
| Inexhaustible | Continuously gain Curse Mana during Zeal. |
| Infusion | Immediately recovers a large amount of Curse Mana upon entering Zeal. |
| Internal Injury | Impact Sigil reduces the healing received by enemies hit and reduces their Movement Speed. |
| Keen Edge | After using the branch attack Shapebreak from Shapeshift, increases Physical Damage and Magic Damage dealt for a period of time. |
| Leverage | Allied units within the Windwalker Rune's area of effect gain increased dodge energy recovery speed. |
| Mastery | Impact Sigil recovers a certain amount of Curse Mana upon hitting enemies. |
| Miraculous Healing | Increases the healing bonus. |
| Obsession | Increases Movement Speed during Zeal. Dealing damage to enemies with a Rune: Enchanted Heavy Strike extends the remaining duration of Zeal. |
| Opportunist Strike | Enemies hit by Wind Surge are Stunned for a period of time if hit again by an enhanced orb within a short period. The more Psionic Energy the enhanced orb consumes, the longer the Stunned effect lasts. |
| Pain Relief | Gain Magic Resistance and Physical Resistance while within the range of Thorn Sigil. |
| Potency | Increases the duration and Movement Speed of Shapeshift. |
| Potent Sanctuary | Increases shield strength and additionally increases shield strength based on Magic Damage. |
| Potent Wounding | Hold [Major_Action] to chant, consuming more Psionic Energy to fire an enhanced orb with a higher Damage Multiplier. |
| Powerful Wind | Increases the knockback distance of Wind Surge. |
| Propel | Successfully casting Wind Surge increases your Movement Speed for a period of time. |
| Purify | Healing Art removes all debuffs with remaining duration from the target. |
| Quick Chant | Reduces the chanting time of Psionic Shield. |
| Relentless | Dealing damage with a Mace increases the duration of Zeal. The number of times this effect can trigger per Zeal is capped. |
| Reshape | If a Shield applied by a Reverent remains undamaged for a period of time, it automatically recovers Shield value. The recovery speed scales with Attack. |
| Retention | Increases the duration of Super Armor provided by Death Ward. |
| Retribution | When the shield provided by Psionic Shield is destroyed, replaced, or expires, it refunds charge time for the Psionic Shield skill based on the total damage absorbed during its duration. |
| Rigidity | Enemies become Stunned for a period of time after breaking free and leaving the Binding Rune's range. |
| Rune Vulnerability | When enemies remain in contact with the Burst Rune for an extended period or enter the rune area multiple times, the attached rune energy increases, causing the explosion to have increased Damage Multiplier. |
| Self-Preservation | Gain a shield when performing Breakaway. This effect has a cooldown. Shield value scales with Attack. |
| Shelter | Stealth persists for a period after leaving the Stealth Rune's area. |
| Shelter | When Death Ward's death prevention effect ends, the target gains a shield. Shield value scales with Attack. |
| Shield Break | When attacking enemies with a shield, deals increased damage. |
| Sustain | The enhanced orb recovers Psionic Energy after landing a critical hit. The more Psionic Energy the enhanced orb consumes, the more Psionic Energy it recovers. If the critical hit strikes a player, it recovers even more Psionic Energy. |
| Synergy | While within the range of your own Punishment Rune, hitting an enemy with your magic orb immediately triggers a follow-up attack from the Punishment Rune. The more Psionic Energy consumed by the magic orb that hits the enemy, the higher the Damage Multiplier of the follow-up attack. Follow-up attacks triggered by enhanced orbs restore Psionic Energy to the Reverent. |
| Vault | Increases the dash distance of [Rune: Stun]. |
| Vision Plunder | Enemy players within a certain range of the Blinding Rune have their vision obstructed even if they are not facing it. |
Shadowstrix (42 class talents):
| Talent | Effect |
|---|---|
| Aftereffect | Upon casting Spinning Slash, increase Physical Damage for a period of time. |
| All or Nothing | Shadow Wheel Slash consumes more Energy but deals increased Physical Damage. |
| Ambush | While in Stealth, you cannot be detected and will not make any sound if not moving. |
| Ambush Momentum | Casting Shadow Strike increases Physical Damage for a period of time. |
| Ankle Cut | After Shadow Wheel Slash hits an enemy, reduce their Movement Speed for a period of time. |
| Ascetic Technique | Hitting enemies with Fang Rush or Bloody Blade Dance additionally recovers Energy. |
| Battle Frenzy | After hitting an enemy with Dual Blades, increases Physical Damage dealt by Dual Blades for a period of time, stacking up to 5 times. At maximum stacks, additionally grants Physical Piercing. |
| Blackout | Enemies hit multiple times by Crow Storm are stunned. Players already stunned only take damage and do not accumulate Crow Storm stacks. |
| Bloodthirst | Killing an enemy player immediately resets the remaining cooldown of Sneak and fully recovers Energy. |
| Bloodthirst Frenzy | After hitting an enemy with Bloody Blade Dance, increases Physical Damage for a period of time, stacking up to 4 times. During Bloody Blade Dance, you can deflect enemy projectiles. Successfully deflecting enemy projectiles recovers a certain amount of Energy. |
| Breath Control | Inspiring Impale no longer consumes Energy. |
| Charge-Up | Flash Stride can be held to perform a Lv.2 charge. Lv.1 Charge: Slightly increases Damage Multiplier and dash distance. Lv.2 Charge: Increases Damage Multiplier and dash distance. |
| Combat Euphoria | After hitting an enemy, increase Movement Speed for a period of time. |
| Deep Charge | Flurry Strike can now be charged to Lv.2. Lv.2 Charge: Increases Damage Multiplier and dash distance. Lv.1 Charge attacks recover Energy on hit, while Lv.2 Charge attacks recover more Energy on hit. |
| Depletion | After Poison Crow Mark hits, it applies Healing Block for a period of time. |
| Displacement Aftershock | Casting Phantom Shift quickly unleashes two sword auras at the teleportation location. |
| Element of Surprise | After exiting Stealth or Shadow Veil, all Dagger backstabs are treated as critical hits for a period of time. For the duration of Frequency Shift, a successful backstab grants 1 additional Shadow Veil charge, up to 1 extra charge per Stealth activation. |
| Enhanced Crow Swarm | Increases the flying speed and maximum range of the crows in Crow Storm. Increases the AoE of Crow Storm. |
| Evasive Flow | Hitting an enemy with Spinning Slash causes your next Dodge within a duration to no longer consume Dodge Energy. |
| Excitement | When Flash Stride hits, you recover Energy for each enemy hit. |
| Forbidden Miasma | Within the Smoke Bomb's area of effect, all interactions are disabled for both allies and enemies, and your Smoke Bombs can now be thrown to a targeted area. |
| Free Movement | After casting Phantom Shift, casting it again will return to the location of the first Phantom Shift cast. |
| Frequency Shift | Exiting Stealth allows entering Shadow Veil after a brief delay. After exiting Shadow Veil, using a Dagger to attack enemies within a short time will cause you to re-enter Shadow Veil for a fixed duration after a short delay. The maximum number of times you can re-enter Shadow Veil through Frequency Shift after exiting Shadow Veil is 2. This count resets each time you exit Stealth. While in Shadow Veil, pressing [Major_Action] will move you a short distance and deal damage to enemies hit. |
| Haste | Each time you enter Stealth or Shadow Veil, your Movement Speed is greatly increased for a short duration. |
| Heavy Strike Mastery | Pursuit Strike no longer consumes Energy, but this effect has a cooldown. |
| Lightweight | When performing Light Strikes, Heavy Strikes, and casting skills with dual blades equipped, one dodge can be performed. This dodge still costs dodge energy but allows for earlier recovery cancellation. This effect has a cooldown and can store up to 2 charges. |
| Lingering Toxin | After a successful block, Edgewalker's dash attack hitting an enemy reduces their Movement Speed and Dodge Distance for a period of time. |
| Lurking Blow | Exiting Stealth unharmed while wielding a Dagger grants significantly increased Physical Damage and continuous Energy recovery for a certain period. |
| Nimble | When the afterimages summoned by Shadow Strike hit enemies, Shadow Strike's remaining cooldown is greatly reduced. |
| Quickstab | Edgewalker unlocks a second-stage branch. Shortly after the dash attack ends, press this skill again to move in a chosen direction, dealing Physical Damage to enemies hit. |
| Sensory Poison | After Poison Crow Mark hits, impair their vision and hearing for a period. |
| Shadow Dance | [Bloody Blade Dance] can be used after dodging. When triggered this way, [Bloody Blade Dance] includes a short dash. |
| Shadow Slash | Each hit of Shadow Wheel Slash's branch attacks reduces the remaining cooldown of Sneak and additionally recovers Energy. |
| Shadow Stride | While in Stealth, your Movement Speed is increased when moving toward enemies within a certain range. |
| Sleight of Hand | While in Stealth, interactions won't break Stealth, but the interaction speed will be slower. |
| Sneak Prep | Poison Crow Mark recovers a certain amount of Energy upon hitting enemies. |
| Stance Recovery | When Light Strikes hit enemy players, reduces the remaining cooldown of the currently equipped weapon's exclusive skills. Dagger Exclusive Skills: Flash Stride, Sneak, Shadow Strike Dual Blades Exclusive Skills: Spinning Slash, Inspiring Impale |
| Swift Sneak | Sneak allows you to quickly enter a Stealth state if you have not taken damage from enemy players for a period of time. |
| Tetanus | After Inspiring Impale hits, it applies Healing Block for a period of time. |
| Wild Slash | Sword Aura from Bloody Blade Dance recovers Energy upon hitting enemies. |
| Wound Buildup | When hitting enemies with Dual Blades attacks, applies a stackable Wound that lasts for a short duration. When Wound reaches 8 stacks, it detonates and deals True Damage to the target while also recovering additional Energy for yourself. |
| Wound Infection | Within the Smoke Bomb's area of effect, reduces enemy Movement Speed and the Healing they receive. |
Blackarrow (47 class talents):
| Talent | Effect |
|---|---|
| Accumulation | While not in the Divine Power state, each use of Throw accelerates the charging rate of Divine Infusion. |
| Astound | Increases the knockback distance of fully drawn Concussive Arrows. |
| Battle-fed | When carrying at least 2 Hunter's Arrows, hitting an enemy with a shot reduces the remaining cooldown of all skills. |
| Blood Infection | Upon hitting an enemy, Bloodfly Arrow deals reduced DoT but inflicts bonus Swarm stacks. Hitting an enemy that has Swarm stacks with any fully drawn arrow other than Bloodfly Arrow will detonate the Swarm, dealing bonus damage. The more Swarm stacks the target has, the higher the damage dealt. The swarm detonation deals Critical Damage, with a portion converted to True Damage. |
| Cold Infusion | Frostblight Bomb reduces the Movement Speed of enemies entering the blast area during the delayed explosion phase for a period of time. |
| Colossal Power | Increase Charging Speed for shooting. |
| Crippling Pain | Enemies damaged by Impact Grenade have reduced Movement Speed for a period of time. |
| Dedicated Focus | While in the Divine Power state, switching special javelins no longer plays a weapon-swap animation. Additionally, the duration timer for the Divine Power state pauses while using Breaker Stance or skills. |
| Detonation | Dealing damage to an enemy directly hit by Lightning Rod Javelin instantly triggers a lightning strike, but reduces the remaining duration of Lightning Rod Javelin on that target. |
| Divine Pierce | Using Divine Infusion instantly grants max stacks of Swift Shadow. Additionally, while in the Divine Power state, Charged Throws no longer consume Swift Shadow. |
| Dodge Power Shot | Changes roll into dodge and unlocks Dodge Power Shot. Dodge Power Shot: Shoot immediately after dodging, consuming additional Energy to quickly fire the currently loaded quick-charge arrow toward enemies near the crosshairs. Quick-charge arrows can activate all special effects of fully drawn arrows but have a lower Damage Multiplier. This skill has a cooldown. |
| Dodge Rapid Shot | Changes roll into dodge and unlocks Dodge Rapid Shot. Dodge Rapid Shot: Shoot immediately after dodging, consuming additional Energy to quickly fire both the currently loaded arrow and a normal arrow toward enemies near the crosshairs. This skill has a cooldown. |
| Fleetfoot | Gain a temporary Speed Boost after using Trickstep Javelin. |
| Focus Fire | Rapid Arrows increase the Damage Multiplier with each hit on the same enemy. |
| Frostbind | A fully charged throw of Frost Javelin has a larger explosion radius. Direct hits on enemies will Immobilize them for a period of time. |
| Frostburst | If an enemy is hit by Frost Javelin while a previous explosion has not yet triggered, hitting them again with Frost Javelin detonates it instantly, dealing Physical Damage to all enemies within range and Freezing them for a period of time. |
| Full Draw | Increases the Damage Multiplier of fully drawn arrows. |
| Heightened Senses | Increases the number of uses for Predator's Senses and reduces its base cooldown. |
| Impact | Increases the Impact of Shockwave Javelin. |
| Laceration | Enemies hit by Barbed Arrow are Stunned for a period of time if they reach the maximum number of dodge uses before the Barbed Arrow effect ends. |
| Lasting Pain | After hitting an enemy with a shot, increases the duration of all active debuffs on that enemy, with non-crowd-control debuffs receiving a greater duration increase. |
| Latent Potential | Activating Divine Infusion recovers a certain amount of Energy. |
| Leapback | Increases the Knockback and backward leap distance of Javelin Sweep. |
| Lightning Spread | Increases the chaining range of the lightning generated by a fully drawn Lightning Arrow. |
| Linebreaker | Javelins thrown by consuming max stacks of Swift Shadow fly faster and deal a higher Damage Multiplier. |
| Lingering | Increases the poison duration and total Damage Multiplier of Spore Arrow, but reduces the Damage Multiplier per second. |
| Long Shot | Fully drawn Steel Arrows gain increased Impact and Damage Multiplier when hitting a second target after piercing a unit. |
| Marksman | Fully-drawn arrows will home in on enemies near the crosshairs. |
| Measured Pace | When carrying at least 2 Archer's Arrows, fully drawing and immediately firing Normal Arrows recovers Energy. |
| Neurotoxin | After Paralysis Arrow expires, it leaves an aftereffect that reduces the enemy's Skill Cooldown Speed for a period of time. |
| Pinnacle | Divine Infusion can be charged 2 times. |
| Power Infusion | Increases the effective range of Featherlight Arrows. |
| Powerful Scattershot | After Scattershot knocks back enemies, if they stop due to obstruction, they will be Stunned. The greater the impact force when enemies hit obstacles, the longer the Stun duration. |
| Pursuer | After hitting an enemy with a shot, increase Movement Speed for a period of time. |
| Pursuit | Among enemies hit by Stitch and Thread, the one with the lowest Health is Exposed for a period of time and takes increased damage from javelins during this time. |
| Pursuit Mark | Enemies hit by normal arrows have reduced Movement Speed for a period of time. This effect can stack up to 3 times. |
| Rapid Barrage | Increases the Damage Multiplier of quick shots. |
| Sepsis | Increases the Damage Multiplier of fully charged Splatter Arrow's splash. |
| Shadow Hoard | Throwing a fully charged javelin, using a skill, or performing a roll grants 1 stack of Swift Shadow, up to 3 stacks. When Swift Shadow reaches max stacks, your charging speed increases. Executing a Charged Throw at max stacks will consume all Swift Shadow stacks. |
| Shockwave | After Sonic Arrow hits terrain, it emits sound waves multiple times over a period of time. This effect will not trigger if it hits players or monsters. |
| Steady Stealth | Attacks received during Shadow Step's Stealth no longer remove Stealth. |
| Tactical Adjustments | Increases Movement Speed when shooting. |
| Thunderclap | When Lightning Rod Javelin is thrown at max charge, all subsequent lightning strikes generated will deal Impact. |
| Undying Breath | While in the Divine Power state, throwing a Barbed Javelin does not reduce the duration of the Divine Power state. |
| Unerring Aim | You can no longer charge your attacks while in the Divine Power state, but thrown javelins will track enemies near the crosshair. |
| Unstoppable Edge | Sky Piercer's Physical Damage is partially converted to True Damage. |
| Windchaser | Gain a Speed Boost when throwing a Swift Javelin. |
Withered Knight (40 class talents):
| Talent | Effect |
|---|---|
| Auto Execution | Wither applied by a Greatsword now automatically executes itself when its duration ends, and the Wither status can no longer be refreshed. However, the explosion from the automatic execution does not apply Wither to affected enemies. |
| Bad Karma | Wither applied by a Greatsword also inflicts a linked debuff. When Execute extends Wither's duration, additional linked debuffs are applied. Up to 3 linked debuffs can be applied, in order: slightly reduced Movement Speed; slightly increased Vulnerability; slight Health loss over time. When Wither is removed, all linked debuffs are removed as well. |
| Brute Force | Further enhances Charged Dash, increasing charging speed and movement speed during the charge. Additionally, dealing damage with this skill reduces the enemy's Movement Speed for a short duration. |
| Buildup | Every two rounds of rapid thrusts from Spear Barrage increases the charge level of Charged Dash. |
| Cataclysm | The sweeping attack from Breakthrough Charge's second-stage branch can immediately execute enemies affected by Wither. |
| Collective Punishment | The area explosion from Wither executed by a Greatsword reapplies Wither to all affected enemies. |
| Counter-Impact | The shield gains a permanent enhancement, reducing Block Energy Cost. It also enhances Charged Dash, causing its shield bash and spear thrust to deal AoE damage. |
| Crime | Execute with a Greatsword no longer consumes Wither (but damage is slightly reduced) and extends the duration of Wither. |
| Crushing Force | Rainbow Piercer's final strike has increased knockback distance. Enemies knocked back are stunned briefly if they collide with a wall. If they collide with another enemy, both units are stunned. |
| Defensive Shift | During Sacred Bulwark, you can move and slowly turn. |
| Dominance | The sweeping attack from Breakthrough Charge's second-stage branch grants brief Super Armor. |
| Endless Flow | Increases Skill Cooldown Speed. |
| Fight to the Death | Rainbow Piercer can continuously push a small-sized unit (player or mob) forward. The pushed unit cannot use Breakaway, though the Energy cost of the skill increases while pushing. Units in a special state (such as Super Armor or Frozen) cannot be pushed. |
| Fluid Maneuver | Intervene's shield covers a larger area and grants an additional boost to the ally's Movement Speed. |
| Focus | Compresses the attack width of Breaker Shield Bash while greatly increasing its range, additionally applying an effect that reduces the enemy's dodge distance. |
| Grappling Hook | Thorn Guide can interact with the environment (e.g., ground, walls) to pull yourself toward them for rapid movement. |
| Greatsword Specialization | When wielding a Greatsword, you can equip one additional skill, and gain a shield for a period of time after a successful execution against an enemy player. This effect has a cooldown, and the shield value is higher in trio mode. However, the Polearm and Shield has one skill slot disabled. |
| Impalement | Withering Mark can pass through enemies to hit more targets, and its knockback effect is enhanced. |
| Instant Wither | Withering Mark can immediately execute enemies affected by Wither. (If the target is not inflicted with Wither, Wither will be applied first.) |
| Irresistible Force | Dealing damage with Spear Barrage increases the damage of all thrusting attacks for a period of time. This effect can stack up to 3 times. |
| Javelin: Heavy Kick | The sweeping strike of Javelin Thrust is replaced with a heavy kick that knocks the enemy back a significant distance (allowing for camera adjustments during the animation to control the knockback direction). This effect only applies to small-sized units and players, and cannot affect units in a special state, such as Super Armor or Frozen. |
| Javelin: Stun | Enemies knocked back by the heavy kick are stunned briefly if they collide with a wall. If they collide with another enemy, both units are stunned. |
| Joint Pierce | Enemies hit by Thorn Guide have reduced Movement Speed and dodge distance for a period of time. |
| Lasting Judgment | Greatly increases the duration for which the weapon remains fully charged with Judgment energy. |
| Legacy | When enemies affected by Wither die, you recover a small amount of Health. The recovery amount increases based on the number of debuffs linked to the target's Wither state, and is further increased if the target is a player. This effect does not apply when equipped with a Polearm and Shield. |
| Long Range | Radiant Retribution's displacement distance is increased. |
| Momentum | After Breakaway, the weapon is instantly fully charged with Judgment energy. |
| Momentum Shift | Allows up to 2 dodges while raising the shield during Charged Dash (consumes Dodge Energy). Each dodge executed during this time increases the charge level of Charged Dash by 1. |
| Off-Balance | Attacks from Breaker Shield Bash apply a Slow effect. |
| Polearm and Shield Specialization | When wielding a Polearm and Shield, you can equip one additional skill, and deal increased Physical Damage for a period of time after a successful execution. However, the Greatsword has one skill slot disabled. |
| Reprieve | Wither no longer explodes immediately when executed by a Greatsword; instead, it triggers an area explosion after a brief delay with increased damage. |
| Rising Morale | Completing a Polearm and Shield skill cast (once its key effect triggers) increases the charge level of Charged Dash by 1 for a short duration. |
| Sacred Body | Increases Magic Resistance. |
| Seize Opportunity | After casting any Greatsword skill, press [Major_Action] to branch into Pursuit. |
| Shield Intimidation | Sacred Bulwark's second strike has increased knockback distance. Enemies knocked back are stunned briefly if they collide with a wall. If they collide with another enemy, both units are stunned. |
| Shield Wall Slam | Dodging forward while raising the shield during Charged Dash grants Super Armor, increases the dash distance, and deals damage, while also executing enemies affected by Wither. |
| Succor | Targeting an ally in a downed state with Intervene applies a Redemption Mark. While marked, the target cannot be executed and will automatically be revived after a set duration. The mark breaks upon sustaining a certain amount of impact. |
| Tactical Prep | A successful parry greatly reduces this skill's remaining cooldown once. |
| Unstoppable | Branched counterattacks after a successful parry grant Super Armor. |
| Whiplash | The final strike of Radiant Retribution can execute enemies affected by Wither. |
Lore
After the Twilight War, the old rituals ceased. However, Lars uncovered an enigmatic ritual known as the "Soul Brand" from sealed-away archives; those branded would receive the protection of divine power, allowing them to continue serving the now-silent gods.
Lars, the Preacher of the Sun, learned the method from sealed texts and passed it on to his Lamplighter. See Lars the "Heretic".