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The High Road

The High Road is our plan for the next big stretch of Whispered Scrolls. Gear and tools climb to level 95. Enchanting and Jewelcrafting become worth doing from your first hour. Every weapon gets its own mastery, and you can finally hold a weapon in each hand.

At a Glance

  • Gear goes to level 95. Thirteen tiers instead of seven, with new metals, woods, hides and cloths at 60, 70, 80, 85, 90 and 95. Every combat style gets an upgrade every ten levels or sooner.
  • No dead stretches. Every skill gets something new to train all the way to 99: new trees, rocks, fishing spots, fibre patches, agility courses, Bounty masters and around 45 new kinds of creature.
  • Crafting gets a second layer. Normal recipes still take you to 99. From level 40 you can also build a weapon from parts, with an optional boss trophy that gives it a special effect.
  • Enchanting and Jewelcrafting matter from level 1. Every combat style has something worth making and wearing at every level. On top of that come 43 grand enchantments with effects you can see, like a burning blade or a ghostly smith's hammer.
  • Weapon Mastery for all 21 weapons. Play a weapon well and it teaches you new versions of its abilities, a Path to follow, and a capstone at 90. There are no talent points and nothing to regrind.
  • Dual wield and aiming. Almost every one-handed weapon works in either hand, and every pairing has its own pair ability. Bows, crossbows, staves and reliquaries get an aim mode instead.
  • Tanks and healers get real jobs. Guard becomes Protection, healing is retuned, and bosses learn group mechanics. A new Lone difficulty keeps today's solo tuning and loot exactly as it is.
  • It all works on PC, controller and phone, in the same clean look as the rest of the game.

How It Arrives

The High Road comes out as a run of releases rather than one giant patch, so there's always something new on the way. Each one builds on the last.

ReleaseWhat's in it
FoundationsGroundwork for the new tiers and item upgrades, plus the dhurrite and aether level changes. Mostly behind the scenes.
ProtectionGuard becomes Protection, the healing retune, tank tools, Lone and Normal difficulty, and new boss mechanics on Normal
Steady ClimbThe new XP curve, with crafting and gathering XP rebuilt on it
Cinder and VeilT7 and T8 gear, tools and resources, creatures for 60 to 74, a new agility course and the Veilspire Bounty master
Whispers and SettingsThe new Enchanting and Jewelcrafting from level 1, gear sockets and new gem rocks
Two HandsDual wield, aiming, Braced Guard, loadouts, the first 12 pair abilities and artisan weapons
MastersWeapon Mastery for all 21 weapons and 93 more pair abilities
First VersesThe first 22 grand enchantments and the last 11 pair abilities
Frozen BannersT9 to T11, creatures for 75 to 89, the first world boss and new quests
Song's EndT12 and T13, creatures for 90 to 99 and the second world boss
LaterLevel sync, Downed and Help Up, elite mastery abilities, the other 21 grand enchantments, two new dungeons and Disciplines

What We're Fixing

Most of this plan comes straight from your bug reports, suggestions and the places we've watched people stall.

The problem todayWhat The High Road does
Crafted gear and tools stop at aether (75). Past that there's nothing new to make.Six new tiers up to 95 for armour, weapons and every gathering tool
Some skills have long stretches with nothing new to train, and there's only one kind of creature at 95 to 99.Something new in every skill every five levels, and around 45 new creature kinds
High-level crafting XP falls off a cliff. A Smithing level at 95 takes about 1,189 of your best crafts.Crafting and gathering XP worked out from one curve, so a level takes roughly 25 to 60 crafts of your tier's best piece
Enchanting does almost nothing for its first 24 levels, and neither it nor Jewelcrafting makes sensible gear for each combat style.Both rebuilt so every style has a pick at every level from 1
You run out of new abilities past 75.Weapon Mastery adds new unlocks right up to 90, and a cosmetic at 95
Healers can only heal and tanks can only tank.Every Restoration and Protection weapon gets a real damage Path
Solo bosses only fall when you're well over their level, which stops working past 79.Lone difficulty keeps today's solo tuning and loot, and nothing becomes group-only
You can wear an aether amulet at level 3.Jewellery gets a wear level like the rest of your gear
You asked for dual wielding.It ships alongside Mastery so the two fit together from day one

Gear Tiers to 95

Here's the full ladder. The wear level is what you need in the matching combat skill. The +1, +2 and +3 columns are the levels to rework a piece to that quality.

TierWear+1 / +2 / +3MetalWoodHideCloth
T11as todayBronzeLogsLeatherLinen
T210as todayIronOakBoarhideNettleweave
T320as todaySteelWillowWolfhideSilk
T430as todayMythrilMapleBearhideMarshweave
T54043 / 46 / 50AdamantYewOgrehideMoonweave
T65053 / 56 / 60DhurriteWispwoodWyrmscaleWispweave
T76063 / 66 / 70Cinderite*Ironbark*Gryphonhide*Skyweave*
T87072 / 73 / 75Veilsilver*Veilwood*Duskmane*Starweave*
T97577 / 78 / 80AetherAetherbloomAetherhideAetherweave
T108082 / 83 / 85Rimesteel*Rimepine*Rimepelt*Frostweave*
T118587 / 88 / 90Kingsbrass*Cinderoak*Salamander scale*Emberweave*
T129092 / 93 / 95Hushsteel*Hushwood*Hollowhide*Hushweave*
T139596 / 97 / 99Songsteel*Songwood*Songscale*Songweave*

Highlighted rows are new tiers. Dhurrite moves down to 50 and aether becomes T9.

Tooltips show each item's tier as a small chip, T1 to T13, so you can compare gear without memorising metal names. Aetherbloom becomes its own log with proper Woodcutting XP.

Quality and Reworking

Any crafted piece can be reworked at its crafter's station up to +3. Dropped, quest, shop and event gear is +0 at best, and only a crafter can rework it. From T3 up, reworking a dropped piece costs three times the materials.

T1 and T2 reworks become a cheap flat recipe of one bar, plank, hide or bolt plus a few coins. Starter and shop gear can take enchants and gems on your first day. Nothing ever binds, so you can sell anything you make or find.

How Power Adds Up

A piece of gear can grow stronger in five ways: quality, an enchant, gems, a signature part on artisan weapons, and your mastery of the weapon. Quality is the biggest of these and the rest each add a smaller slice. We size them together so a fully kitted piece always stays below a plain piece two tiers higher, and we test that on every stat. New tiers always feel like an upgrade.

Crit from enchants, gems and jewellery has a cap that grows with the tier. Enchants, gems and signature parts never add stats against other players.

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Gathering and Tools

Every gathering skill gets fresh nodes all the way up, so you're never stuck farming the same rock for twenty levels.

SkillWhat's new from 50 to 99
WoodcuttingWispwood moves from 55 to 50. New trees at 55, 60, 65, 70, 80, 85, 90 and 95. Aetherbloom at 75 gives its own logs, and geodes join the rare table at 95.
MiningDhurrite moves from 55 to 50. New ores at 60, 70, 80, 85, 90 and 95, rich coal at 80, and gem rocks for all seven gems from level 1.
FishingNew spots at 50, 55, 65, 70, 80, 85, 90 and 95. Shark moves from 76 to 75.
ForagingFibre patches from 50, a cloth patch for each new tier, and new herbs at 87, 92 and 96

The four highest cloths come from foraged patches, with creatures as a bonus source. Each hide and fibre drops from creatures in its own level band, so you'll find Ogrehide on creatures from 40 to 56 and Wyrmscale mostly from 50 to 60.

Tools to 95

Every gathering tool gets a crafted version at each new tier. Shops never sell tools, and each tool comes from a single crafting skill.

ToolMade withNew tools at
Hatchet and pickaxeSmithing60, 70, 80, 85, 90 and 95
HarpoonSmithingThe dhurrite harpoon moves to 50, then 60, 70, 75, 80, 85, 90 and 95
RodFletchingOne per tier from 50 to 95
SickleSmithingMetal sickles from 20 to 95. The moonsilver sickle becomes the level 50 sickle.

A tool opens nodes up to one tier above its own, so you can always reach the next tier with what's in your pack. Every tool you own today keeps opening everything it opens now. Sickles make herbs and fibres faster but never lock them.

Low Tiers Stay Worth Gathering

A top tool on a low node is faster, but the bonus is capped so low nodes never out-earn your own tier. Being far above a node gives extra yield and coins, never extra XP. Low materials keep their buyers too. Coal, flax thread, plain and oak logs and feathers stay in recipes. Cooking uses a fish stock made from sardine, trout or pike, alchemy bases use low herbs, and rough gems feed jewellers and enchanters at every level.

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Crafting and Artisan Weapons

Normal recipes don't change shape. You gather, refine, craft and rework up to +3 in the Craft window you already know. These recipes run to 99 at every tier, carry the levelling XP, and never need another player.

Fittings

Grips, straps, wraps, hafts, bowstrings, clasps and other small parts unlock from level 1 across Leatherworking, Tailoring, Fletching and Smithing. They're quick to make, stack, give good XP and sell to higher-level artisans, which gives newer crafters a steady way to earn. Normal recipes never require them.

Artisan Weapons

From level 40 you can build a weapon from parts instead of a single recipe. Armour follows later.

PartWhat it isWho makes it
Main partThe blade, head, limb, stave, barrel or body, at the weapon's tier and reworked to +3 on its ownThe weapon's crafting skill
FittingA grip, haft, string, ferrule, clasp or stock. It can be up to four tiers below the weapon.A different crafting skill
Signature part (optional)A boss part, an alpha or rare trophy, a Bounty reward or a quest partDrops and rewards, all tradeable

Each weapon family pairs two crafting skills. Swords take a Smithing blade with a Leatherworking grip or a Tailoring wrap, and bows take a Fletching limb with a Tailoring string. The finished quality leans on the main part, so a +3 weapon needs a +3 main part and a fitting of +2 or better.

An assembled weapon never has better base stats than a normal +3 one. It stands out through its signature part, an "Assembled by" line with your name on it, and the option to reforge. A preview shows the result before you commit, and Fill Best picks your best parts for you.

Example

You smith a dhurrite greatsword blade to +3 and carve an oak haft to +3. Oak is four tiers below dhurrite, so it fits. You add the Wyrm-king's fang as the signature part, assemble the sword at +3, have a jeweller set its gems and finish it with a T6 enchanting scroll.

Signature Parts

A signature part gives its weapon one rider, a small rule that changes how it plays. Around 16 ship at first, four for each role.

  • Tank: blocking a tank-buster leaves a short ward on allies close by.
  • Healer: heals on allies below half health land 8% larger.
  • Damage: weak-point hits stretch your damage buff by a second.
  • Control: an interrupt makes the target's next cast 20% shorter.

Parts drop from dungeon bosses (on Lone too, on top of today's loot), alphas and rares, world bosses, top Bounty contracts and quest lines. No part is group-only and none of them bind.

Reforging lets you swap one part of an assembled weapon at the station. The old part is used up, and it costs less than building a new weapon.

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Enchanting From Level 1

Enchanting is built around seven Whispers. Each Whisper always gives the same two stats on any item, and the item's tier decides how much.

WhisperBest forStats
EmbersMight, and Protection damage buildsPower, crit
GalesPrecisionAim, crit
StarlightArcana, and Restoration damage buildsSpell power, max focus
DawnRestoration healingHeal power, focus regen
StoneProtection tanks and front-line MightArmour, max health
RootsStaying power for anyone, solo bosses and PvPMax health, stamina regen
TidesFighting casters and kitingWard, move speed

Pick your style's Whisper and you're set at every level. Roots and Tides are the swaps for when you want more staying power or you're up against casters.

How You Level It

You start by inscribing faint runes from whisper dust. Faint runes work for all seven Whispers on T1 to T5 gear, and a rough gem from a jeweller can stand in for one. Runes become scrolls, and scrolls are what you sell and apply.

Higher tiers need graded runes: fine for T6 to T8, flawless for T9 to T11 and perfect for T12 and T13. From T3, each batch of scrolls also takes a trophy from that level range, like goblin teeth, hag thread or sun ash, or ten whisper dust if you'd rather skip the trophy.

Scrolls

Scrolls are tradeable, like "Scroll of Embers, T4". Anyone can apply one at an enchanting altar to a crafted or crafter-reworked piece of the same tier. Weapons, shields, armour, capes, jewellery, quivers, gathering tools and even your belt lantern can all take one. An item holds one enchant, and it shows who made it.

Your First Hour

At level 1 you can make runes, T1 scrolls and the Bound Torch, a pitch torch that burns for two hours. Tool scrolls come at 5 and the Whisperlit Lantern at 8, which makes your lantern oil last twice as long. New players forge a bronze dagger and enchant it in the tutorial.

Normal scrolls give stats. For enchants that do something you can see, read on.

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Verses: Grand Enchantments

You asked for enchants with real flair: a blade that catches fire, a proc that speeds up your swings, a gust that carries you across the field. These are Verses, and there are 43 of them. A normal scroll gives an item a Whisper's stats. A Verse teaches the item one line of the Song itself, so it gives a smaller share of those stats plus an effect with its own look and sound. They're rare, a little expensive, and made to be shown off.

How a Verse Is Made

  1. Find the formula. Formulas drop from dungeon bosses (Lone included) and come from Bounty contracts, a few quests and lucky finds while gathering. World bosses drop some more often, but every formula can be found playing solo.
  2. Bring in your crafters. An alchemist brews the ink, a jeweller cuts the gems, and an enchanter reads the formula, which teaches it to them for good, and sings the scroll.
  3. Apply it at an enchanting altar like any other scroll. The item shows who sang it.

Formulas and Verse scrolls trade on the Exchange. Reworking or reforging an item keeps its Verse, and when you move up a tier an enchanter who knows the formula can Re-sing it onto your new piece for an ink and a fee.

How Strong They Are

A Verse is about as strong as a normal scroll on the same piece, never stronger on average. Effects work out the same on fast and slow weapons, so a dagger and a greatsword get equal value.

You can wear up to three combat Verses: one on your weapon, one on your off hand or quiver, and one on your body armour. Your item's tier and your combat skill both need to reach the Verse's level for the effect to sing. Below that you still get its stats. Against other players, Verses give no stats and their effects run at half strength.

Legendaries

Four Verses are marked ★. They need top-tier gear, an extra fitting from the gear's crafter and a rarer formula, and each one is a showpiece.

  • Keth-Aru's Tally fills three runes as you fight, and the third brings a ghost smith's hammer down on your next hit.
  • Ysh's Open Window hangs a ring of wind after a full-draw weak-point hit, and your arrows through it split in three.
  • The Asked Sky sets stars over a foe with each spell crit, and the third pulls down a falling constellation.
  • The Ninth Clause now and then throws up a slab of stone to take a friend's killing blow from a monster.

The first 22 Verses come with First Verses. The other 21, all four legendaries among them, follow once the top tiers are in. The name "Verses" is Open.

All 43 Verses

Level is the Enchanting level to make the Verse, and also the combat or gathering level you need for its effect.

NameSlotWhat it doesLookLevel
★ Keth-Aru's Tallysword, axe, mace, dagger, greatswordThree runes fill as you fight, and the third brings a ghost hammer down on your next hitthree white-hot runes, an anvil ring, a spectral smith's hammer95
★ Ysh's Open Windowbow, crossbow (while aiming)A full-draw weak-point hit hangs a ring of wind, and your shots through it split in threea turning wind ring, paper scraps and feathers, a rising whistle92
★ The Asked Skystaff, wand, sceptre, runebladeSpell crits set stars over a foe, and the third pulls down a falling constellationviolet-white stars that chime and join, then starfall94
★ The Ninth Clauseshield or plate bodyNow and then it takes a friend's killing blow from a monster for them. It never kills you.a slate slab slams up and "You are not alone." appears over your friend98
Kindleheartany Might weaponNow and then your blade catches fire, adding fire damage and a light burna flaming blade, an ember trail, a crackle45
Anvilsongany Might weaponNow and then you swing faster and hit a little harderforge-orange forearms, spark sprays, an anvil ring60
Windborrowsword, axe, mace, daggerNow and then you run faster, swing faster and recover from dodges soonerwind streaks at your heels, feathers off the blades65
Bramblethirstsword, axe, daggerHits on a bleeding foe heal you a littlethorned vines up the blade, red and green petals62
Faultlinegreatsword, two-handed maceAbility hits can split the ground, and foes on the crack lose armourgold-hot cracks, tan dust, a deep crunch70
Coal and Bellowsone-handed Might weapon in the main hand, with an off handCoals build on your off-hand weapon as you fight, and at five it lashes out in an arc of firecoals brightening one by one, a bellows roar72
Quenching Blowaxe, mace, greatswordHits on a nearly beaten foe can quench in a burst of steama white-hot blade, a steam cloud, a hiss78
Skyforkbow, crossbow, pistol, blunderbussCrits fork a spark to the nearest other foea blue-white fork and a snap50
Rimestringbow, crossbow (while aiming)Hold still while aiming and an ice lance follows your shot through everything in its linefrost creeping up the string, a glassy lance66
Orsa's Red Ballpistol, blunderbussEvery so often a shot is red-hot, hitting harder and setting the target alighta red muzzle flash, a glowing tracer, a deeper boom58
Windfall Jerkinhide bodyA dodge roll leaves a ribbon of wind, and shots through it fly faster and hit a bit hardera ribbon of feathers on the ground, a whistle63
Briarseed Quiverquiver or powder hornYour shots can plant briar patches that scratch foes standing in themthorns bursting from the shaft, a bramble rustle74
Slate Pincrossbow (while aiming)A settled crit pins a slate shard into the foe, and everyone hits it a little hardera grey shard with a glowing glyph, a stone clack84
Orrery Motesstaff, wand, sceptre, runebladeStar motes gather while you cast, and your next ability launches themmotes circling your shoulders, a chime for each44
Squall WickwandA bolt that misses skips off the ground toward the foe nearest your aima gust and a blue spark where it bounces58
Nalume's RimestaffGround spells leave a field of rime that slows monsters and softens up bossesfrost mist and ice crystals forming in a ring64
GlyphsongrunebladeMelee fighting carves glyphs on the blade, and your next spell fires them as rune dartsglyphs lighting along the blade, a rising hum68
Spiral Staircloth bodyCast three different abilities in a row and the next one costs no focusa spiral of glowing steps rising round you72
AshblossomsceptreOrb bursts on a burning foe spread a smaller burn to two foes nearbyorange ash petals drifting out, a soft whumph76
Star-Reader's Lensstaff (while aiming)Long-range spells cast while aiming crit more oftena lens of light at the staff head, a line of stars to your reticle82
Hearthglowtome, reliquary, censer, bellHealing that would be wasted on a full ally flows on to the next most hurt ally as a warm heal over timegold motes drifting between allies, a curl of kettle steam46
Kettle Hymnvestments bodyA critical heal makes your next heal quicker to casta flicker of halo and one sung note62
Sael's Answertome, reliquary, censer, bellYour damage can heal the most hurt ally nearby. It never heals you.a gold beam leaping from foe to ally, a bell tone66
Orvane's IncensecenserYour smoke lasts longer, helps allies' healing and stings foesleaves and white petals in green-tinged smoke70
TidebellbellBell abilities ring a second time, softera ghost ring rippling out, a delayed chime74
Threefold Lampreliquary (while aiming)Lampbeam carries on to a third allythe beam forking, a lamp flare80
Sael's Shawlvestments bodyWhen you or an ally drops very low, a shawl settles and gives back part of the last few hitsa translucent gold shawl, a soft kettle whistle90
Clause-StruckshieldA perfect block makes your next hit land harder and draw more attentiona glyph glowing on the shield that shatters on the answer50
Weight of the Holdplate bodyYour armour grows with each foe attacking youslate runes lighting on the plate, a rising hum60
Slack WaterspearHolding Set Spear builds a wave that your next thrust sends rolling down the linewater swirling at the spearhead, a crashing wave64
Gorse WreathflailSpinning grows a thorny wreath that pricks attackers, and your hits scratchyellow gorse and thorns ringing the flail70
Dhurrun's StridehalberdFoes crossing your Line in the Sand are speared by stonethe line glowing like a canyon seam, spikes bursting up78
Echoing Gorgeshield in the off handA block throws a ghost shield rim along your aim that flies out and comes backa translucent rim flying out and back, the clang repeating84
Gertrude's Wickbelt lanternBrighter light, and at night monsters notice you a little latera warm double wick that flickers when a monster is close52
Ysh's ErrandbootsA little faster out of combat, and half fall damagewind ripples at your heels, feathers when you land55
Ringing SeampickaxeA swing can ring the seam, making your next few swings at that rock fasterthe pick rings and the vein glows gold60
Second Ringhatchet, sickleSometimes a gather gives one extra log or herba puff of leaves and petals, a soft pop66
Remembering Linerod, harpoon, netSometimes a catch remembers a second fisha silver ripple ring, a faint chime70
Keeper's KilntinderboxSometimes a cook turns out a second dish for freethe flame flares gold, a sizzle68

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Jewelcrafting From Level 1

Each of the seven gems matches a Whisper and gives the same stats, so a Moonstone and a Scroll of Stone line up.

GemWhisperStats
EmberstoneEmbersPower, crit
SkystoneGalesAim, crit
StarstoneStarlightSpell power, max focus
SunstoneDawnHeal power, focus regen
MoonstoneStoneArmour, max health
JadeRootsMax health, stamina regen
TidestoneTidesWard, move speed

Finding and Cutting Gems

All seven gems can be cut at Jewelcrafting 1. Moonstone, Jade, Tidestone and Sunstone rocks sit near Wickhaven, Hearthmoor and Stonebrook from Mining 1 to 8. Emberstone, Skystone and Starstone rocks open at Mining 20, 25 and 30. Any ore can turn up a gem, and from Mining 40 deep seams give two or three stones a swing.

Fuse three gems into one of the next grade: fine from 40, flawless from 60 and perfect from 80. Each grade covers a band of tiers, just like enchanting runes. At 95 you can combine one perfect gem of every kind into a Songstone.

Rings, Amulets and Circlets

Every tier has a metal band with one gem socket built in, and you can rework it to +3. You wear two rings and an amulet. Rings carry the gem's main stat, and the amulet carries more of it plus the second stat. The circlet sits in your head slot as an option to a cloth hood.

Jewellery needs the tier's wear level in your highest combat skill, whichever gem it holds. Songstone rings at 95 give every style's main stat at half strength, for hybrids and dual wielders.

Gear Sockets

Crafted and crafter-reworked gear gets sockets. Drops have none until a crafter reworks them.

  • Weapons: one socket from T1, two from T9
  • Body armour and shields: one from T3, and two on body armour from T9
  • Other armour: one from T6

Every socket is a choice between your style's gem and a survival gem. A jeweller sets them for a few bars, some dust and coins, and a new gem replaces the old one.

What each style wears, level by level
LevelsRing / amuletMightPrecisionArcanaRestoration (healing / damage)Protection (tank / damage)
1-9second stat / 1Jade rings, Moonstone amuletTidestone rings, Jade amuletTidestone rings, Moonstone amuletSunstone / TidestoneMoonstone / Moonstone
10-191 / 1Jade rings, Emberstone amuletTidestone rings, Skystone amuletTidestone rings, Starstone amuletSunstone / Starstone amuletMoonstone / Emberstone amulet
20-292 / 2EmberstoneSkystone (from 25)Starstone amulet, Tidestone ringsSunstone / Starstone amuletMoonstone / Emberstone
30-493-4 / 3-5EmberstoneSkystoneStarstone, circlet optionalSunstone / StarstoneMoonstone / Emberstone
50-745-6 / 6-8Emberstone, fineSkystone, fineStarstone, fineSunstone / StarstoneMoonstone / Emberstone
75-896-8 / 8-10Emberstone, flawlessSkystone, flawlessStarstone, flawlessSunstone / StarstoneMoonstone / Emberstone
90-998-9 / 11-12Emberstone, perfect, Songstone ring for dual wieldSkystone, SongstoneStarstoneSunstone / Starstone, Songstone for hybridsMoonstone / Emberstone, Songstone for hybrids

Jade makes a good ring swap for solo bosses and PvP, and Tidestone helps against casters.

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Weapon Mastery

All 21 weapons get their own mastery track. There are no mastery levels and no talent points. Each unlock asks for two things: your combat skill level, and a feat with that weapon.

Feats are things you'd do anyway when you play a weapon well, like 25 perfect parries with a sword, 30 weak-point hits while aiming a bow, or 15 interrupted casts. Each one should take somewhere between 15 and 40 minutes of normal play, and later feats ask for sharper play. Feats only count fights against monsters and never need a party.

Techniques

Each weapon has 12 Techniques, an A and a B version of four of its kit abilities and two shared ones. Every slotted ability can run its base form, A or B, and you can switch for free outside combat in the Spellbook. Techniques unlock every few levels up to 70, then at 75 and 85.

Paths

At 30 you choose one of two Paths for each weapon. A Path has a keystone, one rule that changes how the weapon plays, and it grows stronger at 50, 60 and 70. At 90 your capstone unlocks, and at 95 you earn a cosmetic aura and a title. Your first Path change is free, and after that a combat trainer will switch it for a fee.

Damage Paths for Support Weapons

Every Protection weapon (spear, flail, halberd and shield) and every Restoration weapon (tome, reliquary, censer and bell) has one Path built for damage. Restoration damage Paths turn part of your damage into healing or wards for the most hurt ally near you, and they train Restoration from what you hit, so a healer can level solo. These Paths hit a little softer than a pure damage weapon in return for what they bring a group.

Nothing Is Taken Away

Your current abilities stay tied to your combat skill exactly as they are now. Mastery only adds. Feats start counting for everyone on the day Masters arrives, and if you're already high level you'll see every unlock your level allows, each with its feat to chase. Picking up a new weapon at a high level means earning its feats, roughly five or six hours for a whole track, with nothing to regrind.

Every weapon's Paths, unlocks and pair abilities are listed in Every Weapon below.

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Dual Wield and Aiming

HandWeapons
Either handSword, axe, mace, dagger, runeblade, wand, sceptre, pistol, blunderbuss, flail, censer and bell
Main hand onlySpear and tome
Off hand onlyShield, focus orbs and torches
Two-handedGreatsword, halberd, bow, crossbow, staff and reliquary

You can't wear two copies of the same unique, and a few uniques stay main hand only. Quivers and powder horns move to your cape slot so dual pistols keep their ammo saving. That does mean a quiver takes the place of your cape, and how we handle that is Open.

What Your Off Hand Brings

Your main hand gives its whole kit, Techniques and Path, just as now. An off-hand weapon brings three of its kit abilities, and you slot two of them in the off-hand section of your bar. They hit at 80% strength, and the weapon gives half its stats. A shield gets three slots and keeps its full strength and stats.

Off-hand weapons earn XP and feats for their own skill, so a sword and runeblade fighter trains Might and Arcana together. Any heal, ward or cleanse from an off-hand ability goes to your most hurt ally rather than you.

When both weapons share a style, like two blades or two pistols, your basic attacks alternate between hands. Two pistols reload one at a time, so one always covers the other. A sword or dagger in your off hand also works as a parrying blade.

Aiming

A bow, crossbow, staff or reliquary takes both hands, so it gets an aim mode instead. Hold right mouse or LT and the camera pulls in over your shoulder. You slow to half speed and can't sprint, jump or mount. After a moment you're settled, and your shots fly faster and further and hit weak points harder. A heavy hit makes you flinch and restarts the settle.

WeaponAim mode
BowDraw. Hold attack to draw for up to a second and up to 150% damage. A full draw pierces one foe, and a tap is still a quick shot.
CrossbowBrace. Once settled, your next bolt pierces armour and one foe.
StaffFocus. Ground spells reach 30% further and snap to your reticle.
ReliquaryLampbeam. Your heal becomes a beam through the first ally on the line and on to a second. The ally it will hit glows before you let go.

Aiming weapons have no block and no parry. Your defence is the dodge roll, where you stand, and the tools your Path gives you. Aiming is never required, and hip fire stays a solid way to play. Against other players every aiming bonus is halved, and a raised bow or staff shows a small glint.

Braced Guard and Loadouts

Two-handed melee weapons like the greatsword and halberd get Braced Guard instead of aiming. Your guard blocks more and your parries stagger foes for longer, and some of their Techniques and Paths build on it.

You can save two loadouts, each a main and off-hand pair, and swap between them from your hotbar. Swapping is free out of combat and has a 30 second timer in a fight. We're tuning two-handed and dual-wield setups against each other so neither is the obvious winner.

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Pair Abilities

Every combination of two weapons you can hold together has its own pair ability, 116 in all. It goes in the last slot on your bar and unlocks once you have the level in both weapons' skills. There's nothing else to earn. Swapping which hand holds which weapon keeps the same pair and only changes which half hits harder.

Here are a few to give you the flavour:

  • Bash and Riposte (sword and shield): raise your shield for a moment, and a blocked hit triggers a heavy counter cut.
  • Twin Reavers (axe and axe): throw both axes down your aim. They fly ten metres, come back through everything in their path and leave bleeds.
  • Powder Leap (axe and blunderbuss): fire behind you and ride the blast forward into an axe chop.
  • False Lead (dagger and wand): send a running image of yourself ahead. Monsters chase it, it bursts into poisoned knives, and your next hit crits.
  • Hoplite Wall (spear and shield): plant yourself for four seconds, blocking for you and the allies behind you.
  • Call and Response (tome and bell): heal the ally on your aim line, then the bell chimes around them and breaks enemy casts.

Pairs arrive over three releases. Two Hands brings 12, one for each way of playing two weapons. Masters adds 93 more, and the last 11 need new animation and come with First Verses. Until a pair arrives, its slot is yours for anything you like. Pair heals and wards always go to your allies, and against other players any pair effect that moves, slows or dazes is shorter and weaker.

Every pairing at a glance

Rows are your main hand and columns your off hand. Spears and tomes only go in the main hand and shields only in the off hand.

Main hand / off handSwordAxeMaceDaggerFlailPistolBlunderbussWandSceptreRunebladeCenserBellShield
SwordCrossed SteelHook and ThrustCrack and CutBlade DanceSnare and SeverSabre and ShotBoarding BlastArcing SteelSeal and ShatterTwofold RuneLightbladeBlade on BronzeBash and Riposte
AxeHook and ThrustTwin ReaversHew and HammerFollow the HatchetChain HarvestBurst HatchetPowder LeapWitch's HatchetThunderhewBloodrunePyre HewAlarumBearded Breach
MaceCrack and CutHew and HammerPincer SmashReeling ShivShackle and CrushShove and ShootRecoil SlamHexhammerGrounding StrikeDriven RuneHallowed CloutClangourBastion Slam
DaggerBlade DanceFollow the HatchetReeling ShivTwin FangAbout FaceGutshotBlindsideFalse LeadVenomfuseRunic AmbushVeiled RiteDamper and DirkRicochet Buckler
SpearThrust and DrawReach and ReturnHaft and HammerDown the HaftPicket ChainVaulting ShotPike and ShotStorm LanceRodstrikeRuned ReachTemple WatchWatchbellHoplite Wall
FlailSnare and SeverChain HarvestShackle and CrushAbout FaceLashed PairChain ShotTrip and ScatterHexboundCharged LinksAnswering ChainChained CenserIron TollIron Orbit
PistolSabre and ShotBurst HatchetShove and ShootGutshotChain ShotCrossfirePowder FeintHexshotSparked RoundBlinkshotIncense RoundRinging ShotLoophole Volley
BlunderbussBoarding BlastPowder LeapRecoil SlamBlindsideTrip and ScatterPowder FeintTwin ThunderSpark ScatterStormloadRune BreachSmoke ChargeBellmouthBattering Blast
WandArcing SteelWitch's HatchetHexhammerFalse LeadHexboundHexshotSpark ScatterMirrored VolleyArc ConduitMirror CutCursed IncenseReturning NoteCharged Rim
SceptreSeal and ShatterThunderhewGrounding StrikeVenomfuseCharged LinksSparked RoundStormloadArc ConduitTwin SunsStormstepKindled IncenseStorm BellStormglyph
RunebladeTwofold RuneBloodruneDriven RuneRunic AmbushAnswering ChainBlinkshotRune BreachMirror CutStormstepSigil SweepRunesmokeTolling EdgeSpelldrink
TomeChapter and VerseLedger of WoundsSentence PassedLetter OpenerWrit of ChainsMercy RoundBuckshot BenedictionMarginaliaErrataSworn PassageProcessionCall and ResponseLectern Guard
CenserLightbladePyre HewHallowed CloutVeiled RiteChained CenserIncense RoundSmoke ChargeCursed IncenseKindled IncenseRunesmokeFigure of EightVespersSmokewall
BellBlade on BronzeAlarumClangourDamper and DirkIron TollRinging ShotBellmouthReturning NoteStorm BellTolling EdgeVespersChange RingingShieldgong
All 116 pair abilities

Might Main Hand

PairWeaponsWhat it doesUnlocks
Crossed SteelSword + swordBoth swords cut at once in an X. A foe caught by both cuts is Exposed. Right after a parry, the two cuts become one heavy hit.Might 20
Hook and ThrustSword + axeThe axe beard hooks the first foe 1.5 m toward you and bleeds it, then the sword thrusts down the same line, harder on a bleeding foe.Might 25
Crack and CutSword + maceA mace blow dazes the foe and breaks its wind-up, then a sword cut pierces some of its armour.Might 30
Blade DanceSword + daggerFive alternating cuts as you glide 4 m along your aim. Each hit stretches a bleed, and dagger cuts from behind count as backstabs.Might 30
Snare and SeverSword + flailThe chain wraps the first foe within 6 m and slows it, then you lunge in with a sword cut. Your hits ignore some of its armour for a few seconds.Might 25, Protection 25
Sabre and ShotSword + pistolA sword lunge, then a point-blank pistol shot into the same foe.Might 25, Precision 25
Boarding BlastSword + blunderbussA sword cut, then a blast that throws small and medium foes back 3 m and kicks you 2 m clear.Might 30, Precision 30
Arcing SteelSword + wandA wand bolt charges the foe. Your next 3 hits on it from either hand arc to another foe nearby.Might 20, Arcana 20
Seal and ShatterSword + sceptreA sword cut marks everything it hits with shock, then a short sceptre orb bursts and spends every mark for extra damage.Might 35, Arcana 35
Twofold RuneSword + runebladeA steel cut, then a rune cut that throws a crescent 6 m down your aim and gives you back some focus.Might 30, Arcana 30
LightbladeSword + censerA radiant cut and a censer swing through the same arc. Part of the damage heals your most-wounded ally, and a puff of incense softens ranged hits on allies inside.Might 25, Restoration 25
Blade on BronzeSword + bellStrike the bell with the flat of your blade. Allies in a 6 m ring get a ward and nearby foes are dazed.Might 30, Restoration 30
Bash and RiposteSword + shieldRaise your shield for 0.6 s. A blocked hit triggers a heavy counter cut and Exposes the foe. Miss the timing and you still get a small shield punch.Might 20, Protection 20
Twin ReaversAxe + axeThrow both axes along your aim. They fly 10 m, come back through everything in their path and leave bleeds.Might 35
Hew and HammerAxe + maceThe mace Sunders the foe's armour, then the axe chops in a bleed that lasts longer on a Sundered foe.Might 35
Follow the HatchetAxe + daggerThrow the axe to slow a foe. Press again within 2 s to step behind whoever it hit and stab them in the back.Might 35
Chain HarvestAxe + flailA flail spin dazes the pack and draws monsters to you, then an axe spin bleeds everything around you.Might 35, Protection 35
Burst HatchetAxe + pistolToss the hatchet and shoot it in the air. It bursts into splinters that bleed every foe nearby.Might 30, Precision 30
Powder LeapAxe + blunderbussFire behind you and ride the blast 7 m forward into an axe chop. Bleeds on nearby foes spread to everything the chop hits.Might 40, Precision 40
Witch's HatchetAxe + wandA thrown axe Hexes the foe it hits, then three wand missiles follow. Against monsters they seek the Hexed foe.Might 30, Arcana 30
ThunderhewAxe + sceptreCharge the ground around you, then spin your axe through it. Bleeds opened in the field also leave shock marks.Might 40, Arcana 40
BloodruneAxe + runebladeA rune cut, then an axe chop. Each bleed on the foe gives you focus and makes the chop hit harder.Might 35, Arcana 35
Pyre HewAxe + censerChop into the ground to light a pyre. Foes in it burn and allies in it slowly heal.Might 30, Restoration 30
AlarumAxe + bellRing the alarm. The note interrupts the first foe it reaches, and nearby allies hit your bleeding foes harder for a while.Might 35, Restoration 35
Bearded BreachAxe + shieldHook the foe's guard down, then slam with the shield and hew with the axe for a bleed.Might 30, Protection 25
Pincer SmashMace + maceBoth maces hit the same foe from either side. Either blow breaks a wind-up, and if both land it staggers.Might 30
Reeling ShivMace + daggerA mace overhead dazes the foe, then the dagger stab crits it and adds poison.Might 25
Shackle and CrushMace + flailThe chain drags the first foe up to 4 m toward you, then the mace comes down on it and Sunders it.Might 30, Protection 30
Shove and ShootMace + pistolShove foes back and break their wind-ups, then shoot. A foe whose wind-up you broke takes a sure crit.Might 20, Precision 20
Recoil SlamMace + blunderbussFire behind you and ride the kick 7 m forward into a mace slam that Sunders and staggers.Might 35, Precision 35
HexhammerMace + wandHex a foe from range. Press again within 6 s while close to smash the Hex into it, splashing foes nearby.Might 30, Arcana 30
Grounding StrikeMace + sceptreA ground slam that sets off every burn, chill or shock mark it hits and shock-marks the rest.Might 40, Arcana 40
Driven RuneMace + runebladeCarve a rune with the blade, then hammer it home. It interrupts the foe and silences it briefly.Might 35, Arcana 35
Hallowed CloutMace + censerA censer swing and a mace slam, and allies within 6 m heal over a few seconds.Might 30, Restoration 30
ClangourMace + bellStrike the bell with your mace. Every cast and wind-up in the ring is broken, and nearby allies get a small ward.Might 30, Restoration 30
Bastion SlamMace + shieldShield rim to the ground, mace down on top. Dazes foes around you and wards allies close by.Might 35, Protection 35
Twin FangDagger + daggerTwo stabs 0.6 s apart. The second counts as a backstab and finds weak points.Might 20
About FaceDagger + flailThe chain catches and slows a foe, turning a monster's back to you, then you stab it from behind.Might 25, Protection 25
GutshotDagger + pistolStab and bleed the foe, hop 4 m back and shoot it. Hits harder on a bleeding foe.Might 20, Precision 20
BlindsideDagger + blunderbussBlind foes with flash powder, then step to the side of one and stab it in the back.Might 40, Precision 40
False LeadDagger + wandSend a running image of yourself down your aim. Monsters chase it, it bursts into poisoned knives, and your next hit crits.Might 35, Arcana 35
VenomfuseDagger + sceptreStab in poison, then set every poison stack on that foe alight in one burst.Might 45, Arcana 45
Runic AmbushDagger + runebladeBlink 8 m through foes, cutting each one, and land behind the last for a backstab.Might 30, Arcana 30
Veiled RiteDagger + censerDrop holy smoke at your feet. Monsters lose interest in you, and your next 3 hits from inside heal your most-wounded ally.Might 35, Restoration 35
Damper and DirkDagger + bellA muffled note interrupts the first foe it reaches, and a flicked dagger poisons and Exposes it.Might 40, Restoration 40
Ricochet BucklerDagger + shieldThrow your buckler. It bounces to a second foe and back to your arm, and catching it opens a short block window that sets up a crit.Might 35, Protection 25

Protection Main Hand

PairWeaponsWhat it doesUnlocks
Thrust and DrawSpear + swordA long spear thrust, then you step in with a sword cut that Exposes the foe.Protection 25, Might 25
Reach and ReturnSpear + axeA spear thrust, then the axe flies down the same line and back. A foe hit by both bleeds twice as long.Protection 30, Might 30
Haft and HammerSpear + maceSweep low with the shaft to slow foes, then bring the mace down on the one you aim at.Protection 30, Might 30
Down the HaftSpear + daggerPin the foe with a thrust, then send a poisoned dagger down your own shaft.Protection 25, Might 30
Picket ChainSpear + flailStake a chain 8 m along the ground. Foes who cross it are slowed and monsters turn on you.Protection 35
Vaulting ShotSpear + pistolVault up to 8 m and fire from the top of the arc.Protection 40, Precision 40
Pike and ShotSpear + blunderbussA blast throws small foes back, then you set your spear to counter the first one that comes back in.Protection 30, Precision 30
Storm LanceSpear + wandA wand bolt Hexes the foe, then your spear throws a storm line that pierces up to 3 foes.Protection 30, Arcana 30
RodstrikeSpear + sceptrePlant your spear as a lightning rod that jolts foes around it. Press again within 6 s to call down a strike that sets off their marks.Protection 40, Arcana 40
Runed ReachSpear + runebladeA rune cut, then a spear thrust that carries the rune to every foe on the line.Protection 35, Arcana 35
Temple WatchSpear + censerSet your spear inside an incense cloud. Monsters that enter turn on you, and foes inside hit your allies softer.Protection 30, Restoration 30
WatchbellSpear + bellRing the alarm and stand your post. Monsters hitting your allies turn on you, and those allies get a ward.Protection 40, Restoration 40
Hoplite WallSpear + shieldPlant yourself behind spear and shield for 4 s, blocking for you and allies behind you. Any foe that steps in front takes a thrust and loses its wind-up.Protection 40
Lashed PairFlail + flailBoth chains lash out at once and bind a foe each. If both catch, the two foes are linked and share some of the damage you deal.Protection 35
Chain ShotFlail + pistolShoot to interrupt, then the chain follows the shot and drags the foe 4 m toward you.Protection 30, Precision 30
Trip and ScatterFlail + blunderbussSweep the pack's legs to slow them, then fire a blast into the cone.Protection 40, Precision 40
HexboundFlail + wandA wand bolt Hexes the foe and a ghostly chain holds a monster in place. A player is slowed instead.Protection 35, Arcana 35
Charged LinksFlail + sceptreA charged flail spin dazes and shock-marks everything around you, setting off marks that are already there.Protection 45, Arcana 45
Answering ChainFlail + runebladeCatch a hit or spell on your runeblade, then lash the attacker to interrupt and slow it. Your most-wounded ally gets a ward.Protection 50, Arcana 50
Chained CenserFlail + censerWhirl the censer on its chain. Monsters turn on you, and the smoke ring dazes foes and softens ranged hits on allies.Protection 30, Restoration 30
Iron TollFlail + bellSpin, then strike the bell. The more foes the spin hits, the wider the toll draws monsters and the bigger your allies' ward.Protection 35, Restoration 35
Iron OrbitFlail + shieldKeep your guard up while the flail circles you for 2.5 s, dazing foes and holding monsters on you.Protection 30

Precision Main Hand

PairWeaponsWhat it doesUnlocks
CrossfirePistol + pistolBoth pistols fire along your aim at once, with Point Blank on both, and both reload.Precision 30
Powder FeintPistol + blunderbussA blank at your feet blinds foes close by, you sidestep 4 m, and the pistol fires a heavy shot.Precision 35
HexshotPistol + wandOne long cursed shot that Hexes the foe and interrupts it if it's casting.Precision 30, Arcana 30
Sparked RoundPistol + sceptreA charged shot that sets off every mark on the foe and leaves a fresh shock.Precision 40, Arcana 40
BlinkshotPistol + runebladeBlink 6 m through foes, cutting each one, then spin and shoot the first.Precision 35, Arcana 35
Incense RoundPistol + censerA shot that bursts into incense where it lands. Allies inside heal and foes inside shoot softer.Precision 25, Restoration 25
Ringing ShotPistol + bellA ringing shot that interrupts the foe it hits and wards allies around it.Precision 30, Restoration 30
Loophole VolleyPistol + shieldPlant your shield for 2 s and fire two shots through the gap.Precision 25, Protection 25
Twin ThunderBlunderbuss + blunderbussBoth barrels in one cone. Close foes are knocked back and staggered, and you recoil 3 m.Precision 35
Spark ScatterBlunderbuss + wandA cone of six sparks. Against monsters they curve to spread across the pack.Precision 30, Arcana 30
StormloadBlunderbuss + sceptreA charged blast that shock-marks every foe it hits, ready for a detonation. Three or more foes and the shock arcs between them.Precision 40, Arcana 40
Rune BreachBlunderbuss + runebladeBrand foes with a rune cut, then blast the branded ones back 3 m as you recoil.Precision 35, Arcana 35
Smoke ChargeBlunderbuss + censerFire censer coals in a cone and leave a smoke bank. Foes inside are dazed and allies inside take less from ranged hits.Precision 25, Restoration 25
BellmouthBlunderbuss + bellA ringing blast that knocks foes back 3 m and wards allies behind you.Precision 35, Restoration 35
Battering BlastBlunderbuss + shieldCharge in behind your shield, then fire point-blank to knock foes back.Precision 35, Protection 35

Arcana Main Hand

PairWeaponsWhat it doesUnlocks
Mirrored VolleyWand + wandTwo fans of missiles cross at your aim point. Every extra missile on the same foe hits a little harder.Arcana 30
Arc ConduitWand + sceptreA spark tethers to a foe and a sceptre orb follows it, setting off marks. Against players the orb flies along your aim.Arcana 30
Mirror CutWand + runebladeLeave a decoy, blink 6 m and cut a wide arc where you land.Arcana 35
Cursed IncenseWand + censerLob a cloud that Hexes foes inside and slowly heals allies inside.Arcana 25, Restoration 25
Returning NoteWand + bellA bolt that rings back to you on a hit, warding up to 3 allies it passes.Arcana 30, Restoration 30
Charged RimWand + shieldThrow a spell-charged shield that Hexes the first foe, then bounces to Hex a second.Arcana 25, Protection 25
Twin SunsSceptre + sceptreTwo orbs spiral to your aim. The first burns and the second sets off the marks on foes around it.Arcana 40
StormstepSceptre + runebladeBlink-cut through foes, shocking each one, and the shocks burst behind you a moment later.Arcana 40
Kindled IncenseSceptre + censerLob a burning cloud. Foes inside gather burn marks, allies inside heal, and the next detonation on those foes hits harder.Arcana 35, Restoration 35
Storm BellSceptre + bellPlace a charged bell for 6 s. It tolls shock around it and wards nearby allies.Arcana 40, Restoration 40
StormglyphSceptre + shieldSlam a glyph at your feet that marks foes standing in it, then goes off after 3 s.Arcana 45, Protection 40
Sigil SweepRuneblade + runebladeBlink 7 m and cut every foe on the path with both blades, leaving both runes on each.Arcana 35
RunesmokeRuneblade + censerA rune cut, then a cloud that carries the rune and burns foes inside while shielding allies from ranged hits.Arcana 30, Restoration 25
Tolling EdgeRuneblade + bellSweep the blade across the bell to throw a ringing cone. Part of the damage becomes a ward for allies nearby.Arcana 35, Restoration 35
SpelldrinkRuneblade + shieldA rune-lit guard drinks the first spell or shot it blocks. Your next hit releases it as a burst that breaks casts.Arcana 40, Protection 40

Restoration Main Hand

PairWeaponsWhat it doesUnlocks
Chapter and VerseTome + swordRead a line, then cut. Foes are Exposed, and your most-wounded ally is bookmarked so your next 2 tome pulses heal them too.Restoration 20, Might 20
Ledger of WoundsTome + axeA bleeding cut, and your most-wounded ally's worst poison or bleed moves onto the foe.Restoration 35, Might 30
Sentence PassedTome + maceRead the charge, then a mace blow that dazes. A foe caught casting loses the cast and is Exposed.Restoration 30, Might 30
Letter OpenerTome + daggerStep to the ally on your aim line and heal them, then stab the foe attacking them.Restoration 30, Might 25
Writ of ChainsTome + flailA flail whirl that dazes and holds monsters on you. Each foe hit heals your most-wounded ally a little.Restoration 35, Protection 35
Mercy RoundTome + pistolOne shot down your aim. An ally gets a healing round that lifts an ailment, and a foe gets lead that cuts its healing.Restoration 25, Precision 25
Buckshot BenedictionTome + blunderbussBless the shot and fire a radiant cone that Exposes foes and heals your most-wounded ally.Restoration 30, Precision 30
MarginaliaTome + wandThree wand sparks Hex foes, and your next tome pulse splits between two allies.Restoration 20, Arcana 20
ErrataTome + sceptreAn orb spends the marks on a foe, and each mark lifts an ailment from your most-wounded ally.Restoration 45, Arcana 45
Sworn PassageTome + runebladeBlink to a foe and cut. A foe caught casting is silenced, and your most-wounded ally is bookmarked.Restoration 40, Arcana 40
ProcessionTome + censerWalk and read for 4 s, leaving incense clouds behind you that heal allies and bookmark them.Restoration 35
Call and ResponseTome + bellHeal the ally on your aim line, then the bell chimes around them and breaks foe casts.Restoration 30
Lectern GuardTome + shieldProp the book on your shield and read behind the wall for 3 s, healing allies behind you.Restoration 30, Protection 30
Figure of EightCenser + censerSwing both censers in crossing loops around you, then leave an incense ring that heals allies over time.Restoration 30
VespersCenser + bellLob a chiming cloud. Every chime wards allies inside, and the first lifts a poison or bleed.Restoration 35
SmokewallCenser + shieldPlant a 6 m wall of smoke ahead. Ranged hits through it are softer, and foes who walk through are dazed.Restoration 30, Protection 30
Change RingingBell + bellTwo tones. The first wards allies around you, and the second is a cone that dazes foes.Restoration 40
ShieldgongBell + shieldStrike the bell on your shield like a gong to break casts and draw monsters. The next hit you block rings again.Restoration 35, Protection 35

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Tanks, Healers and Groups

Guard becomes Protection. Your level and XP stay the same. Tanks get proper tools for holding attention, including threat, a Challenged status, tethers and decoys. Plate armour and blocking are retuned so tanks can stand up to the new boss mechanics. Protection keeps its block XP and also trains from covering allies, pulls and roots.

Healing is retuned so heals restore a share of the target's health and stay meaningful on big health pools. The tome's Lector of Ash Path, for example, turns 30% of your radiant damage into healing for the most hurt ally nearby, in return for weaker direct heals.

Bosses learn new tricks. On Normal difficulty, bosses gain tank-busters, frontal cleaves, random hits on party members, and an enrage if the fight runs long. You can dodge a tank-buster, but it carries on behind you, so mind who's standing there.

Lone and Normal

LoneNormal
TuningExactly as today. No new mechanics, no timer.Group tuning, new boss mechanics and an enrage
LootToday's solo loot, plus signature part rollsAn extra roll for each extra party member, and a bonus chest for parties of three or more
EntryPick it on the dungeon card. No level gates.The default when you're in a party

No item, pattern or part is group-only, and every quest step that asks for a party gets a solo way through. Groups get faster rewards, extra rolls and cosmetics. Exactly how big the reward for grouping should be is Open, and we'd love your take on it.

Later, level sync will let a high-level friend drop down to your level band and still earn parts for it, and you'll get a 10% XP bonus for the company. Downed and Help Up arrive with it.

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New Lands, Creatures and Bosses

T7 materials come from Windbell and Deepforge, T8 from Veilspire, T9 from Lastlamp, T10 from the Frozen Banners, T11 from Mount Cinder, and T12 and T13 from Hollow Barrow and the Hollow King.

Around 45 new kinds of creature arrive over these releases. Roughly half are regional or ranked takes on creatures you know, and around 20 are brand new. Every level band gets armoured, ranged and caster foes, so your weapon choice matters. The beasts you skin for each new hide live in their own band: gryphons, rime beasts and yetis, salamanders, hollow beasts and song-touched creatures.

Level bandCreature kinds todayOnce Song's End is out
60 to 692226
70 to 741113
75 to 79913
80 to 84913
85 to 89713
90 to 94713
95 to 99112

World bosses. Two timed world bosses arrive, one in the Frozen Banners at T10 and the Hollow King at T13. Their health grows with the crowd that turns up, and their trophies are signature parts. New regular bosses join the higher bands too.

Dungeons. Every existing dungeon gets Lone and Normal. Mount Cinder (82 to 88) and Hollow Barrow (88 to 94) follow later with both difficulties.

Agility and Bounty. New agility courses open at 47, 70, 80, 90 and 96, and new Bounty masters at Veilspire (65), Ashfall (85) and Barrow (93).

Quests. Each new tier brings two side quests and a skill quest, and a main story line runs from 80 to 99.

PvP. The three PvP gear lines spread across the new tiers. Mastery works in PvP, and dual wield and aiming are live there from Two Hands with aiming bonuses halved. PvP still gives no XP of any kind.

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What Changes for You

Nobody loses levels, items or unlocks. A few things do shift, and we'd rather you hear about them now.

  • Dhurrite moves to level 50. Its wear level, nodes and stats all move to 50, so dhurrite gear you own loses a little. The patch notes will show the exact before and after. Wispwood, the dhurrite harpoon and the moonsilver sickle move to 50 with it.
  • Aether gets easier. Its +1, +2 and +3 levels drop to 77, 78 and 80, and your aether tools keep opening everything they do today.
  • Jewellery gets a wear level in your highest combat skill, old pieces included. They keep their stats. What happens to a piece you're wearing below its new level is Open.
  • Enchants and jewellery you own keep their stats.
  • The XP curve changes and your levels stay. Every skill moves at the same pace for an hour of focused play, with 99 at roughly 100 to 150 hours. Your levels and progress are kept. The exact numbers are Open.
  • Your abilities stay unlocked on your combat skill exactly as now.
  • Guard is now Protection. Same skill, same level.
  • Bars with a shield. Shield abilities on a weapon-and-shield bar move into the new shield section. Nothing is deleted, and anything that doesn't fit stays in your Spellbook.
  • Bows, crossbows, staves and reliquaries lose block and parry. Right mouse or LT becomes Aim with these weapons.
  • Quivers and powder horns move to the cape slot.
  • Gem prices. Skystone and Starstone get their own rocks at Mining 25 and 30, so expect their price to drop.
  • Shark fishing moves from 76 to 75.
  • Hand swaps in combat become one 30 second loadout timer instead of one per hand.
  • Bounty bands narrow. Sunhaven and Windbell contracts cover 52 to 70 and Lastlamp 72 to 85, with new masters above them.

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Every Weapon

Each weapon below shows how it plays, its two Paths, every mastery unlock with the feat that earns it, and a couple of example builds. Level means your combat skill level.

Might

Sword One-handed, either hand

A parry-and-punish weapon. You open foes with Crosscut, bleed them with Rend, and turn parries into counters. In the off hand it works as a parrying blade.

Paths. Duelist (main hand only): a perfect parry refunds half of Feint's cooldown. Captain (either hand): each hit an ally lands on a foe you Exposed extends Exposed by 1 s, up to +4 s.

LevelUnlockWhat it doesHow to earn it
12Sidestep (Feint)On a parry, dash 3 m behind the attacker instead of countering25 perfect parries
18Pinning Lunge (Lunge)0.8x damage, roots 1 s30 Lunge hits on moving mobs
22Deep Cut (Rend)Target gets 30% less healing for 4 sRend 20 mobs that heal
26Opened Vein (Crosscut)Bleed 6 s instead of Exposed40 Crosscuts hitting 2+ mobs
30PathDuelist or Captain50 kills at or above your band
35Bait (Feint)Counter hits 2.5x after a parried heavyParry 10 heavy attacks
40Ragged Edge (Rend)Bleed spreads to a nearby foe when it endsKeep Rend on 2 mobs, 30 times
45Turning Ward (Blade Ward)Shorter, but parried projectiles reflectParry 40 arrows or bolts
55Marking Cut (Crosscut)Exposed lasts 10 s for the next 2 hits40 hits on Exposed foes
65Riposte Lunge (Lunge)Cooldown resets on a parry30 Lunges right after a parry
70Measured Flourish (Flourish)3 hits at 1.0x, keeps half your Tempo20 Flourishes at 4+ Tempo
75Ally Ward (Blade Ward)2 s ward on the ally in front of youBlock or parry 10 boss heavies
85Crossing Flourish (Flourish)4 cuts, Exposes every foe you pass throughFlourish through 3+ mobs, 15 times
90CapstoneDuelist: first hit after a parry crits. Captain: Ally Ward also cleanses a root or slow.
95CosmeticEdge glow and the title "Swordmaster"

Pairs. 15, one with each weapon it can share your hands with (all listed under Pair Abilities). Bash and Riposte (with a shield), Blade Dance (with a dagger) and Lightblade (with a censer) come with Two Hands. The rest come with Masters and First Verses.

Builds. A PvP duelist runs Duelist with a dagger off hand, using Sidestep, Pinning Lunge, Deep Cut and Turning Ward. A party off-tank runs Captain with a shield, using Marking Cut, Ally Ward and Bash and Riposte.

Axe One-handed, either hand

Bleeds, burst and a thrown hatchet that interrupts. An off-hand axe is Might's interrupt tool.

Paths. Reaver (main hand only): bleeds stack up to 5, and a Gash on a foe with 5 stacks tears them all open. Hurler (either hand): Hatchet Toss holds 2 charges, and an interrupt refunds one.

LevelUnlockWhat it doesHow to earn it
12Hooking Gash (Gash)Single target, pulls it 1.5 m to you30 Gashes on caster or ranged mobs
18Hamstring Rend (Rend)Also slows 20% while it bleeds30 Rends on moving mobs
22Bone Gash (Gash)On skeletons and constructs, cuts armour instead of bleeding40 Gashes on bloodless foes
26Open Veins (Bloodletting)Bleeds nearby tick twice as fast for 4 sBurst 60 bleed stacks
30PathReaver or Hurler50 kills at or above your band
35Weeping Rend (Rend)12 s, stacks with Gash's bleedKeep a bleed up 30 s, 10 times
40Red Harvest (Bloodletting)The heal goes to the most-wounded ally instead of youBurst 4+ stacks, 20 times
45Ricochet (Hatchet Toss)Bounces to a second foe at 0.7xInterrupt 15 casts or wind-ups
55Beheading Stroke (Executioner's Stroke)Faster cast, +40% on foes with 3+ bleeds25 Strokes on bleeding foes
65Tethered Toss (Hatchet Toss)Returns at once, no lockoutInterrupt 15 casts from 8 m+
70Red Mist (Frenzy)Each tick adds move speed, up to +10%20 full-stack Frenzies
75Cleaving Stroke (Executioner's Stroke)A 90° cone at 0.7xHit 3+ mobs with one Stroke, 15 times
85Long Frenzy (Frenzy)16 s, caps at +12%10 long full-stack boss fights
90CapstoneReaver: a foe dying with 3+ bleeds passes them on. Hurler: a toss interrupt gives allies +10% damage on that foe.
95CosmeticRust-red edge trail and the title "Hewer"

Pairs. 15, one with each weapon it can share your hands with (all listed under Pair Abilities). Twin Reavers (two axes) comes with Two Hands. The rest come with Masters and First Verses.

Builds. A solo bleeder runs Reaver with two axes, using Open Veins, Weeping Rend, Beheading Stroke and Long Frenzy. A group interrupter runs a Captain sword main with a Hurler axe off hand carrying Ricochet and Tethered Toss.

Mace One-handed, either hand

The two-handed maul uniques use this track as two-handed weapons with Braced Guard. A timing weapon that breaks wind-ups, Sunders armour and knocks foes around.

Paths. Breaker (main hand only): a hit during a foe's telegraphed wind-up breaks it and Dazes the foe. Ironwarden (either hand): Ground Pound and Shatter Armour taunt every monster they hit.

LevelUnlockWhat it doesHow to earn it
12Ringing Blow (Skullcrack)Shorter daze, but interruptsInterrupt 15 casts or wind-ups
18Battering Charge (Charge)Knocks the first foe back 3 mCharge 25 caster or ranged mobs
22Helm-splitter (Skullcrack)1.2x, Sunders armoured foes40 Skullcracks on armoured mobs
26Fault Line (Shatter Armour)A 6 m line, Sundered 10 sSunder 3+ mobs at once, 20 times
30PathBreaker or Ironwarden50 kills at or above your band
35Shoulder Check (Charge)Short, fast charge that staggersStagger 30 mobs mid-attack
40Hammer Home (Shatter Armour)Single target, Sundered 40% for 6 sKeep 15 boss Sunders up 20 s
45Aftershock (Ground Pound)A second pulse knocks down what's leftKnock down 40 small mobs
55Seismic Line (Earthsplitter)Stops at the first large foe and staggers itStagger 20 large mobs
65Anvil (Ground Pound)Dazes and slows, works on large foesDaze 30 large mobs
70Quick Break (Bonebreaker)Shorter wind-up, a full one stuns 1 s30 full wind-ups
75Rubble (Earthsplitter)Leaves slowing rough groundHit 3+ mobs, 20 times
85Shatterpoint (Bonebreaker)Consumes Sunder for +100%15 full wind-ups on Sundered bosses
90CapstoneBreaker: a full Bonebreaker resets Ground Pound. Ironwarden: a taunted foe that hits someone else is Sundered.
95CosmeticCracked-stone impact dust and the title "Crusher"

Pairs. 15, one with each weapon it can share your hands with (all listed under Pair Abilities). Bastion Slam (with a shield) comes with Two Hands. The rest come with Masters and First Verses.

Builds. A boss breaker runs Breaker with Ringing Blow, Hammer Home, Seismic Line and Shatterpoint. A mace-and-board tank runs Ironwarden with a shield and uses Fault Line, Anvil and Shoulder Check.

Dagger One-handed, either hand

Get behind things and stay there. Shadowstep, poison and big hits from behind. In the off hand it works as a parrying blade and keeps its backstab bonus.

Paths. Assassin (main hand only): a crit from behind refreshes Shadowstep. Poisoner (main hand only): your poison doesn't fall off while you keep hitting, and 5 stacks Expose the foe.

LevelUnlockWhat it doesHow to earn it
12Slip (Shadowstep)Step to the flank, shorter cooldown40 backstab hits after Shadowstep
18Gutting Lunge (Lunge)Adds a poison stack, counts the backstab arc30 Lunges from behind
22Shadow Return (Shadowstep)Recast within 3 s to step backDodge 20 attacks after a Shadowstep
26Paralytic (Venom Edge)Each poison stack slows 4%, up to 20%Keep 5 stacks on 20 mobs
30PathAssassin or Poisoner50 kills at or above your band
35Needlework (Flurry)One weak-point stab makes the rest weak-point hits40 weak-point Flurry hits
40Wound-rot (Venom Edge)Poisoned foes get 25% less healingPoison 20 mobs that heal
45Smoke Veil (Smoke Bomb)A 4 m blinding cloud for 5 sBlind 3+ mobs at once, 15 times
55Fleche (Lunge)8 m lunge that can end behind the foe30 Lunges from 4 m+
65Envenomed Flurry (Flurry)Every stab adds poison25 Flurries to 5 stacks
70Open Throat (Assassinate)3.0x from behind, also bleeds15 Assassinate kills from behind
75Vanish (Smoke Bomb)Mobs lose you for 2 s, next hit critsReset 15 mob packs
85Execution Chain (Assassinate)A kill steps you to the next low foeChain 3 Assassinates, 10 times
90CapstoneAssassin: Assassinate from behind ignores armour and ward. Poisoner: stacks jump on death.
95CosmeticSmoke trail on dashes and the title "Shadowblade"

Pairs. 15, one with each weapon it can share your hands with (all listed under Pair Abilities). Twin Fang (two daggers) and Blade Dance (with a sword) come with Two Hands. The rest come with Masters and First Verses.

Builds. A PvP skirmisher runs Assassin with two daggers, using Slip, Shadow Return, Wound-rot, Fleche, Open Throat and Twin Fang. A dungeon poisoner runs a Poisoner dagger main with a Hurler axe off hand, using Paralytic and Envenomed Flurry.

Greatsword Two-handed, with Braced Guard

Big arcs, wind-ups and momentum. It clears packs or stands in front of a boss and counters.

Paths. Juggernaut: you can't be knocked back or staggered while winding up, and hits you take feed the release. Linebreaker: a parry from Braced Guard throws a staggering shockwave.

LevelUnlockWhat it doesHow to earn it
12Short Leap (Leaping Cleave)Shorter leap, faster cooldown, landing staggersLand on 30 mobs mid-attack
18Rallying Leap (Leaping Cleave)Landing near an ally wards themHit 3+ mobs, 20 times
22Tempest (Whirlwind)Move at full speed while spinningHit 3+ mobs, 30 times
26Banked Arc (Momentum)Spends in a 270° arcSpend 5 stacks, 30 times
30PathJuggernaut or Linebreaker50 kills at or above your band
35Gathering Wind (Whirlwind)Pulls foes inward firstGather 4+ mobs, 15 times
40Second Wind (Momentum)Stacks restore stamina instead40 spends at 4+ stacks
45Braced Wall (Blade Wall)With Braced Guard, a wider wallStop 30 heavy hits
55Overhead (Executioner's Stroke)Faster, a 5 m line30 Strokes hitting 2+ mobs
65Riposte Wall (Blade Wall)Ends on a block with a 1.8x swingBlock 20 boss heavies
70Titan's Step (Titan's Swing)Walk while winding up20 full wind-ups on 3+ mobs
75Opening Stroke (Executioner's Stroke)+60% on foes above 90% healthOpen 30 fights with it
85Earthbreaker Swing (Titan's Swing)120°, 7 m, staggers15 full swings on bosses
90CapstoneJuggernaut: a full Titan's Swing resets Leaping Cleave. Linebreaker: Blade Wall covers allies behind you.
95CosmeticHeat-shimmer edge and the title "Warblade"

Pairs. None, since it's two-handed.

Builds. A pack clearer runs Juggernaut with Tempest, Banked Arc, Gathering Wind and Titan's Step. A boss counter-tank runs Linebreaker with Braced Wall, Riposte Wall, Second Wind and Rallying Leap.

Precision

Bow Two-handed, aims (Draw)

Long range, weak points and movement. Aim for big settled shots or stay mobile and fire from the hip.

Paths. Marksman (leans on aiming): a settled full draw on a weak point or a Marked target refunds half its cooldown. Skirmisher (hip-fire): after a dodge, your next shot is a free instant Quick Shot.

LevelUnlockWhat it doesHow to earn it
12Side Skip (Feathered Step)Skips along your movement, not your aimDodge 30 mob attacks
18Snap Loose (Aimed Shot)Much faster cast, 1.4x40 hits on moving mobs
22Planted Feet (Feathered Step)Next 2 shots ignore flinch, +20% range25 hits from 30 m+
26Held Breath (Charged Draw)While aiming, a full draw also Marks30 weak-point hits while aiming
30PathMarksman or Skirmisher50 kills at or above your band
35Broadhead (Aimed Shot)Slightly less damage, bleeds 6 s20 hits on fleeing or charging mobs
40Snap Draw (Charged Draw)1 s draw for up to 2x (1.25x on players), pierces30 full draws
45Spotter's Rain (Arrow Rain)While aiming, placed 50% furtherCatch 4+ mobs, 15 times
55Pinning Rain (Arrow Rain)First hit roots 1 sRoot 20 rushing mobs
65Still Water (Deadeye)While aiming and settled, faster cast15 Deadeye weak-point hits
70Tailwind (Windrunner)Move speed and a 3-arrow fan40 hits while moving
75Quarry Shot (Deadeye)3.0x, weak-point hit refunds half10 boss weak-point hits from 30 m+
85Scattering Gale (Windrunner)Fan hits return staminaHit 3 foes with one fan, 20 times
90CapstoneMarksman: a settled full draw pierces every foe on the line. Skirmisher: Feathered Step holds 2 charges.
95CosmeticFeather trail on arrows and the title "Bowmaster"

Pairs. None, since it's two-handed. Your quiver sits in the cape slot.

Builds. A boss sniper runs Marksman with Held Breath, Spotter's Rain, Still Water and Quarry Shot, aiming most of the fight. A PvP kiter runs Skirmisher with Side Skip, Snap Loose, Snap Draw, Pinning Rain and Tailwind, and never aims.

Crossbow Two-handed, aims (Brace)

Heavy bolts, armour pierce, traps and zone control.

Paths. Siegewright (leans on aiming): a settled bolt strips a ward, shell or buff. Trapper (mobile): Trap Bolt holds 2 charges, and your first bolt on a snared foe counts as a weak-point hit.

LevelUnlockWhat it doesHow to earn it
12Sighted Bolt (Heavy Bolt)While aiming, pierces 2Knock back 25 small mobs
18Quarrel (Aimed Shot)1.5x, +30% armour pierce40 hits on armoured mobs
22Hobbling Bolt (Heavy Bolt)Slows 40% instead of knocking back40 hits on moving mobs
26Kneeling Sight (Brace and Reload)While aiming and braced, always settled and flinch-proof against monsters30 weak-point hits while braced
30PathSiegewright or Trapper50 kills at or above your band
35Bolt Sight (Aimed Shot)While aiming, faster cast30 hits from 30 m+ while aiming
40Nailed (Pinning Shot)Shorter root, target can't dodge 3 sPin 20 charging mobs
45Tripwire (Trap Bolt)The snare becomes a 4 m lineRoot 20 mobs with Trap Bolt
55Walking Brace (Brace and Reload)Walk while braced30 kills while braced
65Caltrop Bolt (Trap Bolt)A slowing patch instead of a rootSlow 3+ mobs, 15 times
70Laid Gun (Siege Bolt)While aiming, 40% faster windHit 4+ foes, 10 times
75Pinned Together (Pinning Shot)Pierces and pins two foes togetherHit 2+ mobs, 20 times
85Wardbreaker (Siege Bolt)Stripping a ward refunds 10 sStrip 15 boss or caster wards
90CapstoneSiegewright: a fully wound Siege Bolt knocks down the first foe. Trapper: your snares are invisible.
95CosmeticIron-banded stock glow and the title "Arbalest"

Pairs. None, since it's two-handed.

Builds. An armour breaker runs Siegewright with Sighted Bolt, Kneeling Sight, Laid Gun and Wardbreaker. A zone holder runs Trapper with Hobbling Bolt, Nailed, Tripwire and Walking Brace.

Pistol One-handed, either hand

Close-range shots with a reload rhythm. Two pistols cover each other's reloads, and an off-hand pistol is a cast-breaker for melee players.

Paths. Gunslinger (main hand only): after a dodge, your next shot skips the reload and counts as Point Blank. Interceptor (either hand): a Disarming Shot interrupt refunds half its cooldown and silences 1 s.

LevelUnlockWhat it doesHow to earn it
12Butt Stroke (Pistol Whip)Single target, longer daze30 Whips on mobs mid-swing
18Fan the Hammer (Quick Shot)2 quick shots at 0.7x40 hits inside 8 m
22Sidestep Shot (Backstep Shot)Roll sideways, shoot at the endDodge 30 attacks inside 8 m
26Ball and Chain (Double Charge)Slows instead of knocking back25 hits inside 8 m
30PathGunslinger or Interceptor50 kills at or above your band
35Turnabout (Pistol Whip)Turns you around and reloads20 kills right after a Whip
40Skip Shot (Quick Shot)Bounces once at 0.6x40 Quick Shot kills
45Lock Shot (Disarming Shot)The interrupt also silences 2 sInterrupt 20 casts
55Powder Kiss (Double Charge)The big shot becomes a 3 m blastHit 3+ mobs, 10 times
65Wing Shot (Disarming Shot)Slows 50% instead of cutting damage20 hits on moving mobs
70High Noon (Deadeye Focus)1 s cast, then 3 s of crits15 kills during it
75Smoke Flip (Backstep Shot)Leaves a smoke puffEscape 15 melee strings
85Last Round (Deadeye Focus)Crits reload Double Charge10 weak-point crits during it
90CapstoneGunslinger: Deadeye Focus lasts longer per foe it crits. Interceptor: Disarming Shot holds 2 charges.
95CosmeticPowder-smoke wisps and the title "Pistoleer"

Pairs. 15, one with each weapon it can share your hands with (all listed under Pair Abilities). Crossfire (two pistols) and Powder Feint (with a blunderbuss) come with Two Hands. The rest come with Masters.

Builds. Twin guns run Gunslinger with two pistols, Fan the Hammer, Sidestep Shot and High Noon, with Butt Stroke and Lock Shot in the off-hand section and Crossfire in the pair slot. A spellbreaker runs a sword main with an Interceptor pistol off hand carrying Lock Shot and Wing Shot.

Blunderbuss One-handed, either hand

A short-range cone that knocks foes off their attacks, with powder tricks for escapes and packs.

Paths. Breacher (main hand only): a blast from within 3 m staggers and breaks a wind-up. Sapper (main hand only): Flash Powder leaves a keg that any hit detonates.

LevelUnlockWhat it doesHow to earn it
12Bull Rush (Kickback)Recoil forward instead, throwing foesKnock 25 mobs off a wind-up
18Parting Blast (Backstep Shot)The shot becomes a 5 m coneHit 2+ mobs, 20 times
22Powder Snare (Snare Trap)Bursts when stepped onCatch 20 rushing mobs
26Barbed Shot (Shrapnel)Pellets bleed right awayLodge pellets in 3+ mobs, 15 times
30PathBreacher or Sapper50 kills at or above your band
35Recoil Hop (Kickback)Recoil up and back, clears low wallsEscape 20 melee strings
40Tangle Wire (Snare Trap)Shorter root, 2 traps at onceRoot 30 mobs
45Smoke Pot (Flash Powder)A cloud that blocks sight linesBlind 30 mobs
55Grapeshot (Shrapnel)Blasts reach 11 m40 blast hits beyond 6 m
65Magnesium (Flash Powder)Wider cone, shorter blindBlind 4+ mobs, 10 times
70Firewall (Dragon's Breath)A 10 m line of fireBurn 3+ mobs, 15 times
75Two-Step (Backstep Shot)A second, shorter hop20 kills right after a Backstep
85Cinder Cloud (Dragon's Breath)Burn spreads on death20 kills on burning mobs
90CapstoneBreacher: a blast hitting 3+ foes reloads instantly. Sapper: carry 2 kegs.
95CosmeticEmber muzzle flare and the title "Powdermaster"

Pairs. 15, one with each weapon it can share your hands with (all listed under Pair Abilities). Powder Feint (with a pistol) comes with Two Hands. The rest come with Masters and First Verses.

Builds. A close-quarters wrecker runs Breacher with Bull Rush, Barbed Shot, Grapeshot and Firewall. An axe-and-powder PvP build runs a Hurler axe main with a blunderbuss off hand carrying Recoil Hop and Smoke Pot.

Arcana

Staff Two-handed, aims (Focus)

Area spells, elemental marks and ground placement. Aim for long-range artillery or stay mobile and weave elements.

Paths. Siegecaller (leans on aiming): a ground spell placed while settled leaves an extra Ley node. Stormweaver (hip-fire): switching Attunement releases the old element as a pulse.

LevelUnlockWhat it doesHow to earn it
12Lancing Bolt (Ember Bolt)Faster cast and travel, no ignite40 hits from 20 m+
18Quick Study (Attunement)Switching extends your marks40 hits on marked foes
26Drifting Node (Ley Line)The node follows the first foe it marks30 hits on foes in your Ley Line
30PathSiegecaller or Stormweaver50 kills at or above your band
35Deep Attunement (Attunement)Longer marks, slower switchingAll three marks on one foe, 15 times
40Sighted Barrage (Arcane Barrage)While aiming, faster and pierces 2 more20 weak-point hits
45Surveyed Node (Ley Line)While aiming, 50% further and wider25 hits on foes 25 m+ away while aiming
55Falling Star (Meteor)Faster, smaller, no burn25 hits on moving foes
65Event Horizon (Gravity Well)Stronger pull, then holds foes 1 sGather 4+ foes, 15 times
70Cinder Trail (Ember Bolt)Leaves a burning strip30 bolts hitting 2+ foes
75Called Shot (Meteor)While aiming, lands on the reticle, 1.5x centre20 weak-point centre hits
85Comet Line (Starfall)A 30 m line instead of a circle15 Starfalls on 4+ foes
90CapstoneSiegecaller: settled ground spells hit every mob's weak point. Stormweaver: 3 quick switches refresh marks in your Ley Line.
95CosmeticStarlit head trail and the title "Starcaller"

Pairs. None, since it's two-handed.

Builds. Pack artillery runs Siegecaller with Sighted Barrage, Surveyed Node, Called Shot and Event Horizon. A PvP skirmisher runs Stormweaver with Lancing Bolt, Quick Study, Falling Star and Comet Line.

Wand One-handed, either hand

Fast bolts, hexes and a blink with a decoy. An off-hand wand brings Hex to a melee player.

Paths. Hexer (either hand): when a hexed foe dies, the Hex jumps to the next foe. Spellslinger (main hand only): if every bolt of a combo hits, the split goes to 2 foes and refunds focus.

LevelUnlockWhat it doesHow to earn it
12Needle Missiles (Magic Missiles)Tight spread, stacking damage on one foeLand all 3 on one foe, 30 times
18Forked Spark (Chain Spark)Pierces, then splits in twoHit 3 foes, 15 times
26Hex of Frailty (Hex)+10% all damage taken instead of +15% magic30 hexed foes at or above your band
30PathHexer or Spellslinger50 kills at or above your band
35Seeker Sparks (Magic Missiles)Weak-point hits cut the cooldown25 weak-point hits
40Afterimage (Blink)Leaves a 1 s decoyBlink out of 20 heavies
45Shattering Image (Mirror Step)The image bursts and chillsImage takes 20 hits for you
55Hex of Silence (Hex)A short silence instead of damageInterrupt 20 casts with Hex
65Long Step (Mirror Step)10 m, no imageStep through 15 telegraphed attacks
70Focused Storm (Spellstorm)No chain, much faster bolts20 perfect combos
75Grounding Arc (Chain Spark)Shocks and roots brieflyInterrupt 15 charges or leaps
85Wildstorm (Spellstorm)Chains to 825-strike Spellstorms, 10 times
90CapstoneHexer: first hit on a fresh hex strips a buff. Spellslinger: a perfect combo ends with free Magic Missiles.
95CosmeticSpark-trail tip and the title "Hexwright"

Pairs. 15, one with each weapon it can share your hands with (all listed under Pair Abilities). Arc Conduit (with a sceptre) comes with Two Hands. The rest come with Masters.

Builds. A party debuffer runs a sword main with a Hexer wand off hand, using Hex of Frailty and Forked Spark. A PvP duellist caster runs Spellslinger with Needle Missiles, Hex of Silence, Long Step and Focused Storm.

Sceptre One-handed, either hand

Lay elemental marks, then detonate them with heavy orbs and fields.

Paths. Primer (main hand only): any crit, yours or an ally's, detonates your marks. Demolitionist (main hand only): Overload holds 2 charges, and a 3-mark burst resets Static Field.

LevelUnlockWhat it doesHow to earn it
12Charged Ground (Static Field)One 2x jolt after a visible build-upDetonate 40 field shocks
18Scorchwave (Searing Wave)Lays a burn mark instead of knocking backHit 3+ foes, 20 times
26Long Fuse (Overload)Bursts 2 s later in a 6 m radius15 bursts consuming 3+ marks
30PathPrimer or Demolitionist50 kills at or above your band
35Kindle (Immolate)A burn worth 1.5x when detonatedDetonate 30 Immolate burns
40Lightning Rod (Static Field)The field rides the first foe it shocksShock 40 foes
45Hair Trigger (Rune Mine)Arms fast, roots 1 s20 hits on moving foes
55Cascade (Overload)Detonates without consuming marks3 chained Overloads, 10 times
65Rune Toss (Rune Mine)Sticks to the first foe on your aim20 weak-point mine hits
70Narrow Veil (Sunder the Veil)A 14 m cone, 1.4x per mark10 Sunders consuming 6+ marks
75Pyre (Immolate)Burn spreads on death30 kills on burning foes
85Veilbreaker (Sunder the Veil)Also strips a buff per markInterrupt 10 boss casts
90CapstonePrimer: an ally detonating your mark lays a fresh shock. Demolitionist: Sunder's cooldown drops per mark consumed.
95CosmeticCrackling crown aura and the title "Stormwright"

Pairs. 15, one with each weapon it can share your hands with (all listed under Pair Abilities). Arc Conduit (with a wand) comes with Two Hands. The rest come with Masters.

Builds. A combo bruiser runs a Primer sceptre main with a sword off hand, using Charged Ground, Kindle and Hair Trigger. A pack demolisher runs Demolitionist with Long Fuse, Scorchwave, Cascade and Narrow Veil.

Runeblade One-handed, either hand

The runeblade trains Arcana, as it does today. It's a spellsword that cuts in melee range, gains focus from its hits and casts Arcana spells. It counts as melee for alternating swings, so a sword and runeblade pair alternates and trains Might and Arcana together.

Paths. Spellsword (main hand only): every cut stores a rune, and at 3 runes your next spell is instant. Wardblade (either hand): what Runic Parry stops becomes a ward on the most-wounded ally.

LevelUnlockWhat it doesHow to earn it
12Return Blink (Blink Strike)Recast within 3 s to blink back30 Blink Strikes through 2+ mobs
18Rime Edge (Frost Nova)Slows instead of freezing, shorter cooldownSlow 40 mobs in melee with you
22Rune Trail (Blink Strike)Leaves a shocking rune lineShock 40 mobs with it
26Honed Whisper (Spellcut)A cone at 1.3x40 single-target Spellcuts on casters
30PathSpellsword or Wardblade50 kills at or above your band
35Edge Spark (Arcane Spark)A 6 m line that restores focus40 hits on caster mobs
40Rune Brand (Spellcut)Next Blink Strike on the target is free30 Blink Strikes after a Spellcut
45Spellward (Runic Parry)Also stops spells and projectilesStop 30 mob spells
55Shatterfrost (Frost Nova)Frozen foes take +30% when hit30 Shatterfrost hits
65Hushing Cut (Hush)A 4 m cone that silences20 hits on caster mobs
70Thousand Edges (Thousand Runes)Bolts become arcing blades20 casts hitting 3+ mobs
75Riposte Rune (Runic Parry)A quick stop fires a rune bolt back30 riposte bolts
85Runestorm (Thousand Runes)Longer, each bolt chains10 big boss casts
90CapstoneSpellsword: at full runes, Blink Strike is free and resets. Wardblade: Spellward reflects the first spell.
95CosmeticRune glyphs along the blade and the title "Runeknight"

Pairs. 15, one with each weapon it can share your hands with (all listed under Pair Abilities). None come with Two Hands. All of them arrive with Masters, among them Twofold Rune (with a sword) and Sigil Sweep (two runeblades).

Builds. A battlemage runs Spellsword with Rime Edge, Honed Whisper, Edge Spark, Shatterfrost and Thousand Edges. A spell-guard runs a Captain sword main with a Wardblade runeblade off hand carrying Spellward and Riposte Rune.

Restoration

Tome Main hand only

Pulses that heal whoever is on your aim line, verses that build, and the ability to move ailments around. Its damage Path, Lector of Ash, makes it a real smiter.

Paths. Scribe (healer): a pulse on an ally below 40% writes a free Bookmark on them. Lector of Ash (radiant damage): your radiant damage heals the most-wounded ally nearby for 30% of it, direct heals are 20% weaker, and it never heals you.

LevelUnlockWhat it doesHow to earn it
12Dog-ear (Bookmark)Marks a foe, next 3 bolts deal +40% radiant25 bolts on weak points
18Quick Mend (Mend)Faster cast, heals 20% lessHeal 3,000 on allies below 40%
26Steady Verse (Psalm)No ramp, every verse equal20 full Psalms under attack
30PathScribe or Lector of Ash40 kills at or above your band
35Footnote (Bookmark)The echo also wards60 Bookmark echoes
40Rubric (Mend)Aimed at a foe, a radiant bolt30 kills finished with a bolt
45Red Ink (Rewrite)Moves the ailment and deals its ticks as radiantMove 15 ailments onto foes
48Burning Psalm (Psalm)Aimed at a foe, a radiant channel15 Psalms on Exposed or casting foes
55Palimpsest (Rewrite)Moves 2 ailments, longer cooldown10 Rewrites of boss ailments
65Lens (Radiant Burst)Tighter, 1.5x damageHit 3+ foes, 20 times
70Last Rites (Gospel)Also hits low-health foes nearbyFinish 10 mobs with it
75Kind Light (Radiant Burst)No damage, heal x1.6Heal 4,000 with Radiant Burst
85Morning Hymn (Gospel)Smaller heal, no health thresholdSave 10 allies under 15%
90CapstoneScribe: overheal becomes a short ward. Lector: a radiant crit makes your next Rewrite instant.25 elite or boss kills
95CosmeticGilded page aura and the title "Illuminator"

Pairs. 13, one with each weapon it can share your hands with (all listed under Pair Abilities). Call and Response (with a bell) comes with Two Hands. The rest come with Masters and First Verses.

Builds. A party spot healer runs Scribe with Steady Verse, Footnote, Palimpsest and Morning Hymn, with a bell off hand. A solo and PvP smiter runs Lector with Dog-ear, Rubric, Burning Psalm, Red Ink and Last Rites.

Reliquary Two-handed, aims (Lampbeam)

A lantern that heals in splashes and beams, plants protective lights, and in its damage Path throws radiant lances.

Paths. Warden of the Flame (leans on aiming): a settled Lampbeam heal cleanses an ailment. Lantern-bearer (radiant damage, hip-fire): your basic attack throws 3 radiant lances, and each hit heals the most-wounded ally for 30% of its damage, never you.

LevelUnlockWhat it doesHow to earn it
12Swing Low (Lantern Sweep)Tighter, 1.3x damage, heals allies30 Sweeps on 3+ foes
18Wide Arc (Lantern Sweep)Wider, less damage, more healingHeal 3,000 with Sweep
30PathWarden or Lantern-bearer40 kills at or above your band
35Kindled Vigil (Vigil)While aiming, anchors on the ally you beam20 Vigils while aiming
40Signal Flare (Dawn Rally)While aiming, lands at the reticle25 Flares healing 2+ allies or patients
45Carried Flame (Beacon)Follows you, 30% smaller15 big Beacon absorbs
48Lit Ground (Sanctuary)Foes inside take radiant damage20 kills inside Sanctuary
55Far Beacon (Beacon)While aiming, planted at the beam's end25 settled pass-throughs
58Hallowed Step (Sanctuary)Instant, at your feetDodge 20 telegraphed heavies
65Long Watch (Vigil)20 s at half rateHeal 6,000 with Vigil
70Ember Rally (Dawn Rally)Also burns foes nearby15 Rallies on 3+ foes
75Lighthouse (Lantern of the Lost)While aiming, follows your aim to an ally8 saves (patients count)
85Last Light (Lantern of the Lost)A save also bursts radiant on foes5 saves in boss fights
90CapstoneWarden: a save wards the ally and settles your aim. Lantern-bearer: 4 volleys Kindle a foe for a 2x Sweep.25 elite or boss kills
95CosmeticEmber-trail aura and the title "Lamplighter"

Pairs. None, since it's two-handed.

Builds. A long-range healer runs Warden with Wide Arc, Kindled Vigil, Far Beacon, Lighthouse and Long Watch. A brawler-priest runs Lantern-bearer with Swing Low, Lit Ground, Ember Rally, Last Light and Hallowed Step.

Censer One-handed, either hand

Lobbed incense clouds, smoke and fog that protect allies. The Thurible Path turns it into a swinging melee weapon that heals by hitting.

Paths. Thurible (main hand only): your basic attack becomes a 3-step melee chain, and 30% of its damage heals the most-wounded ally, never you. Incense-keeper (either hand): your clouds stack on allies.

LevelUnlockWhat it doesHow to earn it
12Long Chain (Thurible Swing)Longer, narrower, 1.1x40 Swings on 2+ foes
18Smouldering Renew (Renew)Half duration, twice the tick rateHeal 2,500 with Renew
26Choking Smoke (Smoke Screen)Foes inside take +10% melee damage40 hits on foes in your smoke
30PathThurible or Incense-keeper40 kills at or above your band
35Censing Circle (Thurible Swing)A full circle at 0.7x25 parries
40Incensed Renew (Renew)Also lobs a cloud on the ally30 Renews in combat
45Bitter Fume (Fumigate)Dazes instead of cleansingDaze 20 foes mid wind-up
48Moving Screen (Smoke Screen)Follows the ally it lands onReduce 60 projectiles on allies
55Smoking Ground (Sanctuary)Also lays smoke inside15 Sanctuaries in ranged pulls
65Clean Air (Fumigate)Also lifts burn and curseLift 30 ailments
70Fog of War (Holy Fog)Dazes foes inside, heals less15 kills inside Holy Fog
75Censed Ground (Sanctuary)Smaller, follows youHeal 5,000 with Sanctuary
85Pilgrim's Fog (Holy Fog)Bigger, longer, faster movement insideHeal 4,000 with Holy Fog
90CapstoneThurible: a finisher on 3+ foes drops a fog puff. Incense-keeper: a low ally leaves a cloud behind.25 elite or boss kills
95CosmeticSmoke-ribbon aura and the title "Thurifer"

Pairs. 15, one with each weapon it can share your hands with (all listed under Pair Abilities). Lightblade (with a sword) comes with Two Hands. The rest come with Masters.

Builds. A front-line censer runs Thurible with a mace off hand for an alternating melee chain, using Long Chain, Censing Circle, Fog of War and Choking Smoke. A sword-and-censer support runs a Captain sword main with an Incense-keeper censer off hand carrying Moving Screen and Bitter Fume.

Bell One-handed, either hand

Wards that stop damage before it lands, and a Knell that interrupts. An off-hand bell is a real cast-breaker for a melee player.

Paths. Bellwarden (either hand): when a foe breaks one of your wards, the attacker is Dazed. Passing Bell (main hand only): tolls at foes ring for sonic damage, and 30% of it wards the most-wounded ally.

LevelUnlockWhat it doesHow to earn it
12Sharp Peal (Peal)Smaller, stronger, instantWards absorb 2,000
18Bell-ward (Ward)Breaking it pushes melee foes back25 Wards broken by mobs
26Struck Bell (Resonance)Placed on a foe, sonic pulses40 hits on 2+ foes
30PathBellwarden or Passing Bell40 kills at or above your band
35Rolling Peal (Peal)3 peals over 2 s20 Peals on 2+ allies
40Paired Ward (Ward)Splits between 2 alliesWard 2 allies or patients quickly, 20 times
45Death Knell (Knell)A cone that interrupts and deals sonic damageInterrupt 15 casts
48Ringing Prayer (Prayer of Mending)Each leap also wards40 Prayer leaps
55Carillon (Resonance)Two bells at half strength25 Resonances on 2+ allies
65Quiet Knell (Knell)Shorter cooldown, cleanses 1Lift 25 ailments
70Answered Prayer (Prayer of Mending)Leaps to the most-woundedHeal 4,000 with Prayer
75Tolling Sanctuary (Sanctuary Bell)Follows the aimed ally10 boss heavies capped
85Great Bell (Sanctuary Bell)Bigger radius, higher capCap 40 hits
90CapstoneBellwarden: Sanctuary Bell reaches the ally on your aim line. Passing Bell: a cast-breaking Knell silences and refunds.25 elite or boss kills
95CosmeticSound-ring aura and the title "Bellringer"

Pairs. 15, one with each weapon it can share your hands with (all listed under Pair Abilities). Call and Response (with a tome) comes with Two Hands. The rest come with Masters and First Verses.

Builds. A ward healer runs Bellwarden with Sharp Peal, Carillon, Ringing Prayer and Great Bell, with a censer off hand. A cast-breaker runs Passing Bell with Struck Bell, Death Knell, Quiet Knell and Paired Ward, with a wand off hand.

Protection

Spear Main hand only

Reach, a Spearwall that stops foes stepping in, and vaults. It pairs well with a shield.

Paths. Vanguard (tank): with an ally behind you, Spearwall meets every foe that steps in. Dragoon (damage): Vault resets Impale, and an Impale after a vault hits 1.6x with armour pierce.

LevelUnlockWhat it doesHow to earn it
12Pinning Point (Impale)Roots the first foe, pushes the restSpearwall stops 30 foes
18Called Out (Provoke)An aimed line taunt that slowsProvoke 20 caster or ranged mobs
24Open Guard (Set Spear)Counter hits 2.5x and knocks back20 Set Spear counters
28Shield-Brother (Guardian's Oath)Pulls threat off your allyOath absorbs 3,000
30PathVanguard or Dragoon50 kills at or above your band
35Javelin (Impale)Thrown 14 m, roots 1 s25 Impales on 2+ foes
40Glare (Provoke)Foe deals less to anyone but you15 Glared foes switch to you
45Dragoon's Drop (Vault)1.4x on the foe you land on20 weak-point landings
55Hedge (Set Spear)Walk slowly, counter 2 blows20 counters on heavies
65Long Oath (Guardian's Oath)Longer range, gives the ally a SpearwallSpearwall stops 40 foes under Oath
70Pole Retreat (Vault)Vault away, rooting foesEscape 15 boss heavies
75Wyrm's Tongue (Dragon's Reach)One 10 m piercing thrustHit 4+ foes, 15 times
85Long Phalanx (Dragon's Reach)Longer, wider coverCover 5,000 damage
90CapstoneVanguard: Set Spear counters also block for an ally behind you. Dragoon: a weak-point Javelin refunds Vault.
95CosmeticPennant on the haft and the title "Spearwarden"

Pairs. 13, one with each weapon it can share your hands with (all listed under Pair Abilities). Hoplite Wall (with a shield) comes with Two Hands. The rest come with Masters.

Builds. A door tank runs Vanguard with a shield, Pinning Point, Hedge and Long Phalanx. A PvP skirmisher runs Dragoon with Javelin, Dragoon's Drop, Pole Retreat and a dagger off hand.

Flail One-handed, either hand

Chains that pull, tether and daze whole packs.

Paths. Gaoler (tank, either hand): your pulls drag foes to the spot you aim at. Wrecker (damage, main hand only): finishers crit dazed foes, and a Scourge that dazes 3+ foes refunds half.

LevelUnlockWhat it doesHow to earn it
12Snare Lash (Chain Lash)Slows instead of pullingLash 30 caster or ranged mobs
18Brawler's Stance (Defiant Stance)+20% basic hits on dazed foes40 finishers dazing 2+ foes
24Wide Scourge (Scourge)Bigger radius, longer dazeDaze 5+ foes, 10 times
28Rattle (Challenging Shout)Dazes every foe brieflyTaunt 4+ foes, 15 times
30PathGaoler or Wrecker50 kills at or above your band
35Grapnel (Chain Lash)Pulls you to the foe and tauntsPull 20 caster mobs
40Flayer (Scourge)A front arc at 1.4x that bleeds40 hits on 3+ foes
45Anchor Chain (Wrapping Chain)Tethers foes to the spotTether 3+ foes, 15 times
55Unmoved (Defiant Stance)Immune to knockback and pullsShrug off 15 displacements
65Gather (Challenging Shout)Taunted foes are pulled inGather 4+ foes, 15 times
70Choke Chain (Wrapping Chain)Strained tethers yank and dazeHold 3+ foes the full time, 10 times
75Comet (Morning Star Storm)Channel at full movement speedHit 3+ foes every tick, 15 times
85Iron Halo (Morning Star Storm)You and nearby allies take 30% lessHalo through 5 boss heavies
90CapstoneGaoler: breaking your tether stuns 1 s. Wrecker: Storm ticks grow on dazed foes.
95CosmeticSpark trail on the chain and the title "Chainwarden"

Pairs. 15, one with each weapon it can share your hands with (all listed under Pair Abilities). Iron Orbit (with a shield) comes with Two Hands. The rest come with Masters and First Verses.

Builds. A pack tank runs Gaoler with a shield, Wide Scourge, Anchor Chain, Gather and Iron Halo. A PvP brawler runs Wrecker with a dagger off hand, Snare Lash, Rattle, Flayer and Comet.

Halberd Two-handed, with Braced Guard

Hooks, sweeps and planted walls. It holds a line or chops down what it knocks over.

Paths. Warden of the Line (tank): while braced, a perfect parry resets Sweep the Legs. Headsman (damage): your finisher chops 1.6x with armour pierce on foes you knocked down or Hooked.

LevelUnlockWhat it doesHow to earn it
12Hamstring Hook (Hook)Slows 60% and interruptsInterrupt 10 casts
18Long Hook (Hook)12 m, pulls one foe all the way inHook 20 casters out of packs
24Wide Sweep (Sweep the Legs)180°, slows instead of knocking downSweep 4+ foes, 15 times
28Upswing (Sweep the Legs)90° at 1.3x, launches small foesKnock down 30 small foes
30PathWarden of the Line or Headsman50 kills at or above your band
35Forward! (Rally Cry)Adds speed toward your aimRally in 20 fights at or above your band
40Stand Firm (Rally Cry)Allies take 10% less, ignore knockbackRally through 10 boss heavies
45Braced Pikes (Pike Wall)While braced, also stops shotsStop 30 projectiles
55Turning Haft (Riposte)While braced, a parry Hooks the attacker25 Riposte parries on heavies
65Pike Charge (Pike Wall)A 6 m charge that carries a foeStop 30 charging foes
70Second Bite (Riposte)Refresh the window once on a parryParry 2 foes in one fight, 15 times
75Drawn Line (Line in the Sand)Placed up to 8 m awayCatch 4+ crossers, 15 times
85Killing Line (Line in the Sand)Crossers take 1.5x and bleed30 Killing Line hits
90CapstoneWarden: a parry with Pike Wall planted holds the wall. Headsman: a finisher kill resets Hook.
95CosmeticBanner tassel and the title "Halberdier"

Pairs. None, since it's two-handed.

Builds. A raid wall runs Warden with Braced Pikes, Turning Haft, Stand Firm and Drawn Line. PvP control runs Headsman with Hamstring Hook, Upswing, Pike Charge and Killing Line.

Shield Off hand only

Its abilities (Shield Throw, Phalanx Cover, Aegis) take three section slots, and its Paths always work at full strength. Shield Bash and Shield Charge go anywhere on your bar.

Paths. Wallward (tank): your raised guard covers allies directly behind you. Shieldbreaker (damage): blocks store charges (up to 3) that Shield Bash, Throw and Charge spend for +25% damage each. It boosts only shield abilities.

LevelUnlockWhat it doesHow to earn it
12Cast Breaker (Shield Bash)Short stun that interrupts and silencesInterrupt 10 casts
18Moving Wall (Bulwark)Less reduction, full speedBlock 50 hits while moving
24Rebound (Shield Throw)Out and back along your aim25 ricochets into a second foe
28Shove (Shield Bash)Knockback and interruptShove 15 foes off an ally
30PathWallward or Shieldbreaker50 kills at or above your band
35Guardian Disc (Shield Throw)Hovers in front of an ally and blocks a hitBlock 30 projectiles
40Set Shoulder (Bulwark)Short, strong, no guard drainBulwark through 10 boss heavies
45Ram (Shield Charge)Carries the foe, a wall pin stunsCharge 25 foes mid-cast
55Testudo (Phalanx Cover)Covers all around youCover 4,000 damage
65Interpose (Shield Charge)Charge to an ally and take their hitTake 15 heavies for allies
70Shot Screen (Phalanx Cover)Stops 3 projectiles aimed at alliesAbsorb 40 projectile hits
75Fortress Aegis (Aegis)10 s, but rootedAegis through 5 boss heavy chains
85Thorned Aegis (Aegis)Blocked hits reflect 40%Block 3,000 under Aegis
90CapstoneWallward: Phalanx Cover can be cast on an ally. Shieldbreaker: a full-charge weak-point Throw bounces to nearby foes.
95CosmeticBoss rune glow and the title "Shieldbearer"

Pairs. 14, one with each weapon it can share your hands with (all listed under Pair Abilities). Bash and Riposte (sword), Bastion Slam (mace), Hoplite Wall (spear) and Iron Orbit (flail) come with Two Hands. The rest come with Masters and First Verses.

Builds. A bodyguard runs Wallward behind a Captain sword, using Guardian Disc, Interpose, Shot Screen and Fortress Aegis. A Shieldbreaker duellist pairs it with a mace and uses Cast Breaker, Rebound, Ram and Thorned Aegis.

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Every Skill

SkillWhat's new to trainWhat you'll make or earn
MightCreatures in every band to 99, two world bosses, Lone runs of the top dungeonsMastery for sword, axe, mace, dagger and greatsword; gear to T13
PrecisionThe same creature and boss contentMastery for bow, crossbow, pistol and blunderbuss; gear to T13; aiming
ArcanaThe same creature and boss contentMastery for staff, wand, sceptre and runeblade; gear to T13; aiming with a staff
RestorationHealing as now, plus XP from damage with Restoration weaponsMastery for tome, reliquary, censer and bell, each with a damage Path
Protection (was Guard)Block XP, plus XP from covering allies, pulls and rootsMastery for spear, flail, halberd and shield, each with a damage Path; new tank tools
VitalityFollows all combat, so it rises with the new contentHealth to carry you through the new bands
WoodcuttingNew trees at 55, 60, 65, 70, 80, 85, 90 and 95; Wispwood at 50; Aetherbloom logs at 75Logs for every new tier, geodes at 95
MiningNew ores at 60 to 95, rich coal at 80, gem rocks from level 1 and deep seams from 40Ore for every tier, all seven gems
FishingNew spots at 50, 55, 65, 70, 80, 85, 90 and 95Fish for every tier's dishes, fish stock from low fish
ForagingFibre patches for every new cloth, new herbs at 87, 92 and 96Cloth fibres and herbs for every tier
SmithingBars, gear and tools for every new tier, fittings, blades and heads for assemblyArmour, weapons, pickaxes, hatchets, harpoons and sickles to 95
FletchingBows, staves and rods for every tier, hafts and nocksRanged weapons, staves, fishing rods to 95, ammo heads
LeatherworkingEvery new hide, grips, straps and trimsLeather armour to T13, fittings for artisans
TailoringEvery new cloth, wraps, linings and bowstringsCloth armour to T13, fittings, the cloth for circlets
Cooking3 new recipes per tier at staggered levelsA fish dish, meat dish and feast per tier
Alchemy3 new recipes per tier at staggered levelsPotions and timed weapon oils per tier
EnchantingRunes and scrolls for every tier from level 1, tool scrolls, the torch and lanternScrolls for every style and slot, to T13
JewelcraftingGem cutting from 1, fusing at 40, 60 and 80, bands for every tier, Songstone at 95Rings, amulets, circlets and gems for every style
AgilityNew courses at 47, 70, 80, 90 and 96Steady XP to 99
BountyNew masters at Veilspire (65), Ashfall (85) and Barrow (93)Contracts to 99, signature parts from the top masters

Controls

Everything new works with mouse and keyboard, a controller and touch. New screens use the look you already know, close with Esc or B, and add nothing to your HUD. We're not adding new default keys, so your binds stay put.

Every new control on PC, controller and touch
ActionPCControllerTouch
Off-hand abilitiesSlots 6 and 7 on your usual hotbar keys (5 to 7 with a shield)LB+Y and LB+B (with a shield LB+X, LB+Y and LB+B)The last buttons of the outer arc on page 1, tinted with a small hand mark
Pair abilityKey 8LB+AThe outer arc's last button, with a gold rim
Save and swap loadout"Save loadout" in the Gear panel adds it to your hotbar. "Swap loadout" can be bound.The loadout goes in the first free slot on row 2 (RB + button). No default chord.A hotbar button. Long-press shows both weapons.
AimHold right mouse. Alt + right mouse still opens the context menu.Hold LT. B cancels an open ground ring.The Block button becomes a reticle Aim button. Tap to latch aim, or switch to hold-and-release-to-fire in Settings.
Aim settingsAim mode (hold or toggle), aim sensitivity, aim vignetteAim look speedTouch aim (latch or hold)
Mastery viewSpellbook, switch from Kit to Mastery. Can also be bound.LB/RB for skills, d-pad along the track, A opens a cardScroll the track, tap for a card
Technique swap (out of combat)Click Base, A or B on the ability rowX opens three cards to compare, A picksTap the row, pick from three cards
Path pick and changeClick a card and confirm. Change it at a combat trainer.D-pad, A, confirmTap a card, confirm
Assemble a weaponCraft window, click each slot to pick a part, "Fill best", then AssembleD-pad between slots, A to pick, Y for Fill bestTap each slot, pick from the sheet, Assemble button pinned at the bottom
ReforgeRework tab, pick the slot, confirmA on the slot, then confirmTap the slot, confirm
Put a weapon in your off handDrag it onto the off-hand socket in the Gear panel, or right-click it and pick "Equip in off hand"X on the weapon, then "Equip in off hand"Tap the weapon, then "Equip in off hand" in the action sheet
Pick a tier to craftA row of T1 to T13 chips along the Craft windowLB/RB flip between tiersA dropdown that opens on your own tier, with a green dot where you can craft
Heal or ward an ally with a TechniqueAim at them. It goes to the nearest ally in front of your reticle, or to you if nobody's there.Same, with R3 held to cast on yourself as todaySame, and it lands on you if no ally is in front
Pick Lone or NormalLone/Normal switch on the dungeon cardA toggles itTap the switch
See more on a tooltipHold ShiftHold ViewLong-press, then More
Jeweller (cut, fuse, set, bands)Tabs, with "Fuse 3 to 1" and an amount, and a gem list on each pieceLB/RB tabs, A to pick, A to confirmList, then a detail sheet, then confirm
Enchanter and altarMake runes and scrolls in batches. At the altar pick the item, then the scroll, and see the before and after.LB/RB between Runes and Scrolls, A to pick, A to confirm. At the altar, A on the item, then on the scroll, then confirm.List, then a detail sheet with the before and after, then confirm

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Open Alpha

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