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.
| Release | What's in it |
|---|---|
| Foundations | Groundwork for the new tiers and item upgrades, plus the dhurrite and aether level changes. Mostly behind the scenes. |
| Protection | Guard becomes Protection, the healing retune, tank tools, Lone and Normal difficulty, and new boss mechanics on Normal |
| Steady Climb | The new XP curve, with crafting and gathering XP rebuilt on it |
| Cinder and Veil | T7 and T8 gear, tools and resources, creatures for 60 to 74, a new agility course and the Veilspire Bounty master |
| Whispers and Settings | The new Enchanting and Jewelcrafting from level 1, gear sockets and new gem rocks |
| Two Hands | Dual wield, aiming, Braced Guard, loadouts, the first 12 pair abilities and artisan weapons |
| Masters | Weapon Mastery for all 21 weapons and 93 more pair abilities |
| First Verses | The first 22 grand enchantments and the last 11 pair abilities |
| Frozen Banners | T9 to T11, creatures for 75 to 89, the first world boss and new quests |
| Song's End | T12 and T13, creatures for 90 to 99 and the second world boss |
| Later | Level 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 today | What 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.
| Tier | Wear | +1 / +2 / +3 | Metal | Wood | Hide | Cloth |
|---|---|---|---|---|---|---|
| T1 | 1 | as today | Bronze | Logs | Leather | Linen |
| T2 | 10 | as today | Iron | Oak | Boarhide | Nettleweave |
| T3 | 20 | as today | Steel | Willow | Wolfhide | Silk |
| T4 | 30 | as today | Mythril | Maple | Bearhide | Marshweave |
| T5 | 40 | 43 / 46 / 50 | Adamant | Yew | Ogrehide | Moonweave |
| T6 | 50 | 53 / 56 / 60 | Dhurrite | Wispwood | Wyrmscale | Wispweave |
| T7 | 60 | 63 / 66 / 70 | Cinderite* | Ironbark* | Gryphonhide* | Skyweave* |
| T8 | 70 | 72 / 73 / 75 | Veilsilver* | Veilwood* | Duskmane* | Starweave* |
| T9 | 75 | 77 / 78 / 80 | Aether | Aetherbloom | Aetherhide | Aetherweave |
| T10 | 80 | 82 / 83 / 85 | Rimesteel* | Rimepine* | Rimepelt* | Frostweave* |
| T11 | 85 | 87 / 88 / 90 | Kingsbrass* | Cinderoak* | Salamander scale* | Emberweave* |
| T12 | 90 | 92 / 93 / 95 | Hushsteel* | Hushwood* | Hollowhide* | Hushweave* |
| T13 | 95 | 96 / 97 / 99 | Songsteel* | 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.
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.
| Skill | What's new from 50 to 99 |
|---|---|
| Woodcutting | Wispwood 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. |
| Mining | Dhurrite 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. |
| Fishing | New spots at 50, 55, 65, 70, 80, 85, 90 and 95. Shark moves from 76 to 75. |
| Foraging | Fibre 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.
| Tool | Made with | New tools at |
|---|---|---|
| Hatchet and pickaxe | Smithing | 60, 70, 80, 85, 90 and 95 |
| Harpoon | Smithing | The dhurrite harpoon moves to 50, then 60, 70, 75, 80, 85, 90 and 95 |
| Rod | Fletching | One per tier from 50 to 95 |
| Sickle | Smithing | Metal 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.
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.
| Part | What it is | Who makes it |
|---|---|---|
| Main part | The blade, head, limb, stave, barrel or body, at the weapon's tier and reworked to +3 on its own | The weapon's crafting skill |
| Fitting | A 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 part | Drops 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.
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.
| Whisper | Best for | Stats |
|---|---|---|
| Embers | Might, and Protection damage builds | Power, crit |
| Gales | Precision | Aim, crit |
| Starlight | Arcana, and Restoration damage builds | Spell power, max focus |
| Dawn | Restoration healing | Heal power, focus regen |
| Stone | Protection tanks and front-line Might | Armour, max health |
| Roots | Staying power for anyone, solo bosses and PvP | Max health, stamina regen |
| Tides | Fighting casters and kiting | Ward, 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.
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
- 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.
- 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.
- 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.
| Name | Slot | What it does | Look | Level |
|---|---|---|---|---|
| ★ Keth-Aru's Tally | sword, axe, mace, dagger, greatsword | Three runes fill as you fight, and the third brings a ghost hammer down on your next hit | three white-hot runes, an anvil ring, a spectral smith's hammer | 95 |
| ★ Ysh's Open Window | bow, crossbow (while aiming) | A full-draw weak-point hit hangs a ring of wind, and your shots through it split in three | a turning wind ring, paper scraps and feathers, a rising whistle | 92 |
| ★ The Asked Sky | staff, wand, sceptre, runeblade | Spell crits set stars over a foe, and the third pulls down a falling constellation | violet-white stars that chime and join, then starfall | 94 |
| ★ The Ninth Clause | shield or plate body | Now 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 friend | 98 |
| Kindleheart | any Might weapon | Now and then your blade catches fire, adding fire damage and a light burn | a flaming blade, an ember trail, a crackle | 45 |
| Anvilsong | any Might weapon | Now and then you swing faster and hit a little harder | forge-orange forearms, spark sprays, an anvil ring | 60 |
| Windborrow | sword, axe, mace, dagger | Now and then you run faster, swing faster and recover from dodges sooner | wind streaks at your heels, feathers off the blades | 65 |
| Bramblethirst | sword, axe, dagger | Hits on a bleeding foe heal you a little | thorned vines up the blade, red and green petals | 62 |
| Faultline | greatsword, two-handed mace | Ability hits can split the ground, and foes on the crack lose armour | gold-hot cracks, tan dust, a deep crunch | 70 |
| Coal and Bellows | one-handed Might weapon in the main hand, with an off hand | Coals build on your off-hand weapon as you fight, and at five it lashes out in an arc of fire | coals brightening one by one, a bellows roar | 72 |
| Quenching Blow | axe, mace, greatsword | Hits on a nearly beaten foe can quench in a burst of steam | a white-hot blade, a steam cloud, a hiss | 78 |
| Skyfork | bow, crossbow, pistol, blunderbuss | Crits fork a spark to the nearest other foe | a blue-white fork and a snap | 50 |
| Rimestring | bow, crossbow (while aiming) | Hold still while aiming and an ice lance follows your shot through everything in its line | frost creeping up the string, a glassy lance | 66 |
| Orsa's Red Ball | pistol, blunderbuss | Every so often a shot is red-hot, hitting harder and setting the target alight | a red muzzle flash, a glowing tracer, a deeper boom | 58 |
| Windfall Jerkin | hide body | A dodge roll leaves a ribbon of wind, and shots through it fly faster and hit a bit harder | a ribbon of feathers on the ground, a whistle | 63 |
| Briarseed Quiver | quiver or powder horn | Your shots can plant briar patches that scratch foes standing in them | thorns bursting from the shaft, a bramble rustle | 74 |
| Slate Pin | crossbow (while aiming) | A settled crit pins a slate shard into the foe, and everyone hits it a little harder | a grey shard with a glowing glyph, a stone clack | 84 |
| Orrery Motes | staff, wand, sceptre, runeblade | Star motes gather while you cast, and your next ability launches them | motes circling your shoulders, a chime for each | 44 |
| Squall Wick | wand | A bolt that misses skips off the ground toward the foe nearest your aim | a gust and a blue spark where it bounces | 58 |
| Nalume's Rime | staff | Ground spells leave a field of rime that slows monsters and softens up bosses | frost mist and ice crystals forming in a ring | 64 |
| Glyphsong | runeblade | Melee fighting carves glyphs on the blade, and your next spell fires them as rune darts | glyphs lighting along the blade, a rising hum | 68 |
| Spiral Stair | cloth body | Cast three different abilities in a row and the next one costs no focus | a spiral of glowing steps rising round you | 72 |
| Ashblossom | sceptre | Orb bursts on a burning foe spread a smaller burn to two foes nearby | orange ash petals drifting out, a soft whumph | 76 |
| Star-Reader's Lens | staff (while aiming) | Long-range spells cast while aiming crit more often | a lens of light at the staff head, a line of stars to your reticle | 82 |
| Hearthglow | tome, reliquary, censer, bell | Healing that would be wasted on a full ally flows on to the next most hurt ally as a warm heal over time | gold motes drifting between allies, a curl of kettle steam | 46 |
| Kettle Hymn | vestments body | A critical heal makes your next heal quicker to cast | a flicker of halo and one sung note | 62 |
| Sael's Answer | tome, reliquary, censer, bell | Your damage can heal the most hurt ally nearby. It never heals you. | a gold beam leaping from foe to ally, a bell tone | 66 |
| Orvane's Incense | censer | Your smoke lasts longer, helps allies' healing and stings foes | leaves and white petals in green-tinged smoke | 70 |
| Tidebell | bell | Bell abilities ring a second time, softer | a ghost ring rippling out, a delayed chime | 74 |
| Threefold Lamp | reliquary (while aiming) | Lampbeam carries on to a third ally | the beam forking, a lamp flare | 80 |
| Sael's Shawl | vestments body | When you or an ally drops very low, a shawl settles and gives back part of the last few hits | a translucent gold shawl, a soft kettle whistle | 90 |
| Clause-Struck | shield | A perfect block makes your next hit land harder and draw more attention | a glyph glowing on the shield that shatters on the answer | 50 |
| Weight of the Hold | plate body | Your armour grows with each foe attacking you | slate runes lighting on the plate, a rising hum | 60 |
| Slack Water | spear | Holding Set Spear builds a wave that your next thrust sends rolling down the line | water swirling at the spearhead, a crashing wave | 64 |
| Gorse Wreath | flail | Spinning grows a thorny wreath that pricks attackers, and your hits scratch | yellow gorse and thorns ringing the flail | 70 |
| Dhurrun's Stride | halberd | Foes crossing your Line in the Sand are speared by stone | the line glowing like a canyon seam, spikes bursting up | 78 |
| Echoing Gorge | shield in the off hand | A block throws a ghost shield rim along your aim that flies out and comes back | a translucent rim flying out and back, the clang repeating | 84 |
| Gertrude's Wick | belt lantern | Brighter light, and at night monsters notice you a little later | a warm double wick that flickers when a monster is close | 52 |
| Ysh's Errand | boots | A little faster out of combat, and half fall damage | wind ripples at your heels, feathers when you land | 55 |
| Ringing Seam | pickaxe | A swing can ring the seam, making your next few swings at that rock faster | the pick rings and the vein glows gold | 60 |
| Second Ring | hatchet, sickle | Sometimes a gather gives one extra log or herb | a puff of leaves and petals, a soft pop | 66 |
| Remembering Line | rod, harpoon, net | Sometimes a catch remembers a second fish | a silver ripple ring, a faint chime | 70 |
| Keeper's Kiln | tinderbox | Sometimes a cook turns out a second dish for free | the flame flares gold, a sizzle | 68 |
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.
| Gem | Whisper | Stats |
|---|---|---|
| Emberstone | Embers | Power, crit |
| Skystone | Gales | Aim, crit |
| Starstone | Starlight | Spell power, max focus |
| Sunstone | Dawn | Heal power, focus regen |
| Moonstone | Stone | Armour, max health |
| Jade | Roots | Max health, stamina regen |
| Tidestone | Tides | Ward, 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
| Levels | Ring / amulet | Might | Precision | Arcana | Restoration (healing / damage) | Protection (tank / damage) |
|---|---|---|---|---|---|---|
| 1-9 | second stat / 1 | Jade rings, Moonstone amulet | Tidestone rings, Jade amulet | Tidestone rings, Moonstone amulet | Sunstone / Tidestone | Moonstone / Moonstone |
| 10-19 | 1 / 1 | Jade rings, Emberstone amulet | Tidestone rings, Skystone amulet | Tidestone rings, Starstone amulet | Sunstone / Starstone amulet | Moonstone / Emberstone amulet |
| 20-29 | 2 / 2 | Emberstone | Skystone (from 25) | Starstone amulet, Tidestone rings | Sunstone / Starstone amulet | Moonstone / Emberstone |
| 30-49 | 3-4 / 3-5 | Emberstone | Skystone | Starstone, circlet optional | Sunstone / Starstone | Moonstone / Emberstone |
| 50-74 | 5-6 / 6-8 | Emberstone, fine | Skystone, fine | Starstone, fine | Sunstone / Starstone | Moonstone / Emberstone |
| 75-89 | 6-8 / 8-10 | Emberstone, flawless | Skystone, flawless | Starstone, flawless | Sunstone / Starstone | Moonstone / Emberstone |
| 90-99 | 8-9 / 11-12 | Emberstone, perfect, Songstone ring for dual wield | Skystone, Songstone | Starstone | Sunstone / Starstone, Songstone for hybrids | Moonstone / Emberstone, Songstone for hybrids |
Jade makes a good ring swap for solo bosses and PvP, and Tidestone helps against casters.
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.
Dual Wield and Aiming
| Hand | Weapons |
|---|---|
| Either hand | Sword, axe, mace, dagger, runeblade, wand, sceptre, pistol, blunderbuss, flail, censer and bell |
| Main hand only | Spear and tome |
| Off hand only | Shield, focus orbs and torches |
| Two-handed | Greatsword, 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.
| Weapon | Aim mode |
|---|---|
| Bow | Draw. 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. |
| Crossbow | Brace. Once settled, your next bolt pierces armour and one foe. |
| Staff | Focus. Ground spells reach 30% further and snap to your reticle. |
| Reliquary | Lampbeam. 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.
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 hand | Sword | Axe | Mace | Dagger | Flail | Pistol | Blunderbuss | Wand | Sceptre | Runeblade | Censer | Bell | Shield |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Sword | Crossed Steel | Hook and Thrust | Crack and Cut | Blade Dance | Snare and Sever | Sabre and Shot | Boarding Blast | Arcing Steel | Seal and Shatter | Twofold Rune | Lightblade | Blade on Bronze | Bash and Riposte |
| Axe | Hook and Thrust | Twin Reavers | Hew and Hammer | Follow the Hatchet | Chain Harvest | Burst Hatchet | Powder Leap | Witch's Hatchet | Thunderhew | Bloodrune | Pyre Hew | Alarum | Bearded Breach |
| Mace | Crack and Cut | Hew and Hammer | Pincer Smash | Reeling Shiv | Shackle and Crush | Shove and Shoot | Recoil Slam | Hexhammer | Grounding Strike | Driven Rune | Hallowed Clout | Clangour | Bastion Slam |
| Dagger | Blade Dance | Follow the Hatchet | Reeling Shiv | Twin Fang | About Face | Gutshot | Blindside | False Lead | Venomfuse | Runic Ambush | Veiled Rite | Damper and Dirk | Ricochet Buckler |
| Spear | Thrust and Draw | Reach and Return | Haft and Hammer | Down the Haft | Picket Chain | Vaulting Shot | Pike and Shot | Storm Lance | Rodstrike | Runed Reach | Temple Watch | Watchbell | Hoplite Wall |
| Flail | Snare and Sever | Chain Harvest | Shackle and Crush | About Face | Lashed Pair | Chain Shot | Trip and Scatter | Hexbound | Charged Links | Answering Chain | Chained Censer | Iron Toll | Iron Orbit |
| Pistol | Sabre and Shot | Burst Hatchet | Shove and Shoot | Gutshot | Chain Shot | Crossfire | Powder Feint | Hexshot | Sparked Round | Blinkshot | Incense Round | Ringing Shot | Loophole Volley |
| Blunderbuss | Boarding Blast | Powder Leap | Recoil Slam | Blindside | Trip and Scatter | Powder Feint | Twin Thunder | Spark Scatter | Stormload | Rune Breach | Smoke Charge | Bellmouth | Battering Blast |
| Wand | Arcing Steel | Witch's Hatchet | Hexhammer | False Lead | Hexbound | Hexshot | Spark Scatter | Mirrored Volley | Arc Conduit | Mirror Cut | Cursed Incense | Returning Note | Charged Rim |
| Sceptre | Seal and Shatter | Thunderhew | Grounding Strike | Venomfuse | Charged Links | Sparked Round | Stormload | Arc Conduit | Twin Suns | Stormstep | Kindled Incense | Storm Bell | Stormglyph |
| Runeblade | Twofold Rune | Bloodrune | Driven Rune | Runic Ambush | Answering Chain | Blinkshot | Rune Breach | Mirror Cut | Stormstep | Sigil Sweep | Runesmoke | Tolling Edge | Spelldrink |
| Tome | Chapter and Verse | Ledger of Wounds | Sentence Passed | Letter Opener | Writ of Chains | Mercy Round | Buckshot Benediction | Marginalia | Errata | Sworn Passage | Procession | Call and Response | Lectern Guard |
| Censer | Lightblade | Pyre Hew | Hallowed Clout | Veiled Rite | Chained Censer | Incense Round | Smoke Charge | Cursed Incense | Kindled Incense | Runesmoke | Figure of Eight | Vespers | Smokewall |
| Bell | Blade on Bronze | Alarum | Clangour | Damper and Dirk | Iron Toll | Ringing Shot | Bellmouth | Returning Note | Storm Bell | Tolling Edge | Vespers | Change Ringing | Shieldgong |
All 116 pair abilities
Might Main Hand
| Pair | Weapons | What it does | Unlocks |
|---|---|---|---|
| Crossed Steel | Sword + sword | Both 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 Thrust | Sword + axe | The 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 Cut | Sword + mace | A mace blow dazes the foe and breaks its wind-up, then a sword cut pierces some of its armour. | Might 30 |
| Blade Dance | Sword + dagger | Five 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 Sever | Sword + flail | The 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 Shot | Sword + pistol | A sword lunge, then a point-blank pistol shot into the same foe. | Might 25, Precision 25 |
| Boarding Blast | Sword + blunderbuss | A 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 Steel | Sword + wand | A 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 Shatter | Sword + sceptre | A 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 Rune | Sword + runeblade | A 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 |
| Lightblade | Sword + censer | A 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 Bronze | Sword + bell | Strike 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 Riposte | Sword + shield | Raise 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 Reavers | Axe + axe | Throw both axes along your aim. They fly 10 m, come back through everything in their path and leave bleeds. | Might 35 |
| Hew and Hammer | Axe + mace | The mace Sunders the foe's armour, then the axe chops in a bleed that lasts longer on a Sundered foe. | Might 35 |
| Follow the Hatchet | Axe + dagger | Throw 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 Harvest | Axe + flail | A flail spin dazes the pack and draws monsters to you, then an axe spin bleeds everything around you. | Might 35, Protection 35 |
| Burst Hatchet | Axe + pistol | Toss the hatchet and shoot it in the air. It bursts into splinters that bleed every foe nearby. | Might 30, Precision 30 |
| Powder Leap | Axe + blunderbuss | Fire 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 Hatchet | Axe + wand | A thrown axe Hexes the foe it hits, then three wand missiles follow. Against monsters they seek the Hexed foe. | Might 30, Arcana 30 |
| Thunderhew | Axe + sceptre | Charge the ground around you, then spin your axe through it. Bleeds opened in the field also leave shock marks. | Might 40, Arcana 40 |
| Bloodrune | Axe + runeblade | A 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 Hew | Axe + censer | Chop into the ground to light a pyre. Foes in it burn and allies in it slowly heal. | Might 30, Restoration 30 |
| Alarum | Axe + bell | Ring 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 Breach | Axe + shield | Hook the foe's guard down, then slam with the shield and hew with the axe for a bleed. | Might 30, Protection 25 |
| Pincer Smash | Mace + mace | Both maces hit the same foe from either side. Either blow breaks a wind-up, and if both land it staggers. | Might 30 |
| Reeling Shiv | Mace + dagger | A mace overhead dazes the foe, then the dagger stab crits it and adds poison. | Might 25 |
| Shackle and Crush | Mace + flail | The 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 Shoot | Mace + pistol | Shove 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 Slam | Mace + blunderbuss | Fire behind you and ride the kick 7 m forward into a mace slam that Sunders and staggers. | Might 35, Precision 35 |
| Hexhammer | Mace + wand | Hex 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 Strike | Mace + sceptre | A ground slam that sets off every burn, chill or shock mark it hits and shock-marks the rest. | Might 40, Arcana 40 |
| Driven Rune | Mace + runeblade | Carve a rune with the blade, then hammer it home. It interrupts the foe and silences it briefly. | Might 35, Arcana 35 |
| Hallowed Clout | Mace + censer | A censer swing and a mace slam, and allies within 6 m heal over a few seconds. | Might 30, Restoration 30 |
| Clangour | Mace + bell | Strike 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 Slam | Mace + shield | Shield rim to the ground, mace down on top. Dazes foes around you and wards allies close by. | Might 35, Protection 35 |
| Twin Fang | Dagger + dagger | Two stabs 0.6 s apart. The second counts as a backstab and finds weak points. | Might 20 |
| About Face | Dagger + flail | The chain catches and slows a foe, turning a monster's back to you, then you stab it from behind. | Might 25, Protection 25 |
| Gutshot | Dagger + pistol | Stab and bleed the foe, hop 4 m back and shoot it. Hits harder on a bleeding foe. | Might 20, Precision 20 |
| Blindside | Dagger + blunderbuss | Blind foes with flash powder, then step to the side of one and stab it in the back. | Might 40, Precision 40 |
| False Lead | Dagger + wand | Send 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 |
| Venomfuse | Dagger + sceptre | Stab in poison, then set every poison stack on that foe alight in one burst. | Might 45, Arcana 45 |
| Runic Ambush | Dagger + runeblade | Blink 8 m through foes, cutting each one, and land behind the last for a backstab. | Might 30, Arcana 30 |
| Veiled Rite | Dagger + censer | Drop 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 Dirk | Dagger + bell | A muffled note interrupts the first foe it reaches, and a flicked dagger poisons and Exposes it. | Might 40, Restoration 40 |
| Ricochet Buckler | Dagger + shield | Throw 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
| Pair | Weapons | What it does | Unlocks |
|---|---|---|---|
| Thrust and Draw | Spear + sword | A long spear thrust, then you step in with a sword cut that Exposes the foe. | Protection 25, Might 25 |
| Reach and Return | Spear + axe | A 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 Hammer | Spear + mace | Sweep low with the shaft to slow foes, then bring the mace down on the one you aim at. | Protection 30, Might 30 |
| Down the Haft | Spear + dagger | Pin the foe with a thrust, then send a poisoned dagger down your own shaft. | Protection 25, Might 30 |
| Picket Chain | Spear + flail | Stake a chain 8 m along the ground. Foes who cross it are slowed and monsters turn on you. | Protection 35 |
| Vaulting Shot | Spear + pistol | Vault up to 8 m and fire from the top of the arc. | Protection 40, Precision 40 |
| Pike and Shot | Spear + blunderbuss | A blast throws small foes back, then you set your spear to counter the first one that comes back in. | Protection 30, Precision 30 |
| Storm Lance | Spear + wand | A wand bolt Hexes the foe, then your spear throws a storm line that pierces up to 3 foes. | Protection 30, Arcana 30 |
| Rodstrike | Spear + sceptre | Plant 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 Reach | Spear + runeblade | A rune cut, then a spear thrust that carries the rune to every foe on the line. | Protection 35, Arcana 35 |
| Temple Watch | Spear + censer | Set your spear inside an incense cloud. Monsters that enter turn on you, and foes inside hit your allies softer. | Protection 30, Restoration 30 |
| Watchbell | Spear + bell | Ring the alarm and stand your post. Monsters hitting your allies turn on you, and those allies get a ward. | Protection 40, Restoration 40 |
| Hoplite Wall | Spear + shield | Plant 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 Pair | Flail + flail | Both 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 Shot | Flail + pistol | Shoot to interrupt, then the chain follows the shot and drags the foe 4 m toward you. | Protection 30, Precision 30 |
| Trip and Scatter | Flail + blunderbuss | Sweep the pack's legs to slow them, then fire a blast into the cone. | Protection 40, Precision 40 |
| Hexbound | Flail + wand | A wand bolt Hexes the foe and a ghostly chain holds a monster in place. A player is slowed instead. | Protection 35, Arcana 35 |
| Charged Links | Flail + sceptre | A charged flail spin dazes and shock-marks everything around you, setting off marks that are already there. | Protection 45, Arcana 45 |
| Answering Chain | Flail + runeblade | Catch 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 Censer | Flail + censer | Whirl 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 Toll | Flail + bell | Spin, 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 Orbit | Flail + shield | Keep your guard up while the flail circles you for 2.5 s, dazing foes and holding monsters on you. | Protection 30 |
Precision Main Hand
| Pair | Weapons | What it does | Unlocks |
|---|---|---|---|
| Crossfire | Pistol + pistol | Both pistols fire along your aim at once, with Point Blank on both, and both reload. | Precision 30 |
| Powder Feint | Pistol + blunderbuss | A blank at your feet blinds foes close by, you sidestep 4 m, and the pistol fires a heavy shot. | Precision 35 |
| Hexshot | Pistol + wand | One long cursed shot that Hexes the foe and interrupts it if it's casting. | Precision 30, Arcana 30 |
| Sparked Round | Pistol + sceptre | A charged shot that sets off every mark on the foe and leaves a fresh shock. | Precision 40, Arcana 40 |
| Blinkshot | Pistol + runeblade | Blink 6 m through foes, cutting each one, then spin and shoot the first. | Precision 35, Arcana 35 |
| Incense Round | Pistol + censer | A shot that bursts into incense where it lands. Allies inside heal and foes inside shoot softer. | Precision 25, Restoration 25 |
| Ringing Shot | Pistol + bell | A ringing shot that interrupts the foe it hits and wards allies around it. | Precision 30, Restoration 30 |
| Loophole Volley | Pistol + shield | Plant your shield for 2 s and fire two shots through the gap. | Precision 25, Protection 25 |
| Twin Thunder | Blunderbuss + blunderbuss | Both barrels in one cone. Close foes are knocked back and staggered, and you recoil 3 m. | Precision 35 |
| Spark Scatter | Blunderbuss + wand | A cone of six sparks. Against monsters they curve to spread across the pack. | Precision 30, Arcana 30 |
| Stormload | Blunderbuss + sceptre | A 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 Breach | Blunderbuss + runeblade | Brand foes with a rune cut, then blast the branded ones back 3 m as you recoil. | Precision 35, Arcana 35 |
| Smoke Charge | Blunderbuss + censer | Fire 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 |
| Bellmouth | Blunderbuss + bell | A ringing blast that knocks foes back 3 m and wards allies behind you. | Precision 35, Restoration 35 |
| Battering Blast | Blunderbuss + shield | Charge in behind your shield, then fire point-blank to knock foes back. | Precision 35, Protection 35 |
Arcana Main Hand
| Pair | Weapons | What it does | Unlocks |
|---|---|---|---|
| Mirrored Volley | Wand + wand | Two fans of missiles cross at your aim point. Every extra missile on the same foe hits a little harder. | Arcana 30 |
| Arc Conduit | Wand + sceptre | A 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 Cut | Wand + runeblade | Leave a decoy, blink 6 m and cut a wide arc where you land. | Arcana 35 |
| Cursed Incense | Wand + censer | Lob a cloud that Hexes foes inside and slowly heals allies inside. | Arcana 25, Restoration 25 |
| Returning Note | Wand + bell | A bolt that rings back to you on a hit, warding up to 3 allies it passes. | Arcana 30, Restoration 30 |
| Charged Rim | Wand + shield | Throw a spell-charged shield that Hexes the first foe, then bounces to Hex a second. | Arcana 25, Protection 25 |
| Twin Suns | Sceptre + sceptre | Two orbs spiral to your aim. The first burns and the second sets off the marks on foes around it. | Arcana 40 |
| Stormstep | Sceptre + runeblade | Blink-cut through foes, shocking each one, and the shocks burst behind you a moment later. | Arcana 40 |
| Kindled Incense | Sceptre + censer | Lob 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 Bell | Sceptre + bell | Place a charged bell for 6 s. It tolls shock around it and wards nearby allies. | Arcana 40, Restoration 40 |
| Stormglyph | Sceptre + shield | Slam a glyph at your feet that marks foes standing in it, then goes off after 3 s. | Arcana 45, Protection 40 |
| Sigil Sweep | Runeblade + runeblade | Blink 7 m and cut every foe on the path with both blades, leaving both runes on each. | Arcana 35 |
| Runesmoke | Runeblade + censer | A rune cut, then a cloud that carries the rune and burns foes inside while shielding allies from ranged hits. | Arcana 30, Restoration 25 |
| Tolling Edge | Runeblade + bell | Sweep the blade across the bell to throw a ringing cone. Part of the damage becomes a ward for allies nearby. | Arcana 35, Restoration 35 |
| Spelldrink | Runeblade + shield | A 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
| Pair | Weapons | What it does | Unlocks |
|---|---|---|---|
| Chapter and Verse | Tome + sword | Read 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 Wounds | Tome + axe | A bleeding cut, and your most-wounded ally's worst poison or bleed moves onto the foe. | Restoration 35, Might 30 |
| Sentence Passed | Tome + mace | Read the charge, then a mace blow that dazes. A foe caught casting loses the cast and is Exposed. | Restoration 30, Might 30 |
| Letter Opener | Tome + dagger | Step to the ally on your aim line and heal them, then stab the foe attacking them. | Restoration 30, Might 25 |
| Writ of Chains | Tome + flail | A flail whirl that dazes and holds monsters on you. Each foe hit heals your most-wounded ally a little. | Restoration 35, Protection 35 |
| Mercy Round | Tome + pistol | One 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 Benediction | Tome + blunderbuss | Bless the shot and fire a radiant cone that Exposes foes and heals your most-wounded ally. | Restoration 30, Precision 30 |
| Marginalia | Tome + wand | Three wand sparks Hex foes, and your next tome pulse splits between two allies. | Restoration 20, Arcana 20 |
| Errata | Tome + sceptre | An orb spends the marks on a foe, and each mark lifts an ailment from your most-wounded ally. | Restoration 45, Arcana 45 |
| Sworn Passage | Tome + runeblade | Blink to a foe and cut. A foe caught casting is silenced, and your most-wounded ally is bookmarked. | Restoration 40, Arcana 40 |
| Procession | Tome + censer | Walk and read for 4 s, leaving incense clouds behind you that heal allies and bookmark them. | Restoration 35 |
| Call and Response | Tome + bell | Heal the ally on your aim line, then the bell chimes around them and breaks foe casts. | Restoration 30 |
| Lectern Guard | Tome + shield | Prop the book on your shield and read behind the wall for 3 s, healing allies behind you. | Restoration 30, Protection 30 |
| Figure of Eight | Censer + censer | Swing both censers in crossing loops around you, then leave an incense ring that heals allies over time. | Restoration 30 |
| Vespers | Censer + bell | Lob a chiming cloud. Every chime wards allies inside, and the first lifts a poison or bleed. | Restoration 35 |
| Smokewall | Censer + shield | Plant 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 Ringing | Bell + bell | Two tones. The first wards allies around you, and the second is a cone that dazes foes. | Restoration 40 |
| Shieldgong | Bell + shield | Strike 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 |
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
| Lone | Normal | |
|---|---|---|
| Tuning | Exactly as today. No new mechanics, no timer. | Group tuning, new boss mechanics and an enrage |
| Loot | Today's solo loot, plus signature part rolls | An extra roll for each extra party member, and a bonus chest for parties of three or more |
| Entry | Pick 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.
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 band | Creature kinds today | Once Song's End is out |
|---|---|---|
| 60 to 69 | 22 | 26 |
| 70 to 74 | 11 | 13 |
| 75 to 79 | 9 | 13 |
| 80 to 84 | 9 | 13 |
| 85 to 89 | 7 | 13 |
| 90 to 94 | 7 | 13 |
| 95 to 99 | 1 | 12 |
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.
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.
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.
| Level | Unlock | What it does | How to earn it |
|---|---|---|---|
| 12 | Sidestep (Feint) | On a parry, dash 3 m behind the attacker instead of countering | 25 perfect parries |
| 18 | Pinning Lunge (Lunge) | 0.8x damage, roots 1 s | 30 Lunge hits on moving mobs |
| 22 | Deep Cut (Rend) | Target gets 30% less healing for 4 s | Rend 20 mobs that heal |
| 26 | Opened Vein (Crosscut) | Bleed 6 s instead of Exposed | 40 Crosscuts hitting 2+ mobs |
| 30 | Path | Duelist or Captain | 50 kills at or above your band |
| 35 | Bait (Feint) | Counter hits 2.5x after a parried heavy | Parry 10 heavy attacks |
| 40 | Ragged Edge (Rend) | Bleed spreads to a nearby foe when it ends | Keep Rend on 2 mobs, 30 times |
| 45 | Turning Ward (Blade Ward) | Shorter, but parried projectiles reflect | Parry 40 arrows or bolts |
| 55 | Marking Cut (Crosscut) | Exposed lasts 10 s for the next 2 hits | 40 hits on Exposed foes |
| 65 | Riposte Lunge (Lunge) | Cooldown resets on a parry | 30 Lunges right after a parry |
| 70 | Measured Flourish (Flourish) | 3 hits at 1.0x, keeps half your Tempo | 20 Flourishes at 4+ Tempo |
| 75 | Ally Ward (Blade Ward) | 2 s ward on the ally in front of you | Block or parry 10 boss heavies |
| 85 | Crossing Flourish (Flourish) | 4 cuts, Exposes every foe you pass through | Flourish through 3+ mobs, 15 times |
| 90 | Capstone | Duelist: first hit after a parry crits. Captain: Ally Ward also cleanses a root or slow. | |
| 95 | Cosmetic | Edge 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.
| Level | Unlock | What it does | How to earn it |
|---|---|---|---|
| 12 | Hooking Gash (Gash) | Single target, pulls it 1.5 m to you | 30 Gashes on caster or ranged mobs |
| 18 | Hamstring Rend (Rend) | Also slows 20% while it bleeds | 30 Rends on moving mobs |
| 22 | Bone Gash (Gash) | On skeletons and constructs, cuts armour instead of bleeding | 40 Gashes on bloodless foes |
| 26 | Open Veins (Bloodletting) | Bleeds nearby tick twice as fast for 4 s | Burst 60 bleed stacks |
| 30 | Path | Reaver or Hurler | 50 kills at or above your band |
| 35 | Weeping Rend (Rend) | 12 s, stacks with Gash's bleed | Keep a bleed up 30 s, 10 times |
| 40 | Red Harvest (Bloodletting) | The heal goes to the most-wounded ally instead of you | Burst 4+ stacks, 20 times |
| 45 | Ricochet (Hatchet Toss) | Bounces to a second foe at 0.7x | Interrupt 15 casts or wind-ups |
| 55 | Beheading Stroke (Executioner's Stroke) | Faster cast, +40% on foes with 3+ bleeds | 25 Strokes on bleeding foes |
| 65 | Tethered Toss (Hatchet Toss) | Returns at once, no lockout | Interrupt 15 casts from 8 m+ |
| 70 | Red Mist (Frenzy) | Each tick adds move speed, up to +10% | 20 full-stack Frenzies |
| 75 | Cleaving Stroke (Executioner's Stroke) | A 90° cone at 0.7x | Hit 3+ mobs with one Stroke, 15 times |
| 85 | Long Frenzy (Frenzy) | 16 s, caps at +12% | 10 long full-stack boss fights |
| 90 | Capstone | Reaver: a foe dying with 3+ bleeds passes them on. Hurler: a toss interrupt gives allies +10% damage on that foe. | |
| 95 | Cosmetic | Rust-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.
| Level | Unlock | What it does | How to earn it |
|---|---|---|---|
| 12 | Ringing Blow (Skullcrack) | Shorter daze, but interrupts | Interrupt 15 casts or wind-ups |
| 18 | Battering Charge (Charge) | Knocks the first foe back 3 m | Charge 25 caster or ranged mobs |
| 22 | Helm-splitter (Skullcrack) | 1.2x, Sunders armoured foes | 40 Skullcracks on armoured mobs |
| 26 | Fault Line (Shatter Armour) | A 6 m line, Sundered 10 s | Sunder 3+ mobs at once, 20 times |
| 30 | Path | Breaker or Ironwarden | 50 kills at or above your band |
| 35 | Shoulder Check (Charge) | Short, fast charge that staggers | Stagger 30 mobs mid-attack |
| 40 | Hammer Home (Shatter Armour) | Single target, Sundered 40% for 6 s | Keep 15 boss Sunders up 20 s |
| 45 | Aftershock (Ground Pound) | A second pulse knocks down what's left | Knock down 40 small mobs |
| 55 | Seismic Line (Earthsplitter) | Stops at the first large foe and staggers it | Stagger 20 large mobs |
| 65 | Anvil (Ground Pound) | Dazes and slows, works on large foes | Daze 30 large mobs |
| 70 | Quick Break (Bonebreaker) | Shorter wind-up, a full one stuns 1 s | 30 full wind-ups |
| 75 | Rubble (Earthsplitter) | Leaves slowing rough ground | Hit 3+ mobs, 20 times |
| 85 | Shatterpoint (Bonebreaker) | Consumes Sunder for +100% | 15 full wind-ups on Sundered bosses |
| 90 | Capstone | Breaker: a full Bonebreaker resets Ground Pound. Ironwarden: a taunted foe that hits someone else is Sundered. | |
| 95 | Cosmetic | Cracked-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.
| Level | Unlock | What it does | How to earn it |
|---|---|---|---|
| 12 | Slip (Shadowstep) | Step to the flank, shorter cooldown | 40 backstab hits after Shadowstep |
| 18 | Gutting Lunge (Lunge) | Adds a poison stack, counts the backstab arc | 30 Lunges from behind |
| 22 | Shadow Return (Shadowstep) | Recast within 3 s to step back | Dodge 20 attacks after a Shadowstep |
| 26 | Paralytic (Venom Edge) | Each poison stack slows 4%, up to 20% | Keep 5 stacks on 20 mobs |
| 30 | Path | Assassin or Poisoner | 50 kills at or above your band |
| 35 | Needlework (Flurry) | One weak-point stab makes the rest weak-point hits | 40 weak-point Flurry hits |
| 40 | Wound-rot (Venom Edge) | Poisoned foes get 25% less healing | Poison 20 mobs that heal |
| 45 | Smoke Veil (Smoke Bomb) | A 4 m blinding cloud for 5 s | Blind 3+ mobs at once, 15 times |
| 55 | Fleche (Lunge) | 8 m lunge that can end behind the foe | 30 Lunges from 4 m+ |
| 65 | Envenomed Flurry (Flurry) | Every stab adds poison | 25 Flurries to 5 stacks |
| 70 | Open Throat (Assassinate) | 3.0x from behind, also bleeds | 15 Assassinate kills from behind |
| 75 | Vanish (Smoke Bomb) | Mobs lose you for 2 s, next hit crits | Reset 15 mob packs |
| 85 | Execution Chain (Assassinate) | A kill steps you to the next low foe | Chain 3 Assassinates, 10 times |
| 90 | Capstone | Assassin: Assassinate from behind ignores armour and ward. Poisoner: stacks jump on death. | |
| 95 | Cosmetic | Smoke 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.
| Level | Unlock | What it does | How to earn it |
|---|---|---|---|
| 12 | Short Leap (Leaping Cleave) | Shorter leap, faster cooldown, landing staggers | Land on 30 mobs mid-attack |
| 18 | Rallying Leap (Leaping Cleave) | Landing near an ally wards them | Hit 3+ mobs, 20 times |
| 22 | Tempest (Whirlwind) | Move at full speed while spinning | Hit 3+ mobs, 30 times |
| 26 | Banked Arc (Momentum) | Spends in a 270° arc | Spend 5 stacks, 30 times |
| 30 | Path | Juggernaut or Linebreaker | 50 kills at or above your band |
| 35 | Gathering Wind (Whirlwind) | Pulls foes inward first | Gather 4+ mobs, 15 times |
| 40 | Second Wind (Momentum) | Stacks restore stamina instead | 40 spends at 4+ stacks |
| 45 | Braced Wall (Blade Wall) | With Braced Guard, a wider wall | Stop 30 heavy hits |
| 55 | Overhead (Executioner's Stroke) | Faster, a 5 m line | 30 Strokes hitting 2+ mobs |
| 65 | Riposte Wall (Blade Wall) | Ends on a block with a 1.8x swing | Block 20 boss heavies |
| 70 | Titan's Step (Titan's Swing) | Walk while winding up | 20 full wind-ups on 3+ mobs |
| 75 | Opening Stroke (Executioner's Stroke) | +60% on foes above 90% health | Open 30 fights with it |
| 85 | Earthbreaker Swing (Titan's Swing) | 120°, 7 m, staggers | 15 full swings on bosses |
| 90 | Capstone | Juggernaut: a full Titan's Swing resets Leaping Cleave. Linebreaker: Blade Wall covers allies behind you. | |
| 95 | Cosmetic | Heat-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.
| Level | Unlock | What it does | How to earn it |
|---|---|---|---|
| 12 | Side Skip (Feathered Step) | Skips along your movement, not your aim | Dodge 30 mob attacks |
| 18 | Snap Loose (Aimed Shot) | Much faster cast, 1.4x | 40 hits on moving mobs |
| 22 | Planted Feet (Feathered Step) | Next 2 shots ignore flinch, +20% range | 25 hits from 30 m+ |
| 26 | Held Breath (Charged Draw) | While aiming, a full draw also Marks | 30 weak-point hits while aiming |
| 30 | Path | Marksman or Skirmisher | 50 kills at or above your band |
| 35 | Broadhead (Aimed Shot) | Slightly less damage, bleeds 6 s | 20 hits on fleeing or charging mobs |
| 40 | Snap Draw (Charged Draw) | 1 s draw for up to 2x (1.25x on players), pierces | 30 full draws |
| 45 | Spotter's Rain (Arrow Rain) | While aiming, placed 50% further | Catch 4+ mobs, 15 times |
| 55 | Pinning Rain (Arrow Rain) | First hit roots 1 s | Root 20 rushing mobs |
| 65 | Still Water (Deadeye) | While aiming and settled, faster cast | 15 Deadeye weak-point hits |
| 70 | Tailwind (Windrunner) | Move speed and a 3-arrow fan | 40 hits while moving |
| 75 | Quarry Shot (Deadeye) | 3.0x, weak-point hit refunds half | 10 boss weak-point hits from 30 m+ |
| 85 | Scattering Gale (Windrunner) | Fan hits return stamina | Hit 3 foes with one fan, 20 times |
| 90 | Capstone | Marksman: a settled full draw pierces every foe on the line. Skirmisher: Feathered Step holds 2 charges. | |
| 95 | Cosmetic | Feather 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.
| Level | Unlock | What it does | How to earn it |
|---|---|---|---|
| 12 | Sighted Bolt (Heavy Bolt) | While aiming, pierces 2 | Knock back 25 small mobs |
| 18 | Quarrel (Aimed Shot) | 1.5x, +30% armour pierce | 40 hits on armoured mobs |
| 22 | Hobbling Bolt (Heavy Bolt) | Slows 40% instead of knocking back | 40 hits on moving mobs |
| 26 | Kneeling Sight (Brace and Reload) | While aiming and braced, always settled and flinch-proof against monsters | 30 weak-point hits while braced |
| 30 | Path | Siegewright or Trapper | 50 kills at or above your band |
| 35 | Bolt Sight (Aimed Shot) | While aiming, faster cast | 30 hits from 30 m+ while aiming |
| 40 | Nailed (Pinning Shot) | Shorter root, target can't dodge 3 s | Pin 20 charging mobs |
| 45 | Tripwire (Trap Bolt) | The snare becomes a 4 m line | Root 20 mobs with Trap Bolt |
| 55 | Walking Brace (Brace and Reload) | Walk while braced | 30 kills while braced |
| 65 | Caltrop Bolt (Trap Bolt) | A slowing patch instead of a root | Slow 3+ mobs, 15 times |
| 70 | Laid Gun (Siege Bolt) | While aiming, 40% faster wind | Hit 4+ foes, 10 times |
| 75 | Pinned Together (Pinning Shot) | Pierces and pins two foes together | Hit 2+ mobs, 20 times |
| 85 | Wardbreaker (Siege Bolt) | Stripping a ward refunds 10 s | Strip 15 boss or caster wards |
| 90 | Capstone | Siegewright: a fully wound Siege Bolt knocks down the first foe. Trapper: your snares are invisible. | |
| 95 | Cosmetic | Iron-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.
| Level | Unlock | What it does | How to earn it |
|---|---|---|---|
| 12 | Butt Stroke (Pistol Whip) | Single target, longer daze | 30 Whips on mobs mid-swing |
| 18 | Fan the Hammer (Quick Shot) | 2 quick shots at 0.7x | 40 hits inside 8 m |
| 22 | Sidestep Shot (Backstep Shot) | Roll sideways, shoot at the end | Dodge 30 attacks inside 8 m |
| 26 | Ball and Chain (Double Charge) | Slows instead of knocking back | 25 hits inside 8 m |
| 30 | Path | Gunslinger or Interceptor | 50 kills at or above your band |
| 35 | Turnabout (Pistol Whip) | Turns you around and reloads | 20 kills right after a Whip |
| 40 | Skip Shot (Quick Shot) | Bounces once at 0.6x | 40 Quick Shot kills |
| 45 | Lock Shot (Disarming Shot) | The interrupt also silences 2 s | Interrupt 20 casts |
| 55 | Powder Kiss (Double Charge) | The big shot becomes a 3 m blast | Hit 3+ mobs, 10 times |
| 65 | Wing Shot (Disarming Shot) | Slows 50% instead of cutting damage | 20 hits on moving mobs |
| 70 | High Noon (Deadeye Focus) | 1 s cast, then 3 s of crits | 15 kills during it |
| 75 | Smoke Flip (Backstep Shot) | Leaves a smoke puff | Escape 15 melee strings |
| 85 | Last Round (Deadeye Focus) | Crits reload Double Charge | 10 weak-point crits during it |
| 90 | Capstone | Gunslinger: Deadeye Focus lasts longer per foe it crits. Interceptor: Disarming Shot holds 2 charges. | |
| 95 | Cosmetic | Powder-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.
| Level | Unlock | What it does | How to earn it |
|---|---|---|---|
| 12 | Bull Rush (Kickback) | Recoil forward instead, throwing foes | Knock 25 mobs off a wind-up |
| 18 | Parting Blast (Backstep Shot) | The shot becomes a 5 m cone | Hit 2+ mobs, 20 times |
| 22 | Powder Snare (Snare Trap) | Bursts when stepped on | Catch 20 rushing mobs |
| 26 | Barbed Shot (Shrapnel) | Pellets bleed right away | Lodge pellets in 3+ mobs, 15 times |
| 30 | Path | Breacher or Sapper | 50 kills at or above your band |
| 35 | Recoil Hop (Kickback) | Recoil up and back, clears low walls | Escape 20 melee strings |
| 40 | Tangle Wire (Snare Trap) | Shorter root, 2 traps at once | Root 30 mobs |
| 45 | Smoke Pot (Flash Powder) | A cloud that blocks sight lines | Blind 30 mobs |
| 55 | Grapeshot (Shrapnel) | Blasts reach 11 m | 40 blast hits beyond 6 m |
| 65 | Magnesium (Flash Powder) | Wider cone, shorter blind | Blind 4+ mobs, 10 times |
| 70 | Firewall (Dragon's Breath) | A 10 m line of fire | Burn 3+ mobs, 15 times |
| 75 | Two-Step (Backstep Shot) | A second, shorter hop | 20 kills right after a Backstep |
| 85 | Cinder Cloud (Dragon's Breath) | Burn spreads on death | 20 kills on burning mobs |
| 90 | Capstone | Breacher: a blast hitting 3+ foes reloads instantly. Sapper: carry 2 kegs. | |
| 95 | Cosmetic | Ember 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.
| Level | Unlock | What it does | How to earn it |
|---|---|---|---|
| 12 | Lancing Bolt (Ember Bolt) | Faster cast and travel, no ignite | 40 hits from 20 m+ |
| 18 | Quick Study (Attunement) | Switching extends your marks | 40 hits on marked foes |
| 26 | Drifting Node (Ley Line) | The node follows the first foe it marks | 30 hits on foes in your Ley Line |
| 30 | Path | Siegecaller or Stormweaver | 50 kills at or above your band |
| 35 | Deep Attunement (Attunement) | Longer marks, slower switching | All three marks on one foe, 15 times |
| 40 | Sighted Barrage (Arcane Barrage) | While aiming, faster and pierces 2 more | 20 weak-point hits |
| 45 | Surveyed Node (Ley Line) | While aiming, 50% further and wider | 25 hits on foes 25 m+ away while aiming |
| 55 | Falling Star (Meteor) | Faster, smaller, no burn | 25 hits on moving foes |
| 65 | Event Horizon (Gravity Well) | Stronger pull, then holds foes 1 s | Gather 4+ foes, 15 times |
| 70 | Cinder Trail (Ember Bolt) | Leaves a burning strip | 30 bolts hitting 2+ foes |
| 75 | Called Shot (Meteor) | While aiming, lands on the reticle, 1.5x centre | 20 weak-point centre hits |
| 85 | Comet Line (Starfall) | A 30 m line instead of a circle | 15 Starfalls on 4+ foes |
| 90 | Capstone | Siegecaller: settled ground spells hit every mob's weak point. Stormweaver: 3 quick switches refresh marks in your Ley Line. | |
| 95 | Cosmetic | Starlit 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.
| Level | Unlock | What it does | How to earn it |
|---|---|---|---|
| 12 | Needle Missiles (Magic Missiles) | Tight spread, stacking damage on one foe | Land all 3 on one foe, 30 times |
| 18 | Forked Spark (Chain Spark) | Pierces, then splits in two | Hit 3 foes, 15 times |
| 26 | Hex of Frailty (Hex) | +10% all damage taken instead of +15% magic | 30 hexed foes at or above your band |
| 30 | Path | Hexer or Spellslinger | 50 kills at or above your band |
| 35 | Seeker Sparks (Magic Missiles) | Weak-point hits cut the cooldown | 25 weak-point hits |
| 40 | Afterimage (Blink) | Leaves a 1 s decoy | Blink out of 20 heavies |
| 45 | Shattering Image (Mirror Step) | The image bursts and chills | Image takes 20 hits for you |
| 55 | Hex of Silence (Hex) | A short silence instead of damage | Interrupt 20 casts with Hex |
| 65 | Long Step (Mirror Step) | 10 m, no image | Step through 15 telegraphed attacks |
| 70 | Focused Storm (Spellstorm) | No chain, much faster bolts | 20 perfect combos |
| 75 | Grounding Arc (Chain Spark) | Shocks and roots briefly | Interrupt 15 charges or leaps |
| 85 | Wildstorm (Spellstorm) | Chains to 8 | 25-strike Spellstorms, 10 times |
| 90 | Capstone | Hexer: first hit on a fresh hex strips a buff. Spellslinger: a perfect combo ends with free Magic Missiles. | |
| 95 | Cosmetic | Spark-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.
| Level | Unlock | What it does | How to earn it |
|---|---|---|---|
| 12 | Charged Ground (Static Field) | One 2x jolt after a visible build-up | Detonate 40 field shocks |
| 18 | Scorchwave (Searing Wave) | Lays a burn mark instead of knocking back | Hit 3+ foes, 20 times |
| 26 | Long Fuse (Overload) | Bursts 2 s later in a 6 m radius | 15 bursts consuming 3+ marks |
| 30 | Path | Primer or Demolitionist | 50 kills at or above your band |
| 35 | Kindle (Immolate) | A burn worth 1.5x when detonated | Detonate 30 Immolate burns |
| 40 | Lightning Rod (Static Field) | The field rides the first foe it shocks | Shock 40 foes |
| 45 | Hair Trigger (Rune Mine) | Arms fast, roots 1 s | 20 hits on moving foes |
| 55 | Cascade (Overload) | Detonates without consuming marks | 3 chained Overloads, 10 times |
| 65 | Rune Toss (Rune Mine) | Sticks to the first foe on your aim | 20 weak-point mine hits |
| 70 | Narrow Veil (Sunder the Veil) | A 14 m cone, 1.4x per mark | 10 Sunders consuming 6+ marks |
| 75 | Pyre (Immolate) | Burn spreads on death | 30 kills on burning foes |
| 85 | Veilbreaker (Sunder the Veil) | Also strips a buff per mark | Interrupt 10 boss casts |
| 90 | Capstone | Primer: an ally detonating your mark lays a fresh shock. Demolitionist: Sunder's cooldown drops per mark consumed. | |
| 95 | Cosmetic | Crackling 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.
| Level | Unlock | What it does | How to earn it |
|---|---|---|---|
| 12 | Return Blink (Blink Strike) | Recast within 3 s to blink back | 30 Blink Strikes through 2+ mobs |
| 18 | Rime Edge (Frost Nova) | Slows instead of freezing, shorter cooldown | Slow 40 mobs in melee with you |
| 22 | Rune Trail (Blink Strike) | Leaves a shocking rune line | Shock 40 mobs with it |
| 26 | Honed Whisper (Spellcut) | A cone at 1.3x | 40 single-target Spellcuts on casters |
| 30 | Path | Spellsword or Wardblade | 50 kills at or above your band |
| 35 | Edge Spark (Arcane Spark) | A 6 m line that restores focus | 40 hits on caster mobs |
| 40 | Rune Brand (Spellcut) | Next Blink Strike on the target is free | 30 Blink Strikes after a Spellcut |
| 45 | Spellward (Runic Parry) | Also stops spells and projectiles | Stop 30 mob spells |
| 55 | Shatterfrost (Frost Nova) | Frozen foes take +30% when hit | 30 Shatterfrost hits |
| 65 | Hushing Cut (Hush) | A 4 m cone that silences | 20 hits on caster mobs |
| 70 | Thousand Edges (Thousand Runes) | Bolts become arcing blades | 20 casts hitting 3+ mobs |
| 75 | Riposte Rune (Runic Parry) | A quick stop fires a rune bolt back | 30 riposte bolts |
| 85 | Runestorm (Thousand Runes) | Longer, each bolt chains | 10 big boss casts |
| 90 | Capstone | Spellsword: at full runes, Blink Strike is free and resets. Wardblade: Spellward reflects the first spell. | |
| 95 | Cosmetic | Rune 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.
| Level | Unlock | What it does | How to earn it |
|---|---|---|---|
| 12 | Dog-ear (Bookmark) | Marks a foe, next 3 bolts deal +40% radiant | 25 bolts on weak points |
| 18 | Quick Mend (Mend) | Faster cast, heals 20% less | Heal 3,000 on allies below 40% |
| 26 | Steady Verse (Psalm) | No ramp, every verse equal | 20 full Psalms under attack |
| 30 | Path | Scribe or Lector of Ash | 40 kills at or above your band |
| 35 | Footnote (Bookmark) | The echo also wards | 60 Bookmark echoes |
| 40 | Rubric (Mend) | Aimed at a foe, a radiant bolt | 30 kills finished with a bolt |
| 45 | Red Ink (Rewrite) | Moves the ailment and deals its ticks as radiant | Move 15 ailments onto foes |
| 48 | Burning Psalm (Psalm) | Aimed at a foe, a radiant channel | 15 Psalms on Exposed or casting foes |
| 55 | Palimpsest (Rewrite) | Moves 2 ailments, longer cooldown | 10 Rewrites of boss ailments |
| 65 | Lens (Radiant Burst) | Tighter, 1.5x damage | Hit 3+ foes, 20 times |
| 70 | Last Rites (Gospel) | Also hits low-health foes nearby | Finish 10 mobs with it |
| 75 | Kind Light (Radiant Burst) | No damage, heal x1.6 | Heal 4,000 with Radiant Burst |
| 85 | Morning Hymn (Gospel) | Smaller heal, no health threshold | Save 10 allies under 15% |
| 90 | Capstone | Scribe: overheal becomes a short ward. Lector: a radiant crit makes your next Rewrite instant. | 25 elite or boss kills |
| 95 | Cosmetic | Gilded 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.
| Level | Unlock | What it does | How to earn it |
|---|---|---|---|
| 12 | Swing Low (Lantern Sweep) | Tighter, 1.3x damage, heals allies | 30 Sweeps on 3+ foes |
| 18 | Wide Arc (Lantern Sweep) | Wider, less damage, more healing | Heal 3,000 with Sweep |
| 30 | Path | Warden or Lantern-bearer | 40 kills at or above your band |
| 35 | Kindled Vigil (Vigil) | While aiming, anchors on the ally you beam | 20 Vigils while aiming |
| 40 | Signal Flare (Dawn Rally) | While aiming, lands at the reticle | 25 Flares healing 2+ allies or patients |
| 45 | Carried Flame (Beacon) | Follows you, 30% smaller | 15 big Beacon absorbs |
| 48 | Lit Ground (Sanctuary) | Foes inside take radiant damage | 20 kills inside Sanctuary |
| 55 | Far Beacon (Beacon) | While aiming, planted at the beam's end | 25 settled pass-throughs |
| 58 | Hallowed Step (Sanctuary) | Instant, at your feet | Dodge 20 telegraphed heavies |
| 65 | Long Watch (Vigil) | 20 s at half rate | Heal 6,000 with Vigil |
| 70 | Ember Rally (Dawn Rally) | Also burns foes nearby | 15 Rallies on 3+ foes |
| 75 | Lighthouse (Lantern of the Lost) | While aiming, follows your aim to an ally | 8 saves (patients count) |
| 85 | Last Light (Lantern of the Lost) | A save also bursts radiant on foes | 5 saves in boss fights |
| 90 | Capstone | Warden: 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 |
| 95 | Cosmetic | Ember-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.
| Level | Unlock | What it does | How to earn it |
|---|---|---|---|
| 12 | Long Chain (Thurible Swing) | Longer, narrower, 1.1x | 40 Swings on 2+ foes |
| 18 | Smouldering Renew (Renew) | Half duration, twice the tick rate | Heal 2,500 with Renew |
| 26 | Choking Smoke (Smoke Screen) | Foes inside take +10% melee damage | 40 hits on foes in your smoke |
| 30 | Path | Thurible or Incense-keeper | 40 kills at or above your band |
| 35 | Censing Circle (Thurible Swing) | A full circle at 0.7x | 25 parries |
| 40 | Incensed Renew (Renew) | Also lobs a cloud on the ally | 30 Renews in combat |
| 45 | Bitter Fume (Fumigate) | Dazes instead of cleansing | Daze 20 foes mid wind-up |
| 48 | Moving Screen (Smoke Screen) | Follows the ally it lands on | Reduce 60 projectiles on allies |
| 55 | Smoking Ground (Sanctuary) | Also lays smoke inside | 15 Sanctuaries in ranged pulls |
| 65 | Clean Air (Fumigate) | Also lifts burn and curse | Lift 30 ailments |
| 70 | Fog of War (Holy Fog) | Dazes foes inside, heals less | 15 kills inside Holy Fog |
| 75 | Censed Ground (Sanctuary) | Smaller, follows you | Heal 5,000 with Sanctuary |
| 85 | Pilgrim's Fog (Holy Fog) | Bigger, longer, faster movement inside | Heal 4,000 with Holy Fog |
| 90 | Capstone | Thurible: a finisher on 3+ foes drops a fog puff. Incense-keeper: a low ally leaves a cloud behind. | 25 elite or boss kills |
| 95 | Cosmetic | Smoke-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.
| Level | Unlock | What it does | How to earn it |
|---|---|---|---|
| 12 | Sharp Peal (Peal) | Smaller, stronger, instant | Wards absorb 2,000 |
| 18 | Bell-ward (Ward) | Breaking it pushes melee foes back | 25 Wards broken by mobs |
| 26 | Struck Bell (Resonance) | Placed on a foe, sonic pulses | 40 hits on 2+ foes |
| 30 | Path | Bellwarden or Passing Bell | 40 kills at or above your band |
| 35 | Rolling Peal (Peal) | 3 peals over 2 s | 20 Peals on 2+ allies |
| 40 | Paired Ward (Ward) | Splits between 2 allies | Ward 2 allies or patients quickly, 20 times |
| 45 | Death Knell (Knell) | A cone that interrupts and deals sonic damage | Interrupt 15 casts |
| 48 | Ringing Prayer (Prayer of Mending) | Each leap also wards | 40 Prayer leaps |
| 55 | Carillon (Resonance) | Two bells at half strength | 25 Resonances on 2+ allies |
| 65 | Quiet Knell (Knell) | Shorter cooldown, cleanses 1 | Lift 25 ailments |
| 70 | Answered Prayer (Prayer of Mending) | Leaps to the most-wounded | Heal 4,000 with Prayer |
| 75 | Tolling Sanctuary (Sanctuary Bell) | Follows the aimed ally | 10 boss heavies capped |
| 85 | Great Bell (Sanctuary Bell) | Bigger radius, higher cap | Cap 40 hits |
| 90 | Capstone | Bellwarden: Sanctuary Bell reaches the ally on your aim line. Passing Bell: a cast-breaking Knell silences and refunds. | 25 elite or boss kills |
| 95 | Cosmetic | Sound-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.
| Level | Unlock | What it does | How to earn it |
|---|---|---|---|
| 12 | Pinning Point (Impale) | Roots the first foe, pushes the rest | Spearwall stops 30 foes |
| 18 | Called Out (Provoke) | An aimed line taunt that slows | Provoke 20 caster or ranged mobs |
| 24 | Open Guard (Set Spear) | Counter hits 2.5x and knocks back | 20 Set Spear counters |
| 28 | Shield-Brother (Guardian's Oath) | Pulls threat off your ally | Oath absorbs 3,000 |
| 30 | Path | Vanguard or Dragoon | 50 kills at or above your band |
| 35 | Javelin (Impale) | Thrown 14 m, roots 1 s | 25 Impales on 2+ foes |
| 40 | Glare (Provoke) | Foe deals less to anyone but you | 15 Glared foes switch to you |
| 45 | Dragoon's Drop (Vault) | 1.4x on the foe you land on | 20 weak-point landings |
| 55 | Hedge (Set Spear) | Walk slowly, counter 2 blows | 20 counters on heavies |
| 65 | Long Oath (Guardian's Oath) | Longer range, gives the ally a Spearwall | Spearwall stops 40 foes under Oath |
| 70 | Pole Retreat (Vault) | Vault away, rooting foes | Escape 15 boss heavies |
| 75 | Wyrm's Tongue (Dragon's Reach) | One 10 m piercing thrust | Hit 4+ foes, 15 times |
| 85 | Long Phalanx (Dragon's Reach) | Longer, wider cover | Cover 5,000 damage |
| 90 | Capstone | Vanguard: Set Spear counters also block for an ally behind you. Dragoon: a weak-point Javelin refunds Vault. | |
| 95 | Cosmetic | Pennant 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.
| Level | Unlock | What it does | How to earn it |
|---|---|---|---|
| 12 | Snare Lash (Chain Lash) | Slows instead of pulling | Lash 30 caster or ranged mobs |
| 18 | Brawler's Stance (Defiant Stance) | +20% basic hits on dazed foes | 40 finishers dazing 2+ foes |
| 24 | Wide Scourge (Scourge) | Bigger radius, longer daze | Daze 5+ foes, 10 times |
| 28 | Rattle (Challenging Shout) | Dazes every foe briefly | Taunt 4+ foes, 15 times |
| 30 | Path | Gaoler or Wrecker | 50 kills at or above your band |
| 35 | Grapnel (Chain Lash) | Pulls you to the foe and taunts | Pull 20 caster mobs |
| 40 | Flayer (Scourge) | A front arc at 1.4x that bleeds | 40 hits on 3+ foes |
| 45 | Anchor Chain (Wrapping Chain) | Tethers foes to the spot | Tether 3+ foes, 15 times |
| 55 | Unmoved (Defiant Stance) | Immune to knockback and pulls | Shrug off 15 displacements |
| 65 | Gather (Challenging Shout) | Taunted foes are pulled in | Gather 4+ foes, 15 times |
| 70 | Choke Chain (Wrapping Chain) | Strained tethers yank and daze | Hold 3+ foes the full time, 10 times |
| 75 | Comet (Morning Star Storm) | Channel at full movement speed | Hit 3+ foes every tick, 15 times |
| 85 | Iron Halo (Morning Star Storm) | You and nearby allies take 30% less | Halo through 5 boss heavies |
| 90 | Capstone | Gaoler: breaking your tether stuns 1 s. Wrecker: Storm ticks grow on dazed foes. | |
| 95 | Cosmetic | Spark 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.
| Level | Unlock | What it does | How to earn it |
|---|---|---|---|
| 12 | Hamstring Hook (Hook) | Slows 60% and interrupts | Interrupt 10 casts |
| 18 | Long Hook (Hook) | 12 m, pulls one foe all the way in | Hook 20 casters out of packs |
| 24 | Wide Sweep (Sweep the Legs) | 180°, slows instead of knocking down | Sweep 4+ foes, 15 times |
| 28 | Upswing (Sweep the Legs) | 90° at 1.3x, launches small foes | Knock down 30 small foes |
| 30 | Path | Warden of the Line or Headsman | 50 kills at or above your band |
| 35 | Forward! (Rally Cry) | Adds speed toward your aim | Rally in 20 fights at or above your band |
| 40 | Stand Firm (Rally Cry) | Allies take 10% less, ignore knockback | Rally through 10 boss heavies |
| 45 | Braced Pikes (Pike Wall) | While braced, also stops shots | Stop 30 projectiles |
| 55 | Turning Haft (Riposte) | While braced, a parry Hooks the attacker | 25 Riposte parries on heavies |
| 65 | Pike Charge (Pike Wall) | A 6 m charge that carries a foe | Stop 30 charging foes |
| 70 | Second Bite (Riposte) | Refresh the window once on a parry | Parry 2 foes in one fight, 15 times |
| 75 | Drawn Line (Line in the Sand) | Placed up to 8 m away | Catch 4+ crossers, 15 times |
| 85 | Killing Line (Line in the Sand) | Crossers take 1.5x and bleed | 30 Killing Line hits |
| 90 | Capstone | Warden: a parry with Pike Wall planted holds the wall. Headsman: a finisher kill resets Hook. | |
| 95 | Cosmetic | Banner 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.
| Level | Unlock | What it does | How to earn it |
|---|---|---|---|
| 12 | Cast Breaker (Shield Bash) | Short stun that interrupts and silences | Interrupt 10 casts |
| 18 | Moving Wall (Bulwark) | Less reduction, full speed | Block 50 hits while moving |
| 24 | Rebound (Shield Throw) | Out and back along your aim | 25 ricochets into a second foe |
| 28 | Shove (Shield Bash) | Knockback and interrupt | Shove 15 foes off an ally |
| 30 | Path | Wallward or Shieldbreaker | 50 kills at or above your band |
| 35 | Guardian Disc (Shield Throw) | Hovers in front of an ally and blocks a hit | Block 30 projectiles |
| 40 | Set Shoulder (Bulwark) | Short, strong, no guard drain | Bulwark through 10 boss heavies |
| 45 | Ram (Shield Charge) | Carries the foe, a wall pin stuns | Charge 25 foes mid-cast |
| 55 | Testudo (Phalanx Cover) | Covers all around you | Cover 4,000 damage |
| 65 | Interpose (Shield Charge) | Charge to an ally and take their hit | Take 15 heavies for allies |
| 70 | Shot Screen (Phalanx Cover) | Stops 3 projectiles aimed at allies | Absorb 40 projectile hits |
| 75 | Fortress Aegis (Aegis) | 10 s, but rooted | Aegis through 5 boss heavy chains |
| 85 | Thorned Aegis (Aegis) | Blocked hits reflect 40% | Block 3,000 under Aegis |
| 90 | Capstone | Wallward: Phalanx Cover can be cast on an ally. Shieldbreaker: a full-charge weak-point Throw bounces to nearby foes. | |
| 95 | Cosmetic | Boss 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.
Every Skill
| Skill | What's new to train | What you'll make or earn |
|---|---|---|
| Might | Creatures in every band to 99, two world bosses, Lone runs of the top dungeons | Mastery for sword, axe, mace, dagger and greatsword; gear to T13 |
| Precision | The same creature and boss content | Mastery for bow, crossbow, pistol and blunderbuss; gear to T13; aiming |
| Arcana | The same creature and boss content | Mastery for staff, wand, sceptre and runeblade; gear to T13; aiming with a staff |
| Restoration | Healing as now, plus XP from damage with Restoration weapons | Mastery for tome, reliquary, censer and bell, each with a damage Path |
| Protection (was Guard) | Block XP, plus XP from covering allies, pulls and roots | Mastery for spear, flail, halberd and shield, each with a damage Path; new tank tools |
| Vitality | Follows all combat, so it rises with the new content | Health to carry you through the new bands |
| Woodcutting | New trees at 55, 60, 65, 70, 80, 85, 90 and 95; Wispwood at 50; Aetherbloom logs at 75 | Logs for every new tier, geodes at 95 |
| Mining | New ores at 60 to 95, rich coal at 80, gem rocks from level 1 and deep seams from 40 | Ore for every tier, all seven gems |
| Fishing | New spots at 50, 55, 65, 70, 80, 85, 90 and 95 | Fish for every tier's dishes, fish stock from low fish |
| Foraging | Fibre patches for every new cloth, new herbs at 87, 92 and 96 | Cloth fibres and herbs for every tier |
| Smithing | Bars, gear and tools for every new tier, fittings, blades and heads for assembly | Armour, weapons, pickaxes, hatchets, harpoons and sickles to 95 |
| Fletching | Bows, staves and rods for every tier, hafts and nocks | Ranged weapons, staves, fishing rods to 95, ammo heads |
| Leatherworking | Every new hide, grips, straps and trims | Leather armour to T13, fittings for artisans |
| Tailoring | Every new cloth, wraps, linings and bowstrings | Cloth armour to T13, fittings, the cloth for circlets |
| Cooking | 3 new recipes per tier at staggered levels | A fish dish, meat dish and feast per tier |
| Alchemy | 3 new recipes per tier at staggered levels | Potions and timed weapon oils per tier |
| Enchanting | Runes and scrolls for every tier from level 1, tool scrolls, the torch and lantern | Scrolls for every style and slot, to T13 |
| Jewelcrafting | Gem cutting from 1, fusing at 40, 60 and 80, bands for every tier, Songstone at 95 | Rings, amulets, circlets and gems for every style |
| Agility | New courses at 47, 70, 80, 90 and 96 | Steady XP to 99 |
| Bounty | New 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
| Action | PC | Controller | Touch |
|---|---|---|---|
| Off-hand abilities | Slots 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 ability | Key 8 | LB+A | The 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. |
| Aim | Hold 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 settings | Aim mode (hold or toggle), aim sensitivity, aim vignette | Aim look speed | Touch aim (latch or hold) |
| Mastery view | Spellbook, switch from Kit to Mastery. Can also be bound. | LB/RB for skills, d-pad along the track, A opens a card | Scroll the track, tap for a card |
| Technique swap (out of combat) | Click Base, A or B on the ability row | X opens three cards to compare, A picks | Tap the row, pick from three cards |
| Path pick and change | Click a card and confirm. Change it at a combat trainer. | D-pad, A, confirm | Tap a card, confirm |
| Assemble a weapon | Craft window, click each slot to pick a part, "Fill best", then Assemble | D-pad between slots, A to pick, Y for Fill best | Tap each slot, pick from the sheet, Assemble button pinned at the bottom |
| Reforge | Rework tab, pick the slot, confirm | A on the slot, then confirm | Tap the slot, confirm |
| Put a weapon in your off hand | Drag 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 craft | A row of T1 to T13 chips along the Craft window | LB/RB flip between tiers | A dropdown that opens on your own tier, with a green dot where you can craft |
| Heal or ward an ally with a Technique | Aim 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 today | Same, and it lands on you if no ally is in front |
| Pick Lone or Normal | Lone/Normal switch on the dungeon card | A toggles it | Tap the switch |
| See more on a tooltip | Hold Shift | Hold View | Long-press, then More |
| Jeweller (cut, fuse, set, bands) | Tabs, with "Fuse 3 to 1" and an amount, and a gem list on each piece | LB/RB tabs, A to pick, A to confirm | List, then a detail sheet, then confirm |
| Enchanter and altar | Make 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 |
Tell Us What You Think
We want your help shaping this. Each part of the plan has its own thread in the Discord feedback forum, so jump into the one you care about most.
- Gear Tiers, Gathering and New Lands the 13 tiers, tools, nodes, creatures and bosses
- Crafting and Artisan Weapons fittings, assembly, signature parts and reforging
- Enchanting and Verses Whispers, runes, scrolls and the 43 grand enchantments
- Jewelcrafting gems, rings, amulets, circlets and sockets
- Weapon Mastery feats, Techniques, Paths and every weapon's track
- Dual Wield, Aiming and Pair Abilities off hands, aim modes, loadouts and the 116 pairs
- Tanks, Healers and Groups Protection, healing, boss mechanics, Lone and Normal
- What Changes for You dhurrite, jewellery levels, the XP curve and the rest
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