Wiki › Weapon powers
Weapon powers
A weapon can carry a power: right click (or the power button on a phone) to use it. A power has a move, an element, a tier and sometimes a twist. Powers cost mana.
- Socket a rune to give a weapon its move; the rune’s tier is the power’s tier.
- Infuse a sigil to give the power its element.
- Reforge with a Wanestone to reroll it: the quality can rise or crack, the element can change, a twist can appear, or the power can shatter.
Runes and sigils go in at any anvil: open the Forge (F at an anvil), and under Weapon power each rune and sigil in your bag has a Socket or Infuse button that puts your weapon and it in the Forge. Reforging is master work, done only at the Master Forge in Aldhearth, and carving runes and sigils is too. A few rare weapons are found with a power already on them.
Every move, element, twist and tier, explained
Point at a rune or a sigil in your bag to read its card. The Spellbook (a tab of the Bestiary window, B) holds them all, and so do the tables below. Numbers are read from the game itself.
To cast a power: hold a weapon that carries one and right click (or tap the power button on a phone). It costs a share of your mana, and then it must cool down before you can use it again. Use a move when you have the mana and the room to land it: a dash or a leap wants open air, a wave wants the Grown in a line.
The seven moves (runes)
| Name | Cooldown | Cost | Reach | Hits for | What it does | How to get it | Tip |
|---|---|---|---|---|---|---|---|
| Dash | 5 s (a lesser power; higher tiers recover sooner, Swift shortens it) | 15% of your mana (10% more for each tier above lesser) | about 6 blocks forward | 100% of your weapon’s damage, times the tier and the power’s quality | You dash forward through everything in your way, hurting it, and cannot be hit for a moment. It steps up over a one-block bump and never goes into the ground. | A lesser rune is master work, made at the Master Forge in Aldhearth from 30 essence, a jewel, 3 crystals and 120 gold. | Also a way out of a fight: use it toward the way you want to go. |
| Leap Slam | 7 s (a lesser power; higher tiers recover sooner, Swift shortens it) | 20% of your mana (10% more for each tier above lesser) | up to 9 blocks, landing in a ring 4 blocks across | 120% of your weapon’s damage, times the tier and the power’s quality | You leap where you aim and slam the ground, hurting everything in a ring around where you land. | A lesser rune is master work, made at the Master Forge in Aldhearth from 30 essence, a jewel, 3 crystals and 120 gold. | It crosses gaps, and it lands you on top of the fight. |
| Whirlwind | 6 s (a lesser power; higher tiers recover sooner, Swift shortens it) | 18% of your mana (10% more for each tier above lesser) | a ring 4 blocks around you | 90% of your weapon’s damage, times the tier and the power’s quality | You spin and hit everything close around you. | A lesser rune is master work, made at the Master Forge in Aldhearth from 30 essence, a jewel, 3 crystals and 120 gold. | The answer to being surrounded. Short range: be in the middle of them. |
| Hurl | 4 s (a lesser power; higher tiers recover sooner, Swift shortens it) | 12% of your mana (10% more for each tier above lesser) | a line of 15 blocks | 100% of your weapon’s damage, times the tier and the power’s quality | You hurl a ghost of your weapon in a line. It pierces through every Grown on the way, to a wall or 15 blocks. | A lesser rune is master work, made at the Master Forge in Aldhearth from 30 essence, a jewel, 3 crystals and 120 gold. | Best down a corridor, where Grown queue up in a line. |
| Groundwave | 6 s (a lesser power; higher tiers recover sooner, Swift shortens it) | 18% of your mana (10% more for each tier above lesser) | 12 blocks along the ground | 100% of your weapon’s damage, times the tier and the power’s quality | Sends a wave rolling along the ground in front of you. It hurts what stands in it. | A lesser rune is master work, made at the Master Forge in Aldhearth from 30 essence, a jewel, 3 crystals and 120 gold. | Hits Grown on the floor only: flyers pass over it. |
| Smite | 5 s (a lesser power; higher tiers recover sooner, Swift shortens it) | 20% of your mana (10% more for each tier above lesser) | a spot just in front of you, up to 3 Grown | 160% of your weapon’s damage, times the tier and the power’s quality | One crushing blow, in front of you, on up to three Grown at once. The hardest single hit a move makes. | A lesser rune is master work, made at the Master Forge in Aldhearth from 30 essence, a jewel, 3 crystals and 120 gold. | The one for tough Grown that come in ones and twos. |
| Nova | 9 s (a lesser power; higher tiers recover sooner, Swift shortens it) | 30% of your mana (10% more for each tier above lesser) | a ring 8 blocks around you | 80% of your weapon’s damage, times the tier and the power’s quality | Bursts outward in a wide ring, hurting everything near that you can see. It is the biggest area a move has, and it costs the most mana. | A lesser rune is master work, made at the Master Forge in Aldhearth from 30 essence, a jewel, 3 crystals and 120 gold. | Keep it for a crowd. Walls stop it: it only reaches what has a clear line to you. |
The six elements (sigils)
| Name | What it does | How to get it | Tip |
|---|---|---|---|
| Burning (the fire element) | The power sets them burning: 3 seconds, a fifth of the hit each second. | A sigil is master work, made at the Master Forge in Aldhearth from 12 essence and a crystal. They also drop in rift chests and come as bounty rewards. | Good on a move that hits many; the fire works on each. |
| Frozen (the frost element) | The power slows them to a crawl for 3 seconds. | A sigil is master work, made at the Master Forge in Aldhearth from 12 essence and a crystal. They also drop in rift chests and come as bounty rewards. | Best on a move you use to get away, such as Dash or Leap Slam. |
| Blighted (the venom element) | The power poisons them for 8 seconds, a tenth of the hit each second. | A sigil is master work, made at the Master Forge in Aldhearth from 12 essence and a crystal. They also drop in rift chests and come as bounty rewards. | The slow killer: choose it for Grown that outlast a fight, such as bosses. |
| Hungering (the shadow element) | The power heals you for a fifth of its damage (never more than 8% of your life at once). | A sigil is master work, made at the Master Forge in Aldhearth from 12 essence and a crystal. They also drop in rift chests and come as bounty rewards. | The more it hits, the more you heal: Whirlwind or Nova with shadow keeps you standing. |
| Thundering (the storm element) | The power jumps from the Grown it hits to two more near it, at half the damage. | A sigil is master work, made at the Master Forge in Aldhearth from 12 essence and a crystal. They also drop in rift chests and come as bounty rewards. | Makes a single-target move good against packs. |
| Quaking (the stone element) | The power knocks them back (bosses hardly move, the strong a little less). | A sigil is master work, made at the Master Forge in Aldhearth from 12 essence and a crystal. They also drop in rift chests and come as bounty rewards. | Gives you room: put it on Smite or Dash. |
The twists
| Name | What it does | How to get it | Tip |
|---|---|---|---|
| Echo | The power fires a second time at half strength. | A twist grows only when a power is reforged with a Wanestone: one try in about eight. | Doubles the effect of the element, too. |
| Swift | The power recovers 30% sooner: a shorter cooldown. | A twist grows only when a power is reforged with a Wanestone: one try in about eight. | Best on the moves with long cooldowns, such as Nova. |
| Wide | The power’s area is 40% larger. | A twist grows only when a power is reforged with a Wanestone: one try in about eight. | Makes Whirlwind and Nova a reach to be afraid of. |
| Leeching | The power heals you for a tenth of the damage it does. | A twist grows only when a power is reforged with a Wanestone: one try in about eight. | Stacks with Hungering shadow. |
| Keen | The power can land critical hits, as a blow can. | A twist grows only when a power is reforged with a Wanestone: one try in about eight. | Worth most on a high-quality power, with your crit chance raised. |
The tiers
| Name | What it does | How to get it | Tip |
|---|---|---|---|
| Lesser power | The first tier of power: gentle, recovers at the normal rate, and anyone may use it. | It comes with the rune: a lesser rune gives a lesser power. | A fine start; a good rune is worth more than a high tier you cannot use. |
| Greater power | A stronger power that recovers 10% sooner. You need to be level 40, or reborn once. | It comes with the rune: a greater rune gives a greater power. | Reborn souls use it from the start. |
| Grand power | A grand power: much harder and recovers 20% sooner. Only reborn souls can bear it. | It comes with the rune: a grand rune gives a grand power. | Costs 20% more mana than a lesser one. |
| Ascendant power | The top tier: more than twice a lesser power’s blow and 30% sooner. Only those reborn three times can bear it. | It comes with the rune: an ascendant rune gives an ascendant power. | Costs 30% more mana than a lesser one. |
Moves
| Move | Cooldown | Damage | Mana | What it does |
|---|---|---|---|---|
| Dash | 5 s | ×1 | 15% of your mana | Dash forward through everything in your way |
| Leap Slam | 7 s | ×1.2 | 20% of your mana | Leap where you aim and slam the ground |
| Whirlwind | 6 s | ×0.9 | 18% of your mana | Spin and hit everything around you |
| Hurl | 4 s | ×1 | 12% of your mana | Hurl a ghost of your weapon that pierces through a line of Grown |
| Groundwave | 6 s | ×1 | 18% of your mana | Send a wave rolling along the ground |
| Smite | 5 s | ×1.6 | 20% of your mana | One crushing blow on up to three Grown in front of you |
| Nova | 9 s | ×0.8 | 30% of your mana | Burst outward, hitting everything nearby |
Elements
| Element | Sigil | Effect |
|---|---|---|
| Burning | Burning sigil | sets them burning |
| Frozen | Frozen sigil | slows them to a crawl |
| Blighted | Blighted sigil | poisons them for a long time |
| Hungering | Hungering sigil | heals you for part of the damage |
| Thundering | Thundering sigil | jumps to two more Grown |
| Quaking | Quaking sigil | knocks them back |
Tiers
| Tier | Strength | Cooldown | Needs |
|---|---|---|---|
| Lesser | ×1.6 | 100% | nothing |
| Greater | ×2.2 | 90% | needs level 40 or a reborn |
| Grand | ×3 | 80% | needs 1 reborn |
| Ascendant | ×4 | 70% | needs 3 reborn |
Runes
A rune gives a weapon its move. Socket it at any anvil (the Forge’s Weapon power); the rune’s tier sets the power’s tier.
Twists
Reforging can add a twist to a power.
| Twist | Effect |
|---|---|
| Echo | fires a second time at half strength |
| Swift | 30% shorter cooldown |
| Wide | 40% larger area |
| Leeching | heals you for 10% of its damage |
| Keen | can land critical hits |
Reforging
A Wanestone at the Master Forge rerolls a power. Anything can happen:
| Outcome | Chance |
|---|---|
| Temper: quality +4 to +12% | 40% |
| Attune: the element changes | 15% |
| Twist: gains a random twist | 12% |
| Crack: quality -4 to -10% | 25% |
| Shatter: the power is destroyed | 8% |