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The Wardens' gifts
The chapters for the reborn end every part with something worth having: a look of your own, a power on a key, a companion that fights, the best wings, a door home from the Deep, the best amulet, the fastest mount and titles that only these chapters give. This page says what each does. Where each comes from: Chapters for the reborn.

Auras
An aura is a moving look round your character, and everyone near you sees it: in the open world, in the Deep, in towns and on the event floors. You show one at a time, or none.
| Aura | What it looks like | From |
|---|---|---|
| Ash-script | grey flecks and small letters of ash rising | Chapter IV, part 1 |
| Ledger-light | three pages of light turning round you | Chapter IV, part 5 |
| Still water | rings spreading at your feet, and drops falling | Chapter V, part 2 |
| Rime | frost falling round you, in a cold glow | Chapter VI, part 1 |
| Starless | dark motes drifting round you, with small stars in them | Chapter VII, part 2 |
| The Threshold's crown | a ring of nine small flames turning over your head | Chapter VII, part 5 |
To choose one, open the Achievements window (Y) and its Auras tab: the ones you have can be shown with Show, the ones you have not are greyed with where they come from, and None shows none. An aura stays yours through every rebirth.
Abilities
Three powers, each on a key of its own. Once you have one, a bar of their buttons sits beside your quick potions (on a phone, wherever there is room: over the hotbar or over the buttons on the right): each shows its key, and a shadow sweeps down it while it cools. A click on a button uses it too. You can change the keys in Settings.
| Ability | Key | Every | What it does |
|---|---|---|---|
| Speak the Name | the key left of 1 | 30 s | Every Grown within 6 tiles takes 150% of your blow and is stunned for 2 seconds (a boss or a great one for 1): a stunned Grown cannot move, strike or shoot, a great one's move under way is broken off, and it has stars over its head. |
| Rime Ward | Shift and that key | 45 s | A ward of frost takes what the Grown would do to you, up to a quarter of your life, for 8 seconds. |
| The Wardens' Answer | 0 | 60 s | For 8 seconds you take 30% less from the Grown, and each one that strikes you is struck back for your whole blow (once a second each). |
- They work in the open world, in the Deep and in the dungeons; in a town, on an event floor or in the arena they do nothing ("Not here").
- They touch only the Grown, never another player, and a Grown's thorns do not answer them.
Companions
Three Mythic pets that fight beside you. Wear one in your pet slot (the bag), as with every pet: each fires a bolt at what you are fighting, and each bolt does something more.
| Companion | Perks | Its bolt | And |
|---|---|---|---|
| Ink-wisp | +4% damage, +3% critical chance | every 3 s, 35% of your damage | marks what it hits: for 5 s that Grown takes 12% more damage from you and your group |
| Rime-hound | +30 life, 2% less damage taken | every 3.5 s, 30% | chills: what it bites is slowed for 3 s |
| Starless wyrmling | +5% damage, +20% critical damage | every 3.5 s, 30% | chains: its spark leaps to 2 more Grown within 5 tiles, for half |
See Pets for every pet and how rarities work.
The Wings of the First Warden
Wings: flight 7, the longest of any, and 50 more life, 6 armour and 3% more speed. They are drawn broad and feathered, with a golden edge, and shed a few motes while you fly. They take any wing dye.
The Deep door
The Key of the Deep door is a Home upgrade:
- Away from your Home, use the key (from the bag or the hotbar): you step through a door to your Home Stone at once.
- The door back stays open where you stood for 15 minutes. Use the key at your Home, and you step back to that very spot. If it has filled with rock, or someone has set down a Home there, the door closes and you stay home.
- The way out can be taken once every 10 minutes; the way back is free.
- It needs a Home of your own.
- Not from a dungeon, an event's floor, a town's streets, a duel or the arena, not with a trade pack, not while you are red, and not within 10 seconds of being hurt (the travel rule).
- Made for the Deep: go home with a full bag, come back to the same spot at the dig face.
Wing dyes
Four dyes only the chapters give. Each colours any wings you wear and does something as they beat.
| Dye | Colour | As the wings beat |
|---|---|---|
| Ledger ink | ink-dark blue | drops of ink fall from the tips |
| Vellum | old gilt | gold glints catch the light |
| Steward's blue | frost-blue | frost flakes fall |
| Threshold | turns slowly from the dark through violet to the morning | dark motes |
Mounts and the Seal
- The Ashwing drake (Chapter V): speed 1.9, the fastest mount.
- The Rime-stag (Chapter VI): speed 1.8, and the best jump of any mount.
- The Seal of the Second Hand (Chapter IV): the best amulet in the game.
See Mounts.
Mythic titles
The ends of Chapters V, VI and VII give Mythic titles, a tier above Legendary: shown over your name in Mythic's rose, with a small crown either side and a slow shimmer. Chapter IV's the Twice-Named is Legendary.
| Title | How |
|---|---|
| the Namegiver | give the First Warden its name back (Chapter V) |
| the Last Word | let the First Warden fade (Chapter V) |
| the Crownbreaker | break the Second Crown (Chapter VI) |
| the Uncrowned | lay the Second Crown in the Registry (Chapter VI) |
| the Remembered | bring Tamsin Hale home (Chapter VII) |
| the Threshold-keeper | leave her to keep the door (Chapter VII) |
Show one from the Achievements window (Y), as with every title: see Achievements and titles.