Celestial Zenith

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Celestial Zenith is a bonus dungeon located in the Architect's Ring and is region 3's counterpart to Darkest Depths. Up to four players can participate in the dungeon together and, similarly to Ephemeral Corridors, it can be played an infinite number of times in a week.

Accessing

In order to enter the Celestial Zenith lobby, a player must complete the Constellation Tower POI and use the portal that appears at the top of the tower. The player is also given a key upon completion of the As below, so Above quest. Once a player has gained access to the lobby this way, it can be accessed again via the Celestial Zenith teleporter in the dungeon branch of the teleport hub in Galengarde. Keys to access the dungeon cost 48 Archos Rings and are purchased in the lobby. A team of 4 is recommended.

Aspects

Name Effect
Mystery Box Obtain a random ability at Twisted level.
Aspect of the Bow Your sneak fire with bow ability has 25% reduced cooldown, and you have a 50% chance for arrows to not be consumed when using a bow or crossbow.
Aspect of the Axe You deal 1 extra melee damage and gain 15% attack speed when holding an axe.
Aspect of the Wand You deal 1 extra melee damage while holding a wand, and all ability damage is increased by 35% of the wand's spell power. The next three abilities you find are guaranteed to be in active trigger slots.
Aspect of the Sword You deal 3 extra melee damage when holding a sword.
Aspect of the Scythe While holding a scythe, you gain an independent level of life drain and 5% damage reduction.

Ability Trees

Main article: Celestial Zenith Abilities

In Celestial Zenith, the player's class is disabled. Instead, within the dungeon, players are assigned four random ability trees to start with from among Dawnbringer, Earthbound, Flamecaller, Frostborn, Shadowdancer, Steelsage, and Windwalker. These trees contribute to a pool of abilities from which players draft and collect what spells and features they can use. These abilities often resemble those of existing classes, but may also be entirely new. Talismans for each tree can also be purchased for 64 Indigo Blightdust to guarantee that a player receives a particular tree, but only one can be active at a time and, in ascension runs not started with a rigged key, the player will only get their selected tree 75% of the time.

There are two types of abilities: active and passive. Active abilities are those that take effect in the following ways: hitting an enemy 3 times, right clicking, left clicking while sneaking, right clicking while sneaking, when you break a spawner, shooting while sneaking, swap hands, and when you would die. A player may only have one active ability with each trigger at a time. Passives on the other hand can all be acquired simultaneously. Each ability comes in six possible rarities, improving in effectiveness with each higher rarity. These are common, uncommon, rare, epic, legendary, and twisted, the last of which will be displayed with obscured text. Abilities listed in charts below have C / U / R / E / L / T to signify stat changes between rarities from worst to best.

Upon entering the dungeon, the player immediately receives a random ability, followed by five ability choices, each of which has three options. The first will only contain options from the Prismatic tree, often the only way to obtain such an ability, while the others contain abilities from among the player's trees. Further abilities are obtained by completing reward rooms, and the rarity of the player's abilities can be increased by completing upgrade rooms through the dungeon. Right clicking a Depths Trinket opens the ability menu.

Description text surrounded by square brackets has been provided by developers, often in changelogs, but doesn't appear in the descriptions of their respective abilities.

Prismatic

The Prismatic tree offers a wide variety of powerful, run-warping abilities. However, aside from the guaranteed Prismatic ability selection at the beginning of every run, Prismatic abilities are exceptionally rare. Some utility rooms that mutate or grant abilities can reward them, as can Prismatic's own Rebirth ability, but these methods are purely random. As a result, players often assume their first prismatic each run will be their last and strategize accordingly.

Name Trigger Effect Cooldown
(Seconds)
Solar Ray Right Click Right click to summon a beam of radiant energy which travels in a straight line for 4 seconds, and bounces off of surfaces. The beam deals 12 / 14 / 16 / 18 / 20 / 24 magic damage when it comes into contact with a mob. The same mob can be hit one time per bounce, and up to 2 times in total. Killing unique mobs with this ability permanently increases its damage by 0.25. 9
Encore Left Click + Sneak Left click while sneaking to cause the next active ability you cast to be recast at no cooldown cost 5 seconds later. Cooldown 28 / 26 / 24 / 22 / 20 / 16 seconds. Varies
Chroma Blade Right Click + Sneak Right click while sneaking to unleash two slashes that each deal 14 / 16 / 18 / 20 / 22 / 26 melee damage. If your weapon's attack speed is below 1.3, perform slower, wider slashes with 25% increased cooldown instead. Additionally, gain a bonus effect depending on the tree of the last ability you used.

Prismatic - Add a third cross-slash that is 50% larger and deals 65% more damage.

Dawnbringer - Mobs hit by a slash drop a piece of Chroma that when picked up, grants 1 absorption health, up to 6, for 10s.

Earthbound - Replace the second slash with an earthquake that pulls, taunts, and applies 20% Weaken to mobs for 8s.

Flamecaller - Increase the size of both slashes by 75% and ignite mobs hit for 8s.

Frostborn - Replace the second slash with a shockwave that creates ice and applies 20% Slow for 8s.

Shadowdancer - Silence mobs hit for 1s. If the slash brings a non-Boss mob under 20% HP, they die instantly.

Steelsage - If a slash doesn't hit any mobs, it continues forward as a projectile.

Windwalker - Additionally dash forwards while slashing. Each slash reduces your skill cooldowns by 1.5s if it hits a mob.

12
Convergence Spawner Break (and Elite kill) Breaking a spawner or killing an Elite mob triggers each of your living teammates' spawner break abilities at Common / Uncommon / Rare / Epic / Legendary / Twisted level.
Disco Ball Shoot + Sneak Fire a projectile while sneaking to summon a spinning Disco Ball above where your projectile lands. The ball lasts for 5 seconds and rains 4 / 5 / 6 / 7 / 8 / 10 magic damage in the spotlight. If your party has an active trigger ability from all eight trees, the final pulse of the ball will heat up the dance floor with a color show that deals quadruple damage. 18
Refraction Swap Hands Swap hands to begin channeling a powerful beam. After this period, release a beam of prismatic energy which deals 14 / 16 / 18 / 20 / 22 / 26 magic damage per second for 5 seconds. Each mob killed increases the duration by 1 second, up to a max of 15 seconds. You are slowed by 50% for the entire duration of this ability and must continue to hold a weapon throughout. Additionally, every hit by the beam will apply status effects to allies and enemies depending on your available trees.

Dawnbringer - Apply a 5% Max HP Heal to players hit by the beam.

Earthbound - Apply 10% Resistance for 10 seconds to players hit by the beam.

Flamecaller - Apply Fire for 3 seconds to mobs hit by the beam.

Frostborn - Apply 10% Slow for 3 seconds to mobs hit by the beam.

Shadowdancer - Apply 10% Vulnerability for 3 seconds to mobs hit by the beam.

Steelsage - Apply 10% Bleed for 3 seconds to mobs hit by the beam.

Windwalker - Apply 10% Speed for 10 seconds to players hit by the beam.

25
Color Splash Swap Hands Swap hands to cast a unique ability after 1s. This ability is chosen at random from one of your available trees.

Dawnbringer - For 10s, become a beacon of light, healing all players in a cone in front of you for [4] / [5] / [6] / [7] / [8] / [10] health, every 1s. Extra healing will be converted to absorption, up to 10 health, which lasts for 8s. Additionally, you can revive teammates from 2 blocks further away than normal.

Earthbound - For 10s, gain 20% / 24% / 28% / 32% / 36% / 44% resistance, and taunt enemies within 8 blocks of you every 1s. Additionally, if you drop below 40% health, disable this effect and stun nearby enemies for 3s.

Flamecaller - For 10s, summon a meteor shower at the location where you are looking, dealing 4 / 5 / 6 / 7 / 8 / 10 magic damage to mobs within 2.5 blocks upon impact.

Frostborn - For 10s, leave a trail of ice behind you. Mobs within 15 blocks of you will take 8 / 10 / 12 / 14 / 16 / 20 magic damage every 0.5s while standing on ice.

Shadowdancer - For 10s, enter stealth every 1s. The next instance of damage done while in stealth will deal 12% / 14% / 16% / 18% / 20% / 24% more damage and will put you out of stealth.

Steelsage - For 10s, ride an invincible horse. While on the horse, any melee damage you would take is negated, and you deal 20% / 24% / 28% / 32% / 36% / 44% more projectile damage.

Windwalker - For 10s, gain 20% / 24% / 28% / 32% / 36% / 44% speed. Additionally, every time you swap hands, you initiate a Wind Walk, gaining 0.5s of Invincibility Frames, launching yourself, and applying levitation and 20% vulnerability, and stunning for 1.5s non-Boss mobs you hit. This secondary effect gas a cooldown of 0.6s, which starts counting down from the moment the Wind Walk ends.

30
Rebirth Lifeline When you would permanently die, you are reborn, gaining 100% Resistance for 3 / 4 / 5 / 6 / 7 / 10 seconds and refunding the revive duration lost from that death. When this happens, all of your abilities are replaced with random new abilities in the same slot from any tree, including Prismatic. These abilities are upgraded by 2 levels. In addition, gain 0 / 1 / 2 / 3 / 4 / 6 more random abilities.
Charity Passive You revive players 40% / 50% / 60% / 70% / 80% / 100% faster. After you help revive a player, both you and the revived player gain 4 / 5 / 6 / 7 / 8 / 10 absorption health for 10 seconds.
Diversity Passive After you possess abilities from six unique trees, gain 10% / 12% / 14% / 16% / 18% / 22% speed permanently, and your chances of finding better abilities are increased by 8% / 10% / 12% / 14% / 16% / 20%. The first time you reach this goal, you will receive a selection of other Prismatics.
Flexibility Passive Gain 1.5% / 2% / 2.5% / 3% / 3.5% / 4.5% damage for each unique tree featured in your active ability slots.
Generosity Passive Once per floor, removing or mutating away an ability gifts it to all other teammates, provided they have an open slot for it. The donated ability's level will be Common / Uncommon / Rare / Epic / Legendary / Twisted. [Doesn't count for a floor if no one could receive the removed ability. The ability is given through the abilities rewards menu and players may reject the gift.]
Multiplicity Passive After casting 3 abilities from different trees in a row, refund 20% / 25% / 30% / 35% / 40% / 50% of those abilities' cooldowns and gain 12% / 15% / 18% / 21% / 24% / 30% melee damage for 5 seconds.
Prosperity Passive Gain a 30% / 50% / 70% / 90% / 110% / 150% chance to get an extra option in ability and upgrade rewards.

Dawnbringer

The Dawnbringer tree primarily provides aid to you and your teammates in the form of healing and buff effects.

Name Trigger Effect Cooldown
(Seconds)
Soothing Combos Combo (3 melee hits) Every 3 melee strikes, heal all players within 12 blocks for 6% / 7% / 8% / 9% / 10% / 12% of their max health. Other players receive 50% more healing. Additionally, give 10% / 12.5% / 15% / 17.5% / 20% / 25% speed and Haste I / I / I / I / I / II for 6 seconds to all players within 12 blocks. [Cooldown is invisible. Triggering this while on cooldown will instead set your hit count to one less than the requirement.] 2
Ward of Light Right Click Right click while not sneaking to heal nearby players within 12 blocks in front of you for 32% / 40% / 48% / 56% / 64% / 100% of their max health. 12
Radiant Blessing Left Click + Sneak Left click while sneaking to enchant players within 18 blocks, including yourself, with 20% resistance and 12% / 15% / 18% / 21% / 24% / 30% increased damage for 10 seconds. 22
Bottled Sunlight Right Click + Sneak Right click while sneaking to throw a luminescent bottle. If you or an ally walk over it, you both gain 8 / 10 / 12 / 14 / 16 / 20 absorption health for 30 seconds and the durations of negative potion effects get reduced by 10 seconds. If the bottle is destroyed or not grabbed, it quickly comes off cooldown. 30
Sundrops Spawner Break Whenever a player in your party breaks a spawner, there is a 20% / 25% / 30% / 35% / 40% / 60% chance of spawning a sundrop that lasts 10 seconds. Picking up a sundrop gives 20% speed and 20% resistance for 8 seconds. Spawn chance stacks with other players in your party who have the skill, up to 100%.
Divine Beam Shoot + Sneak Shooting a projectile while sneaking instead shoots a beam of light, healing players hit for 20% / 30% / 40% / 50% / 60% / 100% of their max health and stunning non-Elite mobs hit for 0.5 / 0.6 / 0.7 / 0.8 / 1 / 1.5 seconds. Elites are stunned for half the duration instead. Healing is increased by 20% and stun duration is increased by 0.25s per player or mob hit, up to 4 targets. Excess healing is converted to absorption, up to 4, that lasts for 6 seconds. If at least 4 targets were hit, also reduce the cooldown of this ability by 4s. 20
Totem of Salvation Swap Hands Swap hands to summon a totem that lasts 15 seconds. The totem heals all players within 5 blocks by 8% of their max health every 2 / 1.75 / 1.5 / 1.25 / 1 / 0.5 second(s). If a player has full health, the healing will be converted into absorption that lasts 5 seconds and caps at 4 health. Healing from the totem is 50% more effective on allies. 40
Eternal Savior Lifeline When your health drops below 20%, enter stasis for 5 seconds. During this time, rapidly heal all other players within 5 blocks for 60% / 75% / 90% / 105% / 120% / 150% of their max health over the full duration and begin reviving all graves in a 2.5 block radius. When stasis ends, give 4 / 5 / 6 / 7 / 8 / 10 absorption to all players within 5 blocks for 5 seconds and stun nearby mobs for 1 and knock them away. 120
Enlightenment Passive All players in your party gain 30% / 35% / 40% / 45% / 50% / 100% more experience. Does not stack if multiple players in the party have the skill. Additionally, your chances of finding higher rarity abilities are increased by 3% / 4% / 5% / 5% / 7% / 30%.
Lightning Bottle Passive For every 4 mobs that die within 32 blocks of you, gain 2 lightning bottles, which stack up to 12. Throwing a lightning bottle deals 9 / 11.25 / 13.5 / 15.75 / 18 / 22.5 magic damage in a 4 block radius and applies 20% slowness and 10% / 12.5% / 15% / 17.5% / 20% / 25% vulnerability for 3 seconds.
Rejuvenation Passive All players within 12 blocks of you (including yourself) heal 5% of their max health every 5 / 4.5 / 4 / 3.5 / 3 / 2.5 seconds. A given player will only be healed by the highest Rejuvenation that affects them.

Earthbound

The Earthbound tree mainly grants defensive power with its abilities through damage reduction and stun effects.

Name Trigger Effect Cooldown
(Seconds)
Earthen Combos Combo (3 melee hits) Every 3 melee strikes, gain 8% / 10% / 12% / 14% / 16% / 20% resistance for 4 seconds and roots the enemy for 1.25 seconds. [Cooldown is invisible. Triggering this while on cooldown will instead set your hit count to one less than the requirement.] 2
Crushing Earth Right Click Right click while looking at an enemy within 4 blocks to deal 12 / 15 / 18 / 21 / 24 / 36 melee damage and stun them for 1 / 1.25 / 1.5 / 1.75 / 2 / 2.5 seconds. 8
Taunt Left Click + Sneak Left click while sneaking to have all enemies within 12 blocks target you, and you gain 1 / 1.25 / 1.5 / 1.75 / 2 / 2.5 absorption for every enemy (up to 6 enemies) afflicted, for 8 seconds. 18
Stone Skin Right Click + Sneak Right click while sneaking to gain 15% / 18% / 22% / 26% / 30% / 38% and 4 / 5 / 6 / 7 / 8 / 10 knockback resistance for 5 seconds. 12
Entrench Spawner Break Breaking a spawner roots mobs within 6 blocks for 1 / 1.25 / 1.5 / 1.75 / 2 / 3 seconds.
Earthquake Shoot + Sneak Shooting a projectile while sneaking causes an earthquake 1 second after impact. The earthquake deals 30 / 37.5 / 45 / 52.5 / 60 / 75 magic damage to mobs in a 4 block radius, silencing for 4 / 4.5 / 5 / 5.5 / 6 / 7 seconds and knocking upward. 16
Earthen Wrath Swap Hands Swap hands to redirect all damage allies in a 20 block radius take from mobs (excluding percent health damage) to you at 35% / 37.5% / 40% / 42.5% / 45% / 50% damage reduction for 6 seconds, then deal 80% / 100% / 120% / 140% / 160% / 200% of the original damage absorbed as melee damage in a 6 block radius, with a cap of 160 damage. Cooldown begins after the effect ends. 24
Bramble Shell Passive Whenever an enemy deals melee or projectile damage to you, they take 7.5 / 9 / 10.5 / 12 / 13.5 / 18 melee damage.
Bulwark Passive You block the next melee attack that would have hit you, nullifying the damage. Cooldown: 18 / 16 / 14 / 12 / 10 / 7 seconds. Varies
Toughness Passive Gain 10% / 12.5% / 15% / 17.5% / 20% / 25% max health.

Flamecaller

The Flamecaller tree empowers the player with spells that deal magic damage and ignite foes.

Name Trigger Effect Cooldown
(Seconds)
Volcanic Combos Combo (3 melee hits) Every 3 melee attacks, deal 9 / 12 / 15 / 18 / 21 / 27 magic damage to enemies in a 4 block radius and set those enemies on fire for 3 seconds. [Cooldown is invisible. Triggering this while on cooldown will instead set your hit count to one less than the requirement.] 2
Fireball Right Click Right click to throw a fireball in the direction you are facing. When the fireball collides with a surface or enemy, it explodes, dealing 15 / 18 / 21 / 24 / 27 / 33 magic damage and sets enemies ablaze for 3 seconds in a 3 block radius. 6
Igneous Rune Left Click + Sneak Left click while sneaking to place a rune up to 30 blocks away. The rune has a radius of 3 blocks, arms after 2 seconds, and grants fire immunity to all players inside. A maximum of 1 rune can be active at a time. When a mob enters the rune once it arms, it erupts and deals 30 / 36 / 42 / 48 / 54 / 66 magic damage to all mobs in a 6 block radius and ignites them for 6 seconds. After a rune is triggered, you gain 10% strength and 10% speed for 6 seconds. 16
Flamestrike Right Click + Sneak Right click while sneaking to create a torrent of flames, dealing 21 / 25.5 / 30 / 34.5 / 39 / 48 magic damage to all enemies in front of you within 7 blocks, setting them on fire for 4 seconds and knocking them away. 10
Flame Spirit Spawner Break Breaking a spawner summons a spirit that deals 7.5 / 9 / 10.5 / 12 / 13.5 / 19.5 magic damage in a 4 block radius every second for 3 seconds and sets affected mobs on fire for 2 seconds.
Pyroblast Shoot + Sneak Shooting a projectile while sneaking fires an exploding projectile, which deals 30 / 36 / 42 / 48 / 54 / 66 magic damage to mobs within 4 blocks upon impact. Affected mobs are set on fire for 4 seconds. 12
Volcanic Meteor Swap Hands Swap hands to summon a falling meteor at the location where you are looking, up to 25 blocks away. When the meteor lands, it deals 60 / 75 / 90 / 105 / 120 / 150 magic damage in a 6 block radius and applies fire for 3 seconds. The damage is reduced depending on the distance from the center. 25
Apocalypse Lifeline When your health drops below 25%, ignore the hit and instead deal 60 / 75 / 90 / 105 / 120 / 150 magic damage in a 5 block radius. For each mob that is killed, heal 30% of your max health. Healing above your max health is converted into absorption, up to 25% of your max health that lasts 30 seconds. 75
Detonation Passive When an enemy dies within 8 blocks of you, it explodes, dealing 4.5 / 5.25 / 6 / 6.75 / 7.5 / 9 magic damage to other enemies within 2 blocks.
Primordial Mastery Passive Your abilities deal 8% / 9.5% / 11% / 12.5% / 14% / 18% more damage.
Pyromania Passive For every mob and player on fire within 6 / 6 / 6 / 6 / 6 / 8 blocks of you, gain 2% / 2.5% / 3% / 3.5% / 4% / 5% increased damage.

Frostborn

The Frostborn tree offers a suite of synergistic ice spells that deal magic damage and are enhanced when the battlefield has been turned to ice.

Name Trigger Effect Cooldown
(Seconds)
Frigid Combos Combo (3 melee hits) Every 3 melee attacks, deal 3 / 4.5 / 6 / 7.5 / 9 / 12 magic damage to mobs within 4 blocks and apply 20% / 25% / 30% / 35% / 40% / 50% slowness to them for 2 seconds. If the mob was standing on ice, shatter it and increase the damage to 12 / 15 / 18 / 21 / 24 / 30 and the radius to 6 blocks instead. [Cooldown is invisible. Triggering this while on cooldown will instead set your hit count to one less than the requirement.] 2
Ice Lance Right Click Right click to shoot an ice lance that travels 8 blocks and pierces through mobs, dealing 18.75 / 22.5 / 26.25 / 30 / 33.75 / 41.25 magic damage and applying 20% slowness and weaken for 2 seconds. Mobs hit by the lance are Chilled for 30 seconds. When a Chilled mob dies, ice is created underneath it that lasts for 6 seconds. 6
Frost Nova Left Click + Sneak Left click while sneaking to unleash a frost nova, dealing 12 / 15 / 18 / 21 / 24 / 30 magic damage to all enemies in a 6 block cube around you and afflicting them with 25% / 30% / 35% / 40% / 45% / 55% slowness for 4 seconds. All mobs and players within range are extinguished if they are on fire. Nearby blocks in the radius are replaced with ice for 8 seconds. 16
Ice Barrier Right Click + Sneak Right click while sneaking to place an ice marker up to 30 blocks away. Placing a second marker within 5 seconds and within 20 / 25 / 30 / 35 / 40 / 50 blocks of the first marker forms a wall of ice connecting the two points, lasting for 8 / 10 / 12 / 14 / 16 / 20 seconds. If there is a height difference of 4 or more blocks between the two markers, an ice staircase is placed instead. Deal 19.5 / 24 / 28.5 / 33 / 37.5 / 45 magic damage to mobs near the ice when placed. Enemies that break the barrier are stunned for 2s. Cooldown is refunded if no second marker is placed. Cooldown: 20 / 18 / 16 / 14 / 12 / 8 seconds. Varies
Permafrost Spawner Break Breaking a spawner spawns ice around it that lasts for 8 / 11 / 14 / 17 / 20 / 26 seconds. Mobs within 6 blocks leave a trail of ice that lasts 5 seconds wherever they walk for the next 10 seconds. All ice you place with abilities lasts 2 / 3 / 4 / 5 / 6 / 8 seconds longer. (At twisted rarity) Additionally, all ice you place is packed ice, which when Avalanched becomes normal ice.
Piercing Cold Shoot + Sneak Shooting a projectile while sneaking instead shoots an enchanted beam of frost that deals 21 / 25.5 / 30 / 34.5 / 39 / 48 magic damage and leaves a trail of ice below it that lasts for 8 seconds. 11
Avalanche Swap Hands Swap hands to begin shattering all ice blocks within a radius of 8 blocks, dealing a total of 45 / 52.5 / 60 / 67.5 / 75 / 90 magic damage in 4 pulses over 0.5s to enemies above the ice. The final pulse deals significantly more damage and removes the ice. Affected enemies are rooted for 2 seconds. [Change-log: Area of effect now starts out at 25% of the radius and grows with each pulse until it reaches 100%. Damage split reverted to 25/25/25/25.] 20
Cryobox Lifeline When your health drops below 25%, gain 8 / 10 / 12 / 14 / 16 / 20 absorption health for 12 seconds and encase yourself in a cage of ice for 15 seconds. Mobs within 4 blocks will be knocked back and frozen for 2 seconds. 90
Frozen Domain Passive When standing on ice, gain 10% / 12.5% / 15% / 17.5% / 20% / 25% speed and heal 5% of your max health every 2 / 1.75 / 1.5 / 1.25 / 1 / 0.75 seconds. Effects last for 5 seconds after leaving ice. Standing on ice also extinguishes you if you are on fire.
Icebreaker Passive Damage you deal is increased by 20% / 23% / 26% / 29% / 32% / 40% if the mob is on ice or 10% / 11.5% / 13% / 14.5% / 16% / 20% if the mob is debuffed. [The "or" is exclusive; these modifiers don't stack.]

Shadowdancer

The Shadowdancer tree equips the player to destroy enemies on the front line with melee damage abilities, buffs, and debuffs.

Name Trigger Effect Cooldown
(Seconds)
Dark Combos Combo (3 melee hits) Every 3 melee attacks, apply 15% / 18.75% / 22.5% / 26.25% / 30% / 37.5% vulnerability for 3 seconds. [Cooldown is invisible. Triggering this while on cooldown will instead set your hit count to one less than the requirement.] 2
Advancing Shadows Right Click Right click while looking directly at a hostile mob within 12 blocks to teleport to it and gain 16% / 20% / 24% / 28% / 32% / 40% melee damage for 5 seconds. If you are holding a shield in your offhand, you will gain the damage buff but not be teleported. 18
Cloak of Shadows Left Click + Sneak Left Click while sneaking to throw a shadow bomb, which explodes on landing, applying 20% / 25% / 30% / 35% / 40% / 50% weaken for 6 seconds to mobs within 5 blocks. You enter stealth for 1.5 / 1.75 / 2 / 2.25 / 2.5 / 3 seconds upon casting and the next instance of melee damage you deal within 4 seconds deals 40% / 50% / 60% / 70% / 80% / 100% more damage. 15
Blade Flurry Right Click + Sneak Right click while sneaking to deal 12 / 15 / 18 / 21 / 24 / 30 melee damage in a 3 block radius around you. Affected mobs are silenced for 1 / 1.25 / 1.5 / 1.75 / 2 / 2.5 seconds and knocked away slightly. 6
Dummy Decoy Shoot + Sneak Shooting a projectile while sneaking fires a cursed projectile. When the projectile lands, it spawns a dummy decoy at that location with 60 / 75 / 90 / 105 / 120 / 225 health that lasts for up to 10 seconds. The decoy aggros mobs within 8 blocks on a regular interval. On death, the decoy explodes, stunning mobs in a 4 block radius for 1 / 1.25 / 1.5 / 1.75 / 2 / 3 seconds. 22
Chaos Dagger Swap Hands Swap hands to throw a cursed dagger that stuns an enemy for 3 seconds (rooting bosses instead). The next time you damage this mob with melee or projectile damage within 5 seconds, you deal 100% / 125% / 150% / 175% / 200% / 250% more damage. If this damage kills the target, gain stealth for 1.5 seconds. The dagger prioritizes nearby Elites and Bosses but can hit any mob in its path. 22
Escape Artist Lifeline When your health drops below 30%, ignore the hit and gain 50% resistance and stealth for 3 / 3.5 / 4 / 4.5 / 5 / 6 seconds. Hitting the drop key within the next 3 seconds throws a projectile that travels up to 14 blocks away. Upon hitting a mob, block, or reaching its max distance, you teleport to its location and leave behind a smoke bomb that stuns all mobs in a 5 block radius for 1 / 1.5 / 2 / 2.5 / 3 / 4 seconds. [Fall damage is cancelled for a short time after teleporting.] 90
Brutalize Passive When you critically strike, you deal 12% / 15% / 18% / 21% / 24% / 30% of the damage to all enemies (including the target) in a 2 block radius and knock other enemies away from the target.
Deadly Strike Passive You deal 10% / 12.5% / 15% / 17.5% / 20% / 25% more melee damage.
Dethroner Passive You deal 14% / 17.5% / 21% / 24.5% / 28% / 35% more damage to elites and 10% / 12.5% / 15% / 17.5% / 20% / 25% more damage to bosses.
Shadow Slam Passive When you fall more than 3 blocks, landing causes a slam, dealing 3 / 3.75 / 4.5 / 5.25 / 6 / 8.25 melee damage per block fallen in a 3 block radius. Falling more than 1.5 blocks and damaging an enemy also generates a slam and cancels fall damage.

Steelsage

The Steelsage tree supplies the player with many ranged offense options.

Name Trigger Effect Cooldown
(Seconds)
Focused Combos Combo (3 ranged shots) Every 3 critical projectile shots, deal 30% / 35% / 40% / 45% / 50% / 80% more damage and apply 20% Bleed for 3 seconds. [Cooldown is invisible. Triggering this while on cooldown will instead set your hit count to one less than the requirement.] 2
Sidearm Right Click Right click to fire a short range flintlock shot that goes up to 14 blocks, stopping at the first enemy hit, dealing 21 / 25.5 / 30 / 34.5 / 39 / 48 projectile damage. If it kills a mob, the cooldown is reduced by 67%. 4
Scrapshot Left Click + Sneak Left click while sneaking to fire a blunderbuss shot that goes up to 8 blocks away, dealing 45 / 55.5 / 67.5 / 78 / 90 / 112.5 projectile damage to the first mob and knocking you backwards. Damage is decreased based on distance if the distance is greater than 25% of the max range. The shot splits into shrapnel after hitting a mob and deals 33% of the initial damage dealt to all mobs in a 4 block cone behind the target. 10
Firework Blast Right Click + Sneak Right click while sneaking to shoot a firework that deals 18 / 24 / 30 / 36 / 42 / 54 projectile damage to enemies within 2 blocks of its explosion. If an enemy is directly hit by the firework, increase the radius to 4 blocks instead. The damage is increased by 5% for every block the firework travels past 6 blocks, up to 26 / 48 / 60 / 72 / 84 / 108 damage. 12
Precision Strike Spawner Break Breaking a spawner adds 5.25 / 6 / 6.75 / 7.5 / 8.25 / 10.5 projectile damage to your next attack against a mob that is more than 6 blocks away. Stacks up to 3 times. [Change-log: "3.5-5.5 -> 5-9 Damage." This refers to the values before the 1.5 multiplier is applied for Celestial Zenith, though seems to exclude the value for the twisted rarity.]
Volley Shoot + Sneak Shooting a projectile while sneaking shoots a volley consisting of 7 / 9 / 11 / 13 / 15 / 18 projectiles instead. Only one arrow is consumed, and each projectile deals 40% / 50% / 60% / 70% / 80% / 100% more damage. 15
Metalmancy Swap Hands Swap hands to summon an invulnerable steel construct. The Construct attacks the nearest mob within 32 blocks. The Construct deals 15 / 18.75 / 22.5 / 26.25 / 30 / 37.5 projectile damage and taunts non-boss enemies it hits. The Construct disappears after 10 / 11 / 12 / 13 / 14 / 18 seconds. Triggering while on cooldown will set the Construct's target to the mob you are looking at. 32
Steel Stallion Lifeline When your health drops below 25%, summon and ride a horse with 90 / 105 / 120 / 135 / 150 / 180 health that disappears after 10 / 11 / 12 / 13 / 14 / 18 seconds. While you are riding the horse, all damage you receive is redirected to the horse, including the damage that triggered this ability. The horse has a speed of 0.2 / 0.24 / 0.28 / 0.32 / 0.36 / 0.44 and a jump strength of 0.5 / 0.6 / 0.7 / 0.8 / 0.9 / 1.3. 90
Projectile Mastery Passive You deal 8% / 10% / 12% / 14% / 16% / 20% more projectile damage.
Rapid Fire Passive (Left Click w/ Bow) Left clicking with a projectile weapon shoots a flurry of 4 / 5 / 6 / 7 / 8 / 10 projectiles in the direction that you are looking that deal 15 projectile damage. 22
Sharpshooter Passive Each enemy hit with a critical projectile gives you a stack of Sharpshooter, up to 8. Stacks decay after 4 / 4 / 4 / 4 / 4 / 6 seconds of not gaining a stack. Each stack increases your projectile damage by 2.4% / 2.8% / 3.2% / 3.6% / 4.0% / 4.8%.
Split Arrow Passive When you shoot an enemy with a projectile, the nearest enemy within 5 blocks takes 40% / 50% / 60% / 70% / 80% / 100% of the projectile's damage.

Windwalker

The Windwalker tree creates dynamic gameplay by offering movement and cooldown reduction abilities.

Name Trigger Effect Cooldown
(Seconds)
Windswept Combos Combo (4 melee hits) Every 4 melee strikes, gain 5% / 7.5% / 10% / 12.5% / 15% / 20% cooldown reduction for your abilities (max 5s) and pull nearby mobs inwards in a 4 block radius. [Cooldown is invisible. Triggering this while on cooldown will instead set your hit count to one less than the requirement.] 2
Wind Walk Right Click Right click to dash in the target direction, applying 15% / 17.5% / 20% / 22.5% / 25% / 40% vulnerability for 5 seconds, Levitation I for 2 seconds, and stun for 1.5 seconds to all non-Boss enemies dashed through. Gain immunity to melee damage for 0.5s when triggered. Cooldown: 14 / 13 / 12 / 11 / 10 / 8. Varies
Guarding Bolt Left Click + Sneak Left click while sneaking and looking directly at a player or grave within 25 blocks to dash to their location. Mobs within 4 blocks of the destination are dealt 22.5 / 27 / 31.5 / 36 / 40.5 / 52.5 magic damage, knocked back, and stunned for 1 / 1.25 / 1.5 / 1.75 / 2 / 2.5 seconds. 20
Aeroblast Right Click + Sneak Right click while sneaking to blow a front-facing gust of wind, dealing 15 / 18 / 21 / 24 / 27 / 33 magic damage to all mobs up to 4 blocks away, and knocking back all non-Boss enemies. Deal an additional 15 / 18 / 21 / 24 / 27 / 33 magic damage if enemies hit by this ability collide with a wall within 0.75 seconds. Additionally, casting this ability grants you 20% speed for 3 seconds. 6
Whirlwind Spawner Break Breaking a spawner knocks back all mobs within 3 blocks with a speed of 0.8 / 1 / 1.2 / 1.4 / 1.6 / 2. Additionally, you receive 10% / 12.5% / 15% / 17.5% / 20% / 30% speed for 6 seconds.
Skyhook Shoot + Sneak Shooting a projectile while sneaking shoots out a skyhook. When the skyhook lands, you dash to the location and reduce all other ability cooldowns by 1% per block traveled, up to a maximum or 5 seconds. Cooldown: 16 / 14 / 12 / 10 / 8 / 4. Varies
Howling Winds Swap Hands Swap hands to throw a projectile that travels up to 12 blocks away. Upon hitting a mob, block, or reaching its max distance, it explodes and generates a hurricane that lasts 5 seconds. The hurricane strongly pulls enemies within 16 blocks towards its center on spawn and continues pulling every 1 / 0.9 / 0.8 / 0.7 / 0.6 / 0.4 second(s). Enemies within 4 blocks are inflicted with 7.5% / 10% / 12.5% / 15% / 17.5% / 22.5% vulnerability for 5 seconds. 20
Last Breath Lifeline When your health drops below 40%, all your other Windwalker abilities' cooldowns are reset, and abilities from other trees have their cooldowns reduced by 40% / 50% / 60% / 70% / 80% / 100%. You gain 10% / 12.5% / 15% / 17.5% / 20% / 35% speed for 6 seconds and 100% resistance for 1.5 / 1.75 / 2 / 2.25 / 2.5 / 3.5 seconds. Mobs within 5 blocks are knocked away. 60
Aeromancy Passive You deal 12% / 15% / 18% / 21% / 24% / 30% more damage while airborne and 5.6% / 7% / 8.4% / 9.8% / 11.2% / 15.6% more damage to airborne enemies.
Dodging Passive You dodge the next projectile or potion attack that would have hit you, nullifying the damage. Cooldown: 16 / 14 / 12 / 10 / 8 / 5 seconds. Varies
One with the Wind Passive If there are no other players in a 10 block radius, you gain 8% / 10% / 12% / 14% / 16% / 20% resistance and 16% / 20% / 24% / 28% / 32% / 40% speed.
Restoring Draft Passive Falling more than 4 blocks heals you by 0.1 / 0.15 / 0.2 / 0.25 / 0.3 / 0.75 health per block fallen (up to 12 blocks). All fall damage is canceled.


Loot

The loot in the reward room will spill on the floor, increasing depending on the Treasure Score obtained before death.

The source code for the Celestial Zenith loot generation can be found at Monumenta Plugin - ZenithLoot .

General Loot

  • Archos Rings
  • Celestial Zenith Uncommon Potions
  • Steaks: Capped at 1 stack per run
  • Quartz Blocks: Capped at 2 stacks per run

Indigo Blightdust

The drop chance is calculated as follows :

Player's score TreasureScore * ((0.2* AscensionLevel) + 1) is gradually reduced by 12 in each iteration of the loop. If a random roll (out of 12) falls within the remaining score, a Rare item is dropped. (ex: getting 50 Treasure Score at Ascension 0 will grant 4 Indigo Blightdust and a 2 / 12 chance of a fifth one).

For the first victory of the day, players will be 2 additional Indigo Blightdust as a daily Celestial Zenith clear bonus.

Rare items

The drop chance is calculated as follows :

Player's score TreasureScore * ((0.2* AscensionLevel) + 1) is gradually reduced by 250 in each iteration of the loop. If a random roll (out of 250) falls within the remaining score, a Rare item is dropped.

Celestial Zenith Items
Currency
Rare
Withering Hydrangea ● Floral AnguishDeadair Purifier ● Blighted Path ● Blasphemous Cataphract ● Scoundrel's Appendage ● Cocoon of Sacrifice ● Vermin's Waltz ● Silver Moon Crown ● Stardancer's Cuirass ● SkysplitterSouls of Silver
Shackled Earth's Boon ● The Vesperidys' Hunger ● Silver Emperor's Shadow ● Prismatic Enigma
Formless Void
Artifact
Dawnbringer Talisman ● Earthbound Talisman ● Flamecaller Talisman ● Frostborn Talisman ● Shadowdancer Talisman ● Steelsage Talisman ● Windwalker Talisman
Epic
Trophy
Uriddan's Eternal Call
Keys
Celestial Zenith Key
Misc
Depths Trinket
Calissium Tincture ● Dust of the Dreamstate ● Lucky Starbrew

The following Rare items can only be aquired inside Celestial Zenith reward room (the trader in the Celestial Zenith lobby does not sell them):

  • Shackled Earth's Boon
  • The Vesperidys' Hunger
  • Silver Emperor's Shadow
  • Prismatic Enigma

Celestial Zenith Charms

Charms Drop Chance.png

The drop chance is calculated as follows :

Player's score TreasureScore * ((0.2* AscensionLevel) + 1) is gradually reduced by ASCENSION_CHARM_ROLLS_SCORE in each iteration of the loop. If a random roll (out of ASCENSION_CHARM_ROLLS_SCORE) falls within the remaining score, a Charm is dropped.

  • ASCENSION_CHARM_ROLLS_SCORE from Ascension 0 to 15 : {18, 18, 17, 16, 15, 16, 15, 14, 13, 12, 13, 12, 11, 10, 9, 9}

Individual charm rarity is rolled by a set of constants.