Celestial Zenith Abilities

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Below is a list of all abilities obtainable in Celestial Zenith, the Darkest Depths equivalent for Architect's Ring.

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.

Class Name Trigger Effect Cooldown
(Seconds)
Prismatic 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
Prismatic 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
Prismatic 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
Prismatic 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.
Prismatic 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
Prismatic 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
Prismatic 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
Prismatic 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.
Prismatic 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.
Prismatic 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.
Prismatic Flexibility Passive Gain 1.5% / 2% / 2.5% / 3% / 3.5% / 4.5% damage for each unique tree featured in your active ability slots.
Prismatic 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.]
Prismatic 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.
Prismatic Prosperity Passive Gain a 30% / 50% / 70% / 90% / 110% / 150% chance to get an extra option in ability and upgrade rewards.


Dawnbringer 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
Dawnbringer 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
Dawnbringer 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
Dawnbringer 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
Dawnbringer 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%.
Dawnbringer 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
Dawnbringer 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
Dawnbringer 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
Dawnbringer 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%.
Dawnbringer 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.
Dawnbringer 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 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
Earthbound 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
Earthbound 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
Earthbound 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
Earthbound Entrench Spawner Break Breaking a spawner roots mobs within 6 blocks for 1 / 1.25 / 1.5 / 1.75 / 2 / 3 seconds.
Earthbound 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
Earthbound 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
Earthbound 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.
Earthbound 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
Earthbound Toughness Passive Gain 10% / 12.5% / 15% / 17.5% / 20% / 25% max health.


Flamecaller 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
Flamecaller 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
Flamecaller 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
Flamecaller 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
Flamecaller 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.
Flamecaller 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
Flamecaller 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
Flamecaller 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
Flamecaller 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.
Flamecaller Primordial Mastery Passive Your abilities deal 8% / 9.5% / 11% / 12.5% / 14% / 18% more damage.
Flamecaller 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 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
Frostborn 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
Frostborn 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
Frostborn 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
Frostborn 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.
Frostborn 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
Frostborn 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
Frostborn 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
Frostborn 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.
Frostborn 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 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
Shadowdancer 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
Shadowdancer 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
Shadowdancer 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
Shadowdancer 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
Shadowdancer 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
Shadowdancer 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
Shadowdancer 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.
Shadowdancer Deadly Strike Passive You deal 10% / 12.5% / 15% / 17.5% / 20% / 25% more melee damage.
Shadowdancer 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.
Shadowdancer 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 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
Steelsage 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
Steelsage 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
Steelsage 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
Steelsage 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 Zenith, though seems to exclude the value for the twisted rarity.]
Steelsage 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
Steelsage 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
Steelsage 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
Steelsage Projectile Mastery Passive You deal 8% / 10% / 12% / 14% / 16% / 20% more projectile damage.
Steelsage 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
Steelsage 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%.
Steelsage 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 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
Windwalker 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
Windwalker 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
Windwalker 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
Windwalker 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.
Windwalker 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
Windwalker 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
Windwalker 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
Windwalker 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.
Windwalker 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
Windwalker 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.
Windwalker 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.