Weapon Mastery in New World is a component of character progression that allows a player to unlock abilities for the different weapon types in the game. As a player defeats enemies with a weapon type, that weapon gains experience points towards its Mastery. Gaining a level in a weapon's Mastery awards an ability point that can be spent on abilities unique to that weapon type. This page covers information on all the Weapon Masteries and abilities available in New World.

 

New World Weapon Mastery Guide

Weapon Mastery Overview

There are currently 11 Weapon Types in New World that the player can master. Each weapon type has two Mastery Trees with a selection of active abilities, passive modifiers and bonuses that are exclusive to that weapon type. Note that these Weapon Mastery trees are shared between all weapons of the same type. Leveling Weapon Mastery is done by equipping a weapon and using it in combat, defeating enemies to gain experience points towards that weapon type's mastery. Leveling in a Weapon Mastery awards an ability point, which can then be spent on one of the abilities available in either tree of the weapon's mastery. You are not locked into any one tree and can spend your points however you wish as you make your way down the tree's ability line. As there are no classes in New World and any character can equip any weapon, it is possible to master all weapon types. However, Weapon Masteries have a cap of level 20 while each Mastery's tree has 19 abilities that can be unlocked for a total of 38 abilities per weapon type. This means that you will not be able to unlock every ability in a weapon's mastery trees, and will need to choose wisely which you'd like to obtain.

 

 

You are not locked into any one tree and can spend your points however you wish as you make your way down the tree's ability line. As there are no classes in New World and any character can equip any weapon, it is possible to master all weapon types. However, Weapon Masteries have a cap of level 20 while each Mastery's tree has 19 abilities that can be unlocked for a total of 38 abilities per weapon type. This means that you will not be able to unlock every ability in a weapon's mastery trees, and will need to choose wisely which you'd like to obtain.

Respeccing Mastery Points

If you've mistakenly allocated your points or wish to switch up your overall point allocation, you can respec your mastery points in exchange for some Azoth. Respeccing mastery points can be done from the Weapon Mastery UI. 

New World Weapon Masteries

One-Handed Weapons
Two-Handed Weapons
Ranged Weapons
Magic

 

One-Handed Weapons

Sword and Shield

A pairing of melee focused weapons that, when combinad. offer solid offensive and defensive capabilities. Utilizes a combination of arcing swings and lunges for the offensive melee attacks and a Shield to maximiza defenses.

• Light Attack: Deals 100% Slash damage.
• Light Ender: Deals 105% Slash damage.
• Heavy Attack: Deals 120% Thrust damage.
• Charged Heavy: Deals 160% Thrust damage.

Rapier

A speed oriented melee weapon with a variety of quick lunge attacks. Excels at precise timing and outmaneuvering opponents while applying bleeds that gradually drain the target's health.

• Light Attack: Deals 100% Thrust damage.
• Light Middle Swipes: Deals 66% Thrust damage.
• Heavy Attack: Deals 133% Thrust damage.

Hatchet

A diverse weapon that allows for ranged throwing attacks or rapid close quarters attacks. Ideal for aggressive, fully committed close quarters melee combat or tactical  medium range combat

• Light Attack: Deals 100% Slash damage.
• Light Ender: Deals 105% Slash damage.
• Heavy Attack: Deals 120% Slash damage.
• Charged Heavy: Deals 160% Slash damage.

Two-Handed Weapons

Spear

A melee weapon that utilizas its long reach for aggressive thrusting attacks. Perfect for keeping targets at a distance, strategic positioning, and applying persistent pressure to targets.

• Light Attack: Deals 100% Thrust damage.
• Heavy Attack: Deals 130% Thrust damage.
• Charged Heavy: Deals 165% Thrust damage.

Great Axe

A large melee weapon with wide arcing swings and povverful chopping attacks. Ideal for engaging multiple enemies with AoE damage or dealing extreme damage to single targets.

• Light Attack: Deals 100% Slash damage.
• Heavy Attack: Deals 120% S/ash damage.
• Charged Heavy: Deals 160% Slash damage.

War Hammer

A mighty combat hammer that can cause the earth to quake with its crushing strikes. Ideal for impeding enemies with ground tremors or dealing crippling blows directly to a target.

• Light Attack: Deals 100% Strike damage.
• Heavy Attack: Deals 130% Strike damage.
• Charged Heavy: Deals 170% Strike damage.

Ranged Weapons

Bow

A versatile ranged weapon that can rapidly fire arrows or be fully drawn to achieve maximum damage. Great for maintaining distance while utilizing a variety of attacks to hinder and damage enemies.

Short Draw: Deals 100% Thrust damage.
• Long Draw: Deals 170% Thrust damage.

Musket

A ranged weapon that fires high damage cartridges. Ideal for keeping targets at a distance and long ranged combat with a high payoff for precise aim.

•Standard Attack: Deals 100% Thrust damage.

Magic

Fire Staff

A versatile ranged weapon that can rapidly fire arrows or be fully drawn to achieve maximum damage. Great for maintaining distance while utilizing a variety of attacks to hinder and damage enemies.

• Short Draw: Deals 100% Thrust damage
• Long Draw: Deals 170% Thrust damage.

Life Staff

A magical staff that consumes Mana to apply the restorative power of Nature spells. Ideal for supporting allies in combat with powerful healing and buffing abilities.

• Light Attack: Deals 107% Nature damage.
• Heavy Attack: Deals 151% Nature damage.

Ice Gauntlet

Gauntlet that consumes Mana to summon the freezing powers of Ice spells. Great for dealing persistent damage by calling upon elemental storms, summoning ice, and utilizing freezing attacks that hinder and damage enemies.

• Light Attack: Deals 100% Ice damage.
• Heavy Attack: Deals 140% Ice damage.

 

All Weapon Abilities in New World

 

Sword and Shield Active Abilities

Whirling Blade

Deal 145% weapon damage to all foes within 2 meters
Cooldown: 15 seconds

Upgrades:

  • Opportunity: Whirling Blade causes 5% Rend for 10s
    (Rend reduces targets Armor)
  • Tactical Strike: Whirling Blade reduces cooldown on the ability by 10% for each enemy hit

Reverse Stab

A stab attack that deal 175% weapon damage
Cooldown: 20 seconds

Upgrades:

  • Unstoppable Stab: Reverse Stab now has Grit, making the attack unstoppable
  • Tactician: On successful hit Reverse Stab, all Sword cooldowns are reduced by 25%

Leaping Strike

Leap 4 meters and deal 135% weapon damage
Cooldown: 25 seconds

Upgrades:

  • Final Strike: If you hit a foe below 30% health, deal 50% more damage
  • Cowardly Punishment: If Leaping Strike hits a target in the back: cause slow for 8s
    (Slow reduces target's movement speed)

 

Shield Rush

Rush forward 6 meters, knocking back foes and dealing 125.4% weapon damage.
Cooldown: 20 seconds

Upgrades:

  • Improved Rush: On successful hit, all enemies within 5 m gain 10% weaken for 4s
    (Weaken reduces damage)
  • Intimidating Rush: On successful hit, all enemies within 5 m of you are 30% Slowed for 4s
    (Slow reduces movement speed)

Shield Bash

Deals 50% weapon damage and stuns foes in front of you for 2s
Taunt Gem Compatible: If you have a Carnelian gem equipped in your sword, this ability cause a 6s taunt to all enemies hit.
(Taunt causes monsters to focus only on you)
Cooldown: 25 seconds

Upgrades:

Defiant Stance

For 8s, reduce the incoming base damage for attackers by 30%.
Taunt Gem Compatible: If you have a Carnelian gem equipped in your sword, this ability cause a 6s taunt to all enemies within 8 m.
(Taunt causes monsters to focus only on you)
Cooldown: 45 seconds

Upgrades:

  • Final Count Down: If your health is above 50% damage reduction, increased by 20%
  • Restoration: Gain 15% of your max health when Defiant Stance ends.

 

Sword and Shield  Passive Abilities

 

Precision 

Swords critical strike chance increased by 10%.

Mobility

Move 33% faster while blocking.

Opportunist

Deal 20% more damage to slowed foes.

Confidence

While health is full, deal 15% more damage.

Empowered Stab

Successful Heavy attack grants you 30% Empower for 5 seconds (Empower increases damage).

Freeing Justice 

Successfully hitting with a heavy attack causes you to lose all debuffs.

Counter Attack

When you block an attack gain 10% increased damage for 20 seconds.

Critical Precision

On critical, gain 20% haste for 5 seconds (Haste increases movement speed).

Achilles Heel

The final attack in your light attack chain causes a 20% Slow for 2 seconds (Slow reduces movement speed).

Leadership

While holding a sword all group members damage is increased by 10%.

Sturdy Shield

Shields provide 15% more armor.

Elemental Resistance

Reduce damage from all magical types by 10%.

One With The Shield

When you block with a shield, all shield cooldowns are reduced by 1%.

Final Blow

The 3rd attack in your light attack combo deals 30% more damage and generates more threat.

Sturdy Grip

Stamina damage is reduced by 25% when blocking a melee attack with a shield.

Defensive Training

When you block an attack gain 10% Fortify for 5 seconds.

Fortitude

While holding a Sword current and max health are increased by 10%.

Recuperation

All incoming healing and regeneration increased by 10%.

High Grip

Stamina damage is reduced by 25% when blocking a ranged attack with a shield.

Defensive Formation

While blocking reduce damage to all other allies within 2 meters by 30%.

 

Rapier Active Abilities

Tondo

Slash so quickly that it extends the reach of your blade. This strike deals direct damage but also applies a bleed that will deal 100% weapon damage over 12 seconds. This can stack up to 3 times refreshing previous applications.
Cooldown: 11 seconds

Upgrades:

  • Thirst For Blood: When applying the first bleed stack to an opponent this cooldown is reduced by 10%.
  • And Again: If you hit only one target, even on a blocked hit, this cooldown is reduced by 25%
  • Proper Spacing: Improve your direct damage from Tondo by 100% if you are 4m away from your target or more.

Flurry

Enter a posed stance and unleash a series of five quick thrust attacks with each strike dealing more damage. Flurry can be dodge canceled at any time.
Cooldown: 16 seconds

Upgrades:

  • Overwhelm: Each hit of Flurry does 25% more block damage.
  • Fleeting Strikes: Each hit of Flurry reduces the cooldown of this ability by 7%
  • To the Bone: Each hit of Flurry extends the Rapier's bleed by 1 second. This wil also apply to the future stacked applications of the same bleed extending the entire stack
  • Finalize: The last hit of Flurry will cause the enemy to stagger

Flourish and Finish

Flourish performs an attack knocking back enemies. Pressing 'Light Attack' at the end of Flourish will continue this ability by automatically performing 'Finish'. Finish lunges forward, consuming all Rapier bleeds on any target hit dealing 110% of their damage immediately.
Cooldown: 20 seconds

Upgrades:

  • With Flair: Gain Grit on both Flourish and Finish.
  • Swagger: +20 stamina when succesfully hitting a target with Finish
  • Fuel: Each tick of damage from Tondo's bleed reduces the cooldown of this ability by 3.5%
  • Bloody End: Finish deals 150% of the Rapier's bleed damage instead of only 110%

 

Evade

Perform a small, reliable sidestep in your current movement direction that cancels any current activity and provides momentary invulnerability. 'Light Attack's made during Evade are performed exceptionally fast.
Cooldown: 6 seconds

Upgrades:

  • Breathe In: Gain 20 stamina immediately on use.
  • Allegro: Gain 20% movement speed for 3 seconds on use
  • Adagio: Evading forward gains 15% increased damage on your next light attack. Ends on hit or after 1 second.
  • Crescendo: Individual successful light attacks reduce the cooldown of this ability by 30% each

Riposte

Enter into a defensive stance for 1 second. If struck during this ability, counter the attacker stunning them briefly for 1.5 seconds. You are briefly invulnerable upon a successful Riposte.
Taunt Gem Compatible: If you have a Carnelian gem equiped in your rapier, This ability cause a 4s taunts to all foes within 5m. (Taunt causes monsters to focus only on you.)
Cooldown: 20 seconds

Upgrades:

  • Insult to Injury: If the Riposte is triggered successfully, all your attacks become uninterruptible for 3 seconds.
  • Priority: Reduce the cooldown of other Rapier abilities by 20% when landing a Riposte stun.
  • Lasting Consequence: Increase the stun from Riposte to 2 seconds

Fleche

Leave the ground lunging forward for 10m in a stabbing motion piercing through enemies dealing 145% damage.
Cooldown: 17 seconds

Upgrades:

  • Quick Lunge: Killing with this ability reduces its cooldown by 80%.
  • Backside: After performing Fleche, your next critical strike attack will have its damage increased by 15%. Lasts for 5 seconds
  • Interruption: Pressing 'Light Attack' any time during Fleche will stop and perform a static, continuation attack dealing 115% damage.

 

Rapier Passive Abilities

Refreshing Strikes

Reduce all cooldowns by 1% on any hit.

Unerring

Deal 6% more damage to targets with a Rapier bleed.

Heavy Puncture

Any heavy attack on a bleeding enemy will extend their Rapier bleeds by 2 seconds. This will also apply to future stacked applications of the same bleed extending the entire stack.

Engarde

Deal 10% more damage when your target has greater than 50% health.

Light Edge

Increase damage from both middle swipe attacks in the light attack chain by 8%.

Desperation

Deal 10% more damage when your stamina is below 40%.

Red Curtains

Critical strikes reduce all cooldowns by 5%.

Controlled Breathing

+3 stamina on any hit.

Perfectionist

Deal 10% more damage when your health is full.

Swiftness

+3% Haste for 4 seconds on any hit. Can stack up to 5 times.

Momentum

Gain 25% increased damage on your next light or heavy attack after performing an ability. Ends on hit or after 3 seconds.

 

Hatchet Active Abilities

Feral Rush

A sprinting melee attack that causes the player to leap forward, hitting twice. The first hit deals 100% weapon damage and the second deals 115% weapon damage. Cooldown: 12 seconds.

Upgrades:

  • DispatchIf target is below 30% health, Feral Rush deals 20% more damage.
  • Crippling StrikesIf Feral Rush hits a target in the back, it causes Root, immobilizing target for 2 seconds.

Berserk

Triggers a Berserk Mode that increases all attack damage by 20% while active. Berserk Mode will be active for 15 seconds. Taunt Gem Compatible: If you have a Carnelian gem equipped in your hatchet, this ability will perform an 8: second taunt to all enemies within 8m. (Taunt causes monster to focus only on you) Cooldown: 30 seconds.

Upgrades:

  • On The Hunt : Increases movement speed by 20% while in Berserk Mode.
  • Berserking Refresh : When Berserk ends, you heal yourself for 30% of your max health.
  • Berserking Purge : Triggering Berserk removes all Crowd Control effects (Stuns, Slows, Roots) from the player.
  • Uninterruptible Berserk : While Berserk is active, your attacks are uninterruptible and you can't be staggered.

Raging Torrent

Perform four fast attacks, each dealing 80% weapon damage.

Upgrades:

  • Aggressive Approach : Hitting a target with Raging Torrent grants Haste, increasing movement speed by 20% for 6 seconds.
  • Final Blow: Press Light Attack at the end of Raging Torrent to unleash a final attack dealing 115% weapon damage.

 

Rending Throw

Throw an axe dealing 110% weapon damage and applying Rend, reducing target's damage absorption by 10% for 4 seconds. Cooldown: 15 seconds.

Upgrades:

  • Targeted Impact : Rend effect increased to 20% and duration extended to 6 seconds if further than 8 meters from target.
  • Opportunistic : Rending Throw deals an additional 20% damage if target already has an active debuff.
  • Second Wind : Using Rending Throw on a target with an active debuff reduces ability cooldown by 20%.

Social Distancing

Throw an axe forward and dodge backwards, dealing 120% weapon damage and slowing targets by 15% for 3 seconds. Cooldown: 15 seconds.

  • Quick Power : Player Movement speed increased by 30% for 3 seconds if ability hits a target with an active debuff.
  • Stay Back : Slow effects increased to 25% and duration extended to 4 seconds.

Infected Throw

Throw an axe that deals 130% weapon damage and triggers Disease and Weaken on the target for 5 seconds. (Disease reduces target's healing efficiency by 30%) (Weaken reduces target's damage by 10%). Cooldown: 15 seconds.

  • Mortal Power : Increases the duration of Disease and Weaken effects to 8 seconds on targets below 30% Health.
  • Aerial Transmission : Creates a 3 meter Disease AOE on impact that lingers in place for 3 seconds.

Hatchet Passive Abilities

Enraged Strikes

If target is below 30% health, Light and Heavy attacks deal 20% more damage.

Against All Odds

Increase base damage by 10% for every enemy within 5 meters of player.

Frenzied Purge

When hitting an enemy while your health is below 30%: Remove all Bleed, Burn, and Poison DoT effects from the player. 60 second Cooldown

Accumulated Power

After 3 successful light attacks against the same target: gain Empower, granting a 30% damage increase for 3 seconds of until the next attack.

Relentless Fury

After a successful Heavy attack: gain Empower granting a 30% damage increase for 3 seconds of after 4 stacks.

Fortifying Strikes

Hitting the same target with 3 light attacks grants Fortify, increasing damage absorption by 15% for 3 seconds.

Desperate Refresh

All cooldowns are reduced by 5% when hitting an enemy with an attack while your HP is below 30%.

Defy Death

Upon receiving lethal damage, you will avoid death and instead be reduced to 50 HP while gaining invulnerability for 4 seconds. Cooldown: 60 seconds.

Aimed Throw

Replaces block with an Aimed Throw that deals 90% weapon damage. Hold RMB to enter aimed stance. Each throw consumes 30 Stamina.

Refreshing Throws

Light Attacks and Aimed Throws against targets with an active debuff reduce all cooldowns by 5%.

Boot And Rally

Light Attacks and Aimed Throws regenerate 20 stamina when hitting targets with an active debuff.

Rejuvenating Crits

Successful Critical Hits with Light Attacks or Aimed Throws regenerate 20 Stamina.

Critical Throw

Thrown axes are now capable of triggering headshots or random critical hits. Also increases critical hit chance of all attacks by 5%.

Exploitation

All attacks deal 15% additional damage to targets with an active debuff.

On Fire

Every 3rd successfully thrown axe is a guaranteed crit.

Adrenaline Rush

Dodging within 2 seconds of triggering an ability consumes 25% less Stamina.

Persistent Hinderance

Successful throwing axe hits extend all hatchet debuff durations by 2 seconds.

 

Spear Active Abilities

Cyclone

Spin attack that deals 100% weapon damage, pushes targets back 3m and applies 50% Slow for 3s. Cooldown: 12 seconds.

Javelin

Throw your spear, dealing 125% weapon damage and staggering on hit. Cooldown: 15 seconds.

Sweep

Sweep the target's legs, dealing 75% weapon damage and knocking them down. Cooldown: 10 seconds.

  • Tenacious Sweep: Grit is now active during the attack, preventing you from being staggered.
  • Coup de Grace: Press Light Attack during the Sweep to follow up with a downward stab that deals 125% weapon damage.

 

Perforate

Three quick piercing strikes that each deal 70% weapon damage and apply Rend, reducing the target's damage absorption by 5% for 10s. Cooldown: 12 seconds.

Skewer

Rush forward and skewer your target, dealing 125% weapon damage. Applies Bleed, dealing 10% weapon damage every second for 10 seconds. Cooldown: 15 seconds.

Vault Kick

Use your spear to vault forward and kick your target, dealing 75% weapon damage. Applies Stun for 1.5 seconds. Taunt Gem Compatible: If you have a Carnelian gem equipped in your spear, This ability causes a 2-second taunt when it hits. (Taunt causes monsters to only focus on you.) Cooldown: 15 seconds.

  • Relentless Blows: Gain Empower after successful hits on targets below 50% health, increasing damage by 20% for 6 seconds.
  • Continuous MotionCooldowns for other spear abilities are reduced by 30% on successful hit.

Spear Passive Abilities

Deadly Consistency

+10% damage on consecutive heavy attacks against a single target.

Deadly Reach

+10.0% Critical Chance on attacks against targets that are 3+ meters away.

Refreshing Reach

Successful heavy attacks reduce all Spear cooldowns by 15%

Invigorating Crits

Restore 20 stamina on Critical Hits.

Strong Conditioning

+30% Stamina Regen when your stamina is below 50%.

Evasive Maneuvers

Dodging backwards consumes 20% less stamina for 2 seconds after successful hits.

Merciless Strength

+25% damage against knocked down targets.

Defensive Stance

Gain Fortify after successful heavy attacks, increasing damage absorption by 15% for 2 seconds.

Reserved Strength

+25% damage while stamina is full.

Precise Jabs

+5% Critical Chance on Light Attacks.

Cripping Jabs

The last hit of the Light Attack chain applies 30% Slow for 3 seconds to targets below 30% health.

Unerring Precision

+20% damage against targets with Grit.

Exacerbating Crits

Critical Hits extend the duration of Spear debuffs by 2 seconds.

Refreshing Jabs

All spear cooldowns are reduced by 10% on the second hit of the light attack chain.

Finishing Blows

+15% damage against targets with less than 30% health.

Aggressive Maneuvers

The first successful hit with an ability within 2 seconds of dodging reduces all Spear cooldowns by 20%.

Exposed Wounds

+15% Critical Chance against targets with Bleed effects.

Exploited Weakness

+15% damage per active debuff on targets.

Great Axe Active Abilities

Charge

Charge 10 meters dealing 130% weapon damage when you reach a target or press LMB. This ability grants Unstoppable, preventing you from being interrupted. Cooldown: 20 seconds.

  • Frenzied MomentumCharge now deals 130% to 150% damage depending on how far you traveled before reaching your target.
  • Unpredictable StrikeDuring a Charge, you can press RMB to execute a swing attack dealing 150% to 170% weapon damage depending on how far you traveled before reaching your target.

Reap

Extend your axe 5 meters, pulling foes towards you and dealing 107% weapon damage. Taunt Gem Compatible: If you have a Carnelian gem equipped in your Greataxe, this ability causes a 4-second taunt when it hits. (Taunt causes monsters to focus only on you) Cooldown: 18 seconds.

  • The CollectorReap's range is now 8 meters.
  • Hunger: Heal yourself for 30% of the damage done by Reap.
  • Fatal Attraction: After you pull, do a spin attack dealing 122% weapon damage.

Execute

 A powerful overhead attack dealing 175% weapon damage. Execute deals 30% more damage against enemies below 50% health. Cooldown: 25 seconds.

  • Unstoppable GreedExecute gains Grit during the attack, preventing you from being staggered.
  • ExecutionerCritical hits with Execute deal 100% more damage against enemies below 30% health.

 

Whirlwind

Spin attack dealing 50% weapon damage to all nearby foes. Hitting a foe makes you spin again for a maximum of 4 spins. You can move while spinning. This attack cannot critically hit. Cooldown: 30 seconds.

  • Gusting WindsWhirlwind's maximum number of rotations is increased to 7.
  • Unending WindsMovement speed during Whirlwind is increased by 50%.
  • SurroundedIf you have 3 or more enemies around you, Whirlwind deals 30% more damage .

Maelstrom

Fast-spinning attack that pulls enemies closer to you and deals 115% weapon damage. Cooldown: 20 seconds.

  • Storm's ReachExtends the reach of Maelstrom's pull effect by 50%.
  • AbsorbAbsorbs all projectiles while Maelstrom is active.
  • No ReprieveMaelstrom does an extra spin attack that pulls in foes and deals 115% weapon damage.

Gravity Well

Throw your axe to create a vortex that pulls foes towards its center for 3 seconds, ending with a damaging burst that deals 100% weapon damage. Range: 10 meters. Cooldown: 30 seconds.

  • Crowed WellIncreases burst damage by 10% for every foe caught in the vortex.
  • UnyieldingAllies gain 20% Fortify while standing in your well. (Fortify reduces damage received)

Great Axe Passive Abilities

Critical Gains

When you deal a critical hit with a Great Axe, you heal yourself for 10% of the damage done.

Frustration

After one of your attacks is blocked, gain 15% damage for 10 seconds. (Max 1 stack)

Keen Edge

Critical damage increased by 15%.

Feed

Great Axe attacks on foes below 30% health heal you for 10% of damage done.

Greed

Light Attacks with the Great Axe 10% more damage for 5 seconds. (Max 3 stacks)

Death's Embrace

Great Axe attacks against foes below 50% health have 10% armor penetration.

Critical Condition

Great Axe attacks against foes below 50% health  have 15% more critical hit rate.

Executioner's Speed

Every 2 consecutive Light Attacks with the Great Axe grant a 20% Haste for 3 seconds. (Haste increases your movement speed)

Blood Lust

You move 30% faster and deal 15% more damage when looking at a foe within 15 meters.

Mauler's Resolve

If you get hit while holding a Great Axe while below 50% Health, gain 40 Stamina. Cooldown: 20 seconds.

Gravity

After causing a pull effect, foes are held still for 10% longer.

Center of Attention

While holding a Great Axe, gain 10% damage while 3 or more foes are within 4 meters.

Heavy Pull

Heavy Attacks with a Great Axe pull foes closer to you.

Enduring Pull

Heavy Attacks with a Great Axe gain Grit, preventing you from being staggered.

Revenge

When you block an attack with a Great Axe, gain 5% damage for 5 seconds. (Max 3 stacks)

Crowded Protection

While holding a Great Axe, gain 10% armor while 3 or more foes are within 4 meters.

Mauler's Fury

Great Axe attacks increase damage by 5% for 3 seconds. (Max 10 stacks)

War Hammer Active Abilities

Armor Breaker

A powerful swing that penetrates 35% of the target's armor and deals 120% weapon damage. Cooldown: 12 seconds.

  • IndomitableAdds Grit to the attack, preventing you from being staggered.
  • Lasting TraumaArmor Breaker inflicts Rend on targets, reducing damage absorption by 20% for 2 seconds.
  • Opening ActIncrease Armor Breaker damage by 15% against targets with full health.

Mighty Gavel

An overhead leaping attack that crushes down on enemies dealing 120% weapon damage. Cooldown: 22 seconds.

  • Summary JudgementOn targets under 30% HP: Increase damage done by Mighty Gavel by 20%.
  • Impact FractureIncrease stamina damage done by Mighty Gavel by 25%.
  • ExpediteAfter a successful Mighty Gavel attack, gain Haste, increasing the player's movement speed by 30% for 3 seconds.
  • Justice For AllPress Light Attack during Mighty Gavel to add a second attack that deals 150% weapon damage.

Wrecking Ball

Strike the ground around a target with the Warhammer dealing 100% weapon damage and flattening the enemy. Cooldown: 15 seconds.

  • Safety MeasuresOn a successful hit: player gains Fortify, granting 20% weapon damage resistance for 4 seconds.
  • Breathing RoomAll enemies near the target hit by Wrecking Ball will be pushed back 2 meters.

 

Shockwave

Slam the Hammer into the ground causing a 3 meter radius AOE earthquake that deals 90% weapon damage. Applies Stun to all impacted targets for 1.8 seconds. Taunt Gem Compatible: If you have a Carnelian gem equipped in your Warhammer, this ability causes a 6-second taunt when it hits. (Taunt causes monsters to focus only on you.) Cooldown: 20 seconds.

  • FrailtyThe trauma of the attack inflicts Weaken for 6 seconds. (Weaken reduces target damage by 10%)
  • Meteoric CraterExpands the effective range of the Shockwave to a 4 meter radius.

Clear Out

A wide swing that knocks enemies back 4 meters to create distance, dealing 110% weapon damage. Cooldown: 15 seconds.

  • Power CleanerHitting a target with Clear Out grants Fortify, providing a 10% defense bonus for 4 seconds to all friendlies within 6 meters.
  • Clean And RefreshedClear Out's cooldown is reduced by 5% per enemy hit with the ability.
  • Swing AwayUsing Clear Out on a target grants Haste, increasing movement speed by 30% for 3 seconds.

Path of Destiny

A powerful ground strike that erupts a linear wave of energy in front of the player, dealing 125% weapon damage to all targets in its path. Cooldown: 22 seconds.

  • Seismic WavePath of Destiny now staggers all targets in its path.
  • Stimulated ReductionAbility cooldown reduced by 5% for each enemy hit with Path of Destiny.

War Hammer Passive Abilities

Epitome Of Bonk!

Increase Armor Penetration by 10% for all Warhammer Standard attacks.

Exhaustive Attacks

All Warhammer abilities apply Exhaust, slowing target's stamina regeneration by 10% for 3 seconds. (Does not stack)

Quick Recovery

Cooldowns are reduced by 7% with successful Heavy Attacks.

Hammer Time

Gain Empower on successful Heavy Attacks, increasing attack damage by 10% for 2 seconds.

Hardened Steel

Adds Grit to Warhammer Heavy Attacks, preventing you from being staggered.

Contemption

On targets under 30% HP: Increase damage done by Heavy Attacks by 15%.

Power Through Pain

For 1 second after taking damage, deal 20% extra damage.

Outnumbered

Increase Physical and Elemental resistance by 5% for every enemy within 5 meters of player.

Facilitated Expedition

After hitting a target with an active debuff, obtain Haste, increasing movement speed by 10% for 2 seconds.

Resurgence

After 2 Light Attacks with the Warhammer, debuff durations on player are reduced by 25%. Can only trigger once every 5 seconds.

I Can Do This All Day

Reduce stamina consumption by 30% when blocking melee attacks.

Guarded Sprint

Reduce damage taken by 10% while sprinting.

Acceleration

Reduce Warhammer Cooldowns by 7% when using Light Attacks against targets with an active debuff.

Concussive Impact

+15% damage against targets affected by Warhammer debuffs.

Prevailing Spirit

Regain 35% of damage dealt as Health when using a Crowd Crusher ability.

Aftershock

Whenever a target is affected by a Crowd Control effect, they are slowed by 20% for 4 seconds.

Bow Active Abilities

Poison Shot

Shoot a poison arrow that on hit or land creates a cloud of poison 3 meters wide that lasts for 10 seconds. Foes entering the cloud are Poisoned, dealing 10% weapon damager per second for 20s. Cooldown: 35 seconds.

  • Infected ArrowPoison Shot's poison now does 12% weapon damage per second for 20 seconds.
  • Direct HitIf you directly hit a target with Poison Shot it deals 200% more damage.

Evade Shot

Leap back 5m and shoot an arrow dealing 125% weapon damage. Cooldown: 15 seconds.

  • Evasive KnockbackEvade Shot causes knockback of 2 meters.
  • Go The DistanceEvade Shot grants you a 15% Haste for 5 seconds. (Haste increases movement speed)

Rain Of Arrows

Shoot a barrage of arrows 7 meters wide that deals 150% weapon damage. Cooldown: 25 seconds.

  • Barred ArrowsRain of Arrows causes Bleed dealing 85% weapon damage over 12 seconds. (max 3 stacks)
  • Hooked ArrowsRain of Arrows causes a 15% slow for 12 seconds. (Slow reduces target's movement speed)

 

Rapid Shot

Shoot 3 consecutive arrows. The first two dealing 100% weapon damage each. The last shot causes a knockback and deals 125% weapon damage. Cooldown: 20 seconds.

  • Rapid AccuracyIf all 3 arrows hit the same target, Rapid Shot's cooldown is reduced by 50%.
  • Final BlowThe 3rd Shot of Rapid Shot deals 25% extra damage.

Penetrating Shot

Shoot an arrow dealing 150% weapon damage that pierces through targets and continues for 100 meters. Cooldown: 18 seconds.

  • Blood Soaked ArrowIncreases damage by 10% after each enemy hit. (Max 50% damage)
  • Deep StrikePenetrating Shot deals 20% more damage to targets 20 meters away or further.

Splinter Shot

Shoot an arrow out 10 meters which splits into 3 arrows, each dealing 50% weapon damage. Cooldown: 22 seconds.

Bow Passive Abilities

Impale

If you hit a foe with 100% health cause 10% slow for 2 seconds.

Dodge and Weave

After you dodge: Gain 20% Haste for 2 seconds. (Haste increases movement speed)

Mark

Deal 10% more damage to foes suffering from a debuff.

Battle Precision

Debuff durations on enemeis last 20% longer.

Catch Me If You Can

If surrounded by 3 or more foes within 3 meters of you, gain 20% Haste (Haste increases movement speed)

Evasive Tactics

After you dodge: Deal 20% more damage for 5 seconds.

Closing In

Hitting a foe below 50% Health reduces bow ability cooldowns by 5%.

Hunter's Insight

Hitting a foe with a debuff grants 5 stamina.

Archer's Speed

Gain 10% Haste for 5 seconds when you swap to your bow. Cooldown: 10 seconds.

Knee Shot

Leg shots cause 10% slow for 2 sseconds. (Slow reduces target movement speed.)

Long Range

Deal 20% more damage to foes at least 10 meters away.

Finishing Shot

If your target is below 50% health, you deal 20% more damage.

Surprise Attack

If you haven't damaged a foe in the last 10 seconds, deal 20% extra damage.

Bullseye

Bow shots' critical chance increased by 10%.

Hawkeye

When you land a headshot, you heal yourself for 10% of damage done.

Aim True

Heavy Attack's arrows fly faster and deal 30% more damage.

Unbreakable Focus

Receive 20% less damage while aiming.

Arrow Range

Increases arrow distance traveled by 100% before gravitational drop-off takes effect.

Concussion

 When you land a headshot, you deal 20% more damage and have a 50% chance to get your arrow back.

Opening Strike

Heavy attacks deal +20% damage to foes with 100% health

 

Musket Active Abilities

Powder Burn

 Overload musket with gunpowder, causing the next shot to deal 120% Weapon damage and cause a Burn status effect that deals 20% weapon damage per second for 9 seconds. Does not stack or combine with other overload shots. Cooldown: 15 seconds.

  • Backdraft - Standard Musket shots deal 12% additional damage while target is on fire.
  • Chronic Trauma - If Powder Burn is a Headshot, extend Burn duration for 13 seconds.

Power Shot

Overload musket with gunpowder, causing the next shot to deal 150% weapon damage. Does not stack or combine with other overload shots. Cooldown: 15 seconds.

  • Initial Engagement - When you hit with power shot gain Empower, causing attacks to deal an additional 10% damage for 5 seconds.
  • First Blood - +10% additional damage to targets with full health.
  • Bullseye - Power Shot Headshots reduce Power Shot's cooldown by 15%.

Shooter Stance

Player enters a shooting aim stance to enhance shooting performance. Shots deal 105% weapon damage. While in stance rotation Angle is limited to 180 degrees, mobility is reduced to zero, accuracy is increased by 10%, and reload time is reduced by 75%. Mode will exit after three shots. Cooldown: 20 seconds.

  • Shoot MoreShots fired before exiting stance increased to five.
  • MarksmanIf 3 consecutive shots hit the same target, reduce all other musket cooldowns by 25%.

 

Stopping Power

Overload musket with gunpowder, causing the next shot to deal 115% Weapon Damage, staggering target and knocking them back 3 meters. Does not stack or combine with other Overloaded shots. Cooldown: 18 seconds.

  • Lasting ImpressionTargets hit with Stopping Power are Exhausted; reducing stamina regeneration speed by 10% for 8 seconds.
  • Supplementary RepulsionTargets hit with Stopping Power are slowed by 10% for 8 seconds.

Traps

Throw a trap that last for 20 seconds. When triggered it causes target to be Rooted, immobilizing target for 3 seconds. Cooldown: 20 seconds.

  • Trapped DamageTraps apply Rend to target increasing damage to trapped targets by 20% for 3 seconds.
  • Scent of BloodRegen 50% of weapon damage done as health when dealing damage to trapped targets.
  • Double TrapAbility to have two active traps.

Sticky Bomb

A bomb that can be thrown a short range and sticks to anything it makes contact with. Detonation will occur 5 seconds after impact dealing 150% weapon damage to all targets within 3 meters. Cooldown: 12 seconds.

  • Unflinching WalkSticky bomb grants player 40 stamina when it deals damage with an explosion.
  • Sticky SlowDirect hits with the Sticky Bomb cause the target to be Slowed by 15% for 5 seconds.

Musket Passive Abilities

Critical Reload

Landing 3 Headshots within 10 seconds of each other grants an instant reload.

Greater Accuracy

Accuracy penalty while moving and aiming removed.

Ballistic Advantage

Removes damage Fall off from standard musket shots on targets more than 50 meters away.

Hit Your Mark

Increased Headshot and Critical hit damage to target the further the target is away from the player, for a max of 30% at up to 125 meters away. Does not forgo damage fall off.

Called Shot

Increase Musket damage by 15% if aimed down sight for more than 3 seconds.

Empowering Headshot

On successful headshot: Grant Empower, increasing all Musket shots damage by 10% for 5 seconds.

Heightened Precision

While aiming, successful hits with a musket grant a stackable 2.5% damage. This effect ends when a player stops aiming down sight for more than 5 seconds between shots. (Max 10 stack)

Called Shot Resupply

Standard attack headshots reduce all musket ability cooldowns by 10%.

Sniper

Adds an optional 3x zoom view for all musket aim shots. Use Mouse Wheel up and down to zoom in and out while aiming. Also grants a 25% damage increase to all Headshots.

Salt On The Wounds

+15% increased damage to targets below 30% health.

Weakened Defense

Increases stamina damage to blocking enemies using shields by 200% and deal 10% of Armor Penetration to targets that aren't blocking with a shield.

Hustle

After a Dodge: Gain Haste, increasing movement speed by 30% for 3 seconds.

Energy Burst

Attacking a target with an active debuff restores 20 stamina.

Back It Up

Walking/Strafing movement speed Increased by 10% when an enemy is within 8 meters of player.

Empowering Weakness

Hitting a target with an active debuff triggers Empower, increasing player's damage to be increased by 10 for 5 seconds.

Tactical Reload

Dodging Reloads the musket. (Can only trigger once every three seconds)

Kick 'Em When They're Down

Deal 10% extra damage to targets with an active debuff.

Compounded Adrenaline

Grants a 40% base damage increase to musket attacks on targets that have any of the status effects applied by the Trapper tree active abilities.

Fire Staff Active Abilities

Pillar Of Fire

A targeted spell that deals 120% weapon damage. Cooldown: 10 seconds.

  • First StrikePillar of Fire deals 40% more damage to foes at full health.
  • Arson's AdvantageGain 10% of your max mana per enemy hit by Pillar of Fire.

Meteor Shower

Channel a spell that drops 32 meteors at your target dealing 20% weapon damage with each hit. Cooldown: 15 seconds.

Fireball

Fire off a heavy fireball that deals 125% weapon damage on impact and causes Scorched Earth, leaving a 3-meter burning field that lasts 6 seconds. The burning field dealing 10% weapon damage each second to enemies caught within. Cooldown: 15 seconds.

  • Scorched EarthFireball's burning field persists for 9 seconds.
  • CatchDirect hits with Fireball give you 10% of your max mana back and reduces your Fire Staff cooldowns by 7%.

 

Incinerate

Cause a fiery explosion dealing 125% weapon damage and knocking back all enemies 3m. Catches enemies on fire dealing 3% weapon damage each second for 6s. Cooldown: 12 seconds.

  • ScorchedEach hit of Incinerate causes an additional stack of burning.
  • Cauterize WoundsRestore 20% of damage dealt by Incinerate.
  • Flame Out!Incinerate hits twice.

Flamethrower

Create a jet of flame from the tip of staff dealing 25% weapon damage each second. Each hit catches enemies on fire dealing 3% weapon damage each second for 6s. Cooldown: 8 seconds.

Burn Out

Dash forward leaving a wall of fire behind you. Residual flames will catch enemies on fire dealing 5% weapon damage each second for 13s. Cooldown: 20 seconds.

Fire Staff Passive Abilities

Spell Focus

Heavy Attacks restore 5% of your max mana on hit.

Spellslinger

Your abilities gain an extra 15% chance to critical strike.

Prophet Of A Fire God

While holding a Fire Staff, your critical strike damage is increased by 20%.

Flare

Heavy Attacks no longer consume mana.

Fiery Restoration

Heavy Attacks reduce Fire Staff cooldowns by 10% on hit.

Clear Mind

While above 50% mana, you gain 10% Empower. (Empower increases damage)

Singe

When you get a Critical Hit with the Fire Staff, apply Burning on the target, dealing 3% weapon damage each second for 6 seconds.

Clear Casting

If you haven't taken damage in the last 3s, deal 10% more damage.

Runes of Helios

Casting a fire spell places a 2-meter rune on the ground increasing your spell damage by 30% while standing in the rune. The rune lasts for 7 seconds. Cooldown: 30 seconds

Pyromania

While holding a Fire Staff and below 50% max health: damage is increased by 20%.

Heat Up

When you block a Melee attack, restore 5% of your max mana.

Kindle

Burning lasts 20% longer.

Trial By Fire

When you are struck, create a field of fire around you dealing 5% weapon damage to all to nearby enemies in a 4m radius. Activates when struck in battle and lasts for 10 seconds. (cooldown 120s.)

Let It Burn

Whenever burn deals damage, gain 30% Fortify for 2s. (Fortify reduces damage taken.)

Watch It Burn

Light attacks cause the enemy to catch fire dealing 3% weapon damage each second for 6s.

Combat Speed

When you activate a Fire Staff ability gain 10% Haste for 5s. (Cooldown: 10 seconds)

Reheat

After 6s without activating an ability, your mana regen is increased by 400%.

Life Staff Active Abilities

Divine Embrace

Heal target for 150% weapon damage. Cooldown: 6 seconds.

Upgrades:

  • Privilege - Divine Embrace costs 25 Mana.
  • Shared Struggle - If target is below 50% health heal one additional ally within 8m for the same amount.
  • Rebound - If 2nd target is below 50% health heal another ally within 6m of that ally.

Sacred Ground

Create an area on the ground that lasts for 12s and heals 10% weapon damage every second. Cooldown: 20 seconds.

Upgrades:

  • Holy Ground - Regenerate Stamina and Mana 100% faster while in Sacred Ground.
  • Blessed - While allies are in Sacred Ground they are healed for 30% more from all healing.

Splash Of Light

You and all group members are healed for 50% weapon damage. Cooldown: 12 seconds.

Upgrades:

  • Shared Recovery - If you heal a target below 50% health gain 3% of your max mana.
  • Purify - Splash of Light also removes one debuff.

Orb Of Protection

Shoot out a light projectile that grants 15% Fortify for 20s, heals an ally for 10% of weapon damage, and deals 95% weapon damage when it hits an enemy. (Fortify reduces incoming damage.) Cooldown: 10 seconds.

  • Protector's Blessing - If Orb of Protection hits an ally, they are healed over time for 20 seconds.
  • Shared Protection - If you successfully hit an ally, you also gain Fortify.
  • Aegis - When this projectile hits, it affects all allies within a 3-meter radius.

Light's Embrace

Targeted heal for 75% weapon damage +30% more for each buff on that target. Cooldown: 4 seconds.

Upgrades:

  • Inspire - When you heal a target with Lights Embrace target receives 25 stamina.
  • Connection - When you heal a target with Lights Embrace gain 1% of your max mana for each buff your target has.
  • Magnify - When you heal with Light's Embrace extend Life Staff buffs by 2 seconds.

Beacon

Shoot out a light projectile that deals 95% weapon damage to enemies, attaches to it's target and heals all nearby allies for 20% weapon damage each second for 10s. Cooldown: 35 seconds.

Upgrades:




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