A towering, granite-skinned Korvath sentinel who absorbs the fury of the storm into his great bell-bronze shield and rings it back as an unbreakable wall of golden sound.

Playstyle

Combat Role
Tank (Frontline Mitigation & Acoustic Crowd Control)
Kindred
Korvath
Primary Resource
Bell-Charge (Builds from 0 to 100 on blocks and hits taken; spent on resonant slams and protective chords)
Weapons
Tower Bell-Shield & One-Handed Resonance Mace / War-Gavel
Armor Type
Heavy Sun-Forged Plate
Complexity Rating
1 / 3 (Accessible, forgiving, clear visual rhythm)

The Solaris Bastion · The Sun-Steppe of Aethel

Full-body concept painting of Valen Korr, an eight-foot Korvath sentinel with chiseled slate-grey granite skin, silver-white braided beard, burnished gold and ivory plate armor, a porcelain-scarred left wrist, planting his giant green-patina bronze tower shield Toll of Aethel into the stone while raising his glowing war-mace Gavel of the Tenth Chord.

Valen Korr skill tree

Rules and keyboard controls

Tooltip numbers are level-60 values against a 30,000-health dummy. Active skills share a 1.5-second global cooldown. Cooldown: None means no further cooldown. The player equips one Tier-4 capstone. That capstone amplifies its own Tier-1 skill.

This is an unsaved ability preview. Select prerequisites first; refund dependent abilities before their foundations. Only one Tier-4 capstone may be selected.

Ability details and refund controls are shown in the persistent inspector.

Use arrow keys to move between branches and tiers. Home and End move within a tier; Ctrl+Home and Ctrl+End reach the first and last ability. Enter or Space toggles an ability. Delete, Backspace or Shift+Enter refunds it. Escape dismisses the tooltip.

Selected abilities: 0.

Ability reference

The Unbroken Bastion — Mitigation & Self-Sustain

Turn your body and shield into an impenetrable wall of bronze and stone that thrives under heavy fire.

  1. Brace the Arch

    Active · Tier 1

    Resource Cost: None · Cooldown: 12s · Range / Area: Self

    Requires: No prerequisites.

    Slam your shield into the earth for 4 seconds, reducing all incoming damage by 40% and generating 10 Bell-Charge each time you are struck. While braced, you cannot be knocked back, pulled, or petrified. (Cost: None | Cooldown: 12s | Range: Self)

  2. Limestone Marrow

    Passive · Tier 2

    Requires: Brace the Arch.

    Your Korvath constitution hardens under pressure: whenever your Bell-Charge exceeds 50, your maximum health is increased by 12% and you regenerate 2% of your maximum health every 3 seconds. (Passive)

  3. Counter-Toll

    Active · Tier 3

    Resource Cost: 30 Bell-Charge · Cooldown: 20s · Range / Area: 10m Cone

    Requires: Limestone Marrow.

    Strike the inside of your shield immediately after blocking an attack to unleash a focused sonic blast, dealing 900 Resonant damage in a 10-meter cone and stunning all struck enemies for 1.5 seconds. Grants a 2,200-health Amber Barrier for 6 seconds. (Cost: 30 Bell-Charge | Cooldown: 20s | Range: 10m Cone)

  4. Keystone of the Viaduct

    Active · Ultimate capstone · Tier 4

    Resource Cost: 80 Bell-Charge · Cooldown: 90s · Range / Area: 15m Radius

    Requires: Counter-Toll.

    Amplifies: Brace the Arch (Tier 1).

    Become a living monument for 8 seconds, growing 25% in size, reducing all damage taken by 70%, and redirecting 50% of all damage dealt to allies within 15 meters directly to yourself. When the effect ends, release a shockwave dealing 25% of all damage absorbed as golden fire to nearby foes. Brace the Arch’s damage reduction also applies to allies within 8 meters. (Cost: 80 Bell-Charge | Cooldown: 90s | Range: 15m Radius)

Resonant Bulwark — Party Protection & Ward Support

Project the protective acoustic dome of a Chime-Spire across your entire party to cleanse silence and shield the weak.

  1. Chord of Sanctuary

    Active · Tier 1

    Resource Cost: None · Cooldown: 18s · Range / Area: 12m Radius

    Requires: No prerequisites.

    Ring a low, warming note from your mace, creating a 12-meter golden acoustic dome on the ground for 8 seconds. Allies standing inside take 15% less damage and are immune to Dead-Pitch Calcification stacks. Grants a 1,500-health Amber Barrier and generates 15 Bell-Charge. (Cost: None | Cooldown: 18s | Range: 12m Radius)

  2. Echoing Aegis

    Passive · Tier 2

    Requires: Chord of Sanctuary.

    Whenever you gain a personal shield or barrier, 30% of that barrier's value is automatically granted to the two lowest-health allies within 20 meters for 5 seconds. (Passive)

  3. Guard the Pilgrim

    Active · Tier 3

    Resource Cost: None · Cooldown: 20s · Range / Area: 20m

    Requires: Echoing Aegis.

    Leap up to 20 meters toward a targeted ally, intercepting the next attack made against them within 4 seconds and granting both of you a 3,100-health Amber Barrier. Generates 25 Bell-Charge if an attack is intercepted. (Cost: None | Cooldown: 20s | Range: 20m)

  4. The First Striking

    Active · Ultimate capstone · Tier 4

    Resource Cost: 60 Bell-Charge · Cooldown: 120s · Range / Area: 25m Radius

    Requires: Guard the Pilgrim.

    Amplifies: Chord of Sanctuary (Tier 1).

    Summon a spectral projection of Sol-Vara's Prime Bell above the party and strike it, instantly cleansing all harmful effects from allies within 25 meters, granting them 4,500 Amber Barrier health, and increasing party haste by 20% for 10 seconds. (Cost: 60 Bell-Charge | Cooldown: 120s | Range: 25m Radius)

Earth-Shaker — Crowd Control & Threat Generation

Channel heavy sub-bass vibrations through the fault lines to shatter enemy formations and command the battlefield.

  1. Gavel of Judgement

    Active · Tier 1

    Resource Cost: None · Cooldown: 6s · Range / Area: 15m Line

    Requires: No prerequisites.

    Smash your war-mace down, dealing 1,100 Physical damage to the target and sending a seismic fissure 15 meters forward that deals 750 Resonant damage and generates high threat against all enemies in its path. Generates 15 Bell-Charge. (Cost: None | Cooldown: 6s | Range: 15m Line)

  2. Fault-Line Tremor

    Passive · Tier 2

    Requires: Gavel of Judgement.

    Your ground-slam abilities leave behind vibrating bronze fault-lines for 5 seconds that slow enemy movement speed by 40% and cause affected enemies to deal 10% reduced damage. (Passive)

  3. Magnetic Pitch

    Active · Tier 3

    Resource Cost: 35 Bell-Charge · Cooldown: 24s · Range / Area: 15m Radius

    Requires: Fault-Line Tremor.

    Strike a deep sub-audible note that ripples outward, pulling up to 6 enemies within 15 meters directly toward your shield, dealing 980 Resonant damage and forcing them to attack you for 4 seconds. (Cost: 35 Bell-Charge | Cooldown: 24s | Range: 15m Radius)

  4. Sundering Cadence

    Active · Ultimate capstone · Tier 4

    Resource Cost: 50 Bell-Charge · Cooldown: 60s · Range / Area: 10m Radius

    Requires: Magnetic Pitch.

    Amplifies: Gavel of Judgement (Tier 1).

    Deliver a rhythmic three-hit combo with shield and mace over 2.5 seconds, dealing a total of 2,400 Resonant damage in a 10-meter radius; the final hit shatters enemy armor, increasing all damage they take from your party by 15% for 12 seconds and knocking them airborne. (Cost: 50 Bell-Charge | Cooldown: 60s | Range: 10m Radius)

The Stone That Held the Arch

For forty Turns, Valen Korr stood watch over the Viaduct of Ten Chords, the monumental two-mile bridge that carries both the golden waters of Mount Aethel and the western pilgrim trains into the heart of High Solitude. Born among the highland Korvath clans—a people whose slate-grey skin carries the natural density and grain of mountain limestone—Valen rose to command the Order of the Uncracked Bell not through noble birth, but through sheer, immovable endurance. During the Corsair raids of 598 FS, when a sabotage bomb blew out the central arch of the Viaduct, Valen braced his own shoulders between the collapsing keystone and a fully loaded passenger carriage, holding forty tons of masonry in place for twenty minutes until the Sun-Smiths could weld temporary bronze struts beneath him.

When Sol-Vara cracked in 609 FS, Valen was leading an honor guard escorting Bastion diplomats to the base of the First Spire. He witnessed the blinding birth of the Pale Wake firsthand. As the wave of Dead-Pitch silence swept down the mountain, Valen slammed his great tower shield—cast from a reclaimed piece of an ancient Spire bell—into the stone and struck it with his mace. The resonant dome of golden sound he created saved nineteen recruits huddled behind him, though the edges of the blast caught his own left forearm, turning the stone-flesh of his wrist into permanent, unfeeling white porcelain.

The Sun-Priors of the Solaris Bastion offered Valen a quiet retirement as a palace instructor, fearing that the glassed scar on his arm might spread if he returned to the northern front. Valen refused. Having seen High Commander Veyra, the comrade he loved best, walk willingly into the silver storm, he marched out of High Solitude at the head of a volunteer vanguard. He has sworn a personal oath: he will stand between the living world and the Choir of the Pale Wake until either the First Spire is mended, or there is nothing left of him but a statue still blocking the road.

Combat Rhythm — Ringing the Shield

Valen Korr is an immovable frontline fortress whose gameplay revolves around turning enemy aggression into party-wide protection. Every time Valen blocks an attack or takes damage, his shield accumulates Bell-Charge (0 to 100). Rather than passively soaking hits, players time their defensive cooldowns to absorb massive boss strikes and then "ring" their shield, expending Bell-Charge to unleash golden shockwaves that taunt enemies, shatter Vitrified armor, and grant warm Amber-glass barriers to nearby allies.