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.
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)
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)
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)
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.
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)
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)
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)
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.
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)
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)
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)
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)
All tooltip numbers display level-60 values calibrated against a 30,000-health training automaton in Last Accord.