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)

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