This is an experimental tool designed to help us see detailed and possibly undocumented changes between patches.
Currently only abilities and recipes are shown, more are coming soon.
There may be spoilers, or items that are not available ingame yet (hello, Rogue). When in doubt, apply common sense
or ask on Discord. Hopefully this tool can help catch things such as broken recipes more easily.
We show changes based on Codex data, meaning it might not be 100% the same as game data for things that we have to
process (like ability descriptions). If you see any issues or have suggestions for data to show, please let us know
on Discord.
Class Changes
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Bard
Quick Wit:
Jest with target ally, healing for (150%)healing and applying Glee.
Ridicule target enemy, damaging them for (110125%)bludgeondamage and applying Demoralized.
Discordance:
Launch a wild burst of 3 discordant notes at your target, each dealing (7550%)arcanedamage and applying Staggered. The notes will bounce to random nearby enemies dealing reduced damage.
Nimble Dance:
Grants Nimble, Pep, and cleanses 1 debuff (favoring crowd control effects) from yourself and nearby allies every second.
Conflict:
Nearby party members gain Conflict
This buff can stack once with itself at reduced efficacy.
Generates
Chaos:
Nearby party members gain Chaos
This buff can stack once with itself at reduced efficacy.
Generates
Destiny:
Nearby party members gain Destiny
This buff can stack once with itself at reduced efficacy.
Generates
Wonder:
Nearby party members gain Wonder
This buff can stack once with itself at reduced efficacy.
Generates
Triumph:
Nearby party members gain Triumph
This buff can stack once with itself at reduced efficacy.
Generates
Joy:
Nearby party members gain Joy
This buff can stack once with itself at reduced efficacy.
Generates
Saga:
Complete your tale with a grand finale, consuming all of your current themes. The specific saga you have access to is determined by the combination of your current themes.
The Apocalypse> () Conjure a scene at your location that depicts this fabled event. Enemies in front of you will be hit for $linger1:init0$ Burning and afflicted with Volatile. A lingering zone of flames will be left behind that deals $linger1:linger0$ each 1 seconds$linger1:linger0.apply0$ and applies $linger1:linger0:apply0.apply1$ each 1 seconds. Lasts 8 seconds. When the Harbingers landed, Verra shook and tore...>
The Return to Verra> () After a short cast, launch 3 bursts of healing to up to 8 allies, favoring injured party members, healing for (100%)healing . The first hit applies Glee if the targets have Pep, otherwise it applies Pep. But we returned triumphant, our magic restored.>
The Silent Pantheon> () Scatter a variety of magical buff zones around you. Nearby allies can enter these zonesUp to each8 nearby allies gain a blessingNSLOCTEXT("[1909495A4C2095068D406C9D33F90055]", "601BEE37465E59B82F5E299EAA18BA37", "Blessing of the GodsPantheon") Favors yourself and party members. A player can only have one of these blessings at a time. Are they still watching? Or have they departed?>
The Myth of Creation> () Apply status effects to all nearby enemies around your target, depending on their primary archetype: Mage - Chilled and Shocked Cleric - Burning and Dazed Fighter - Shaken and Wounded Tank - Staggered and Weakened Ranger - Snared and Bleeding Bard (or NPC) - Demoralized and Volatile
Also grants the bard (undefined%)undefineddamage. Together they conjured worlds, uncharted.>
Get Off The Stage:
Knockback enemies in front of you with your instrument, dealing (175125%)bludgeondamage and applying 3 stacks of Snared that tapers off over the course of 6 seconds.
Also applies Disarmed to targets with Staggered.
Resonant Weapon:
Casting any non-melody abilityabilities will grant you 1 stack of ResonanceSome songs and dances will grant an additional stack upon completion. Stacks up to 10 times.
Resonance
Fierce Wit:
Quick Wit will apply (7560%)firedamageBurning to enemies with two or more other debuffs.
Quick Wit will apply Tripped to enemies with two or more movement impairing debuffs.
Mock:
Ridicule target enemy, damaging them for (110125%)bludgeondamage and applying Demoralized.
Shares cooldown with Jest.
Cleric
Flash Cure:
3 charges.
Instantly heal target ally for (250175%)healing . This may be used during other ability activations.
Fighter
Whirlwind:
Channeled ability: Deal (3045%)physicaldamage to all enemies around the caster with each spin while channeled, increasing the spin rate the longer it is channeled.
The caster is immune to hard disabling effects while spinning.
Activate the ability again to end channeling early.
Deals 20% additional damage to Weakened targets.
Leap Strike:
Leap to target location and deal (225%)physicaldamage around you while applying SnaredStaggered to targets hit.
Apply 3 stacks of Snared to targets hit that were Shaken.
Crippling Blow:
Deal (75%)physicaldamage and apply 1 stack of Snared to target enemy.
If the target is Staggered, the effect is consumed and the target becomesapply another stack ofTrippedSnaredto the target.
Battle Cry:
Apply RiledWeakenedto the caster and Demoralized to all nearby party membersenemies and WeakenedRiled to the caster and all nearby enemiesparty members.
Gain 5 Combat Momentum for each target Riled and each enemy target that was Shaken.
Blood Fusion:
Return 100% of damage dealt as health and 5035% of damage dealt as mana over the next 6 seconds. Resource replenished is diminished for each target hit beyond the first.
25% additional damage returned as health from Bleeding targets. This bonus is doubled against Hemorraging targets.
Lunging Assault:
Spend 15 Combat Momentum to lunge in a direction a short distance and perform an upward swing upon arrival, dealing (125%)physicaldamage and applying Snared to enemies in front of youthe caster. You are
The caster is immune to hard crowd controldisabling effects while performing this abilitylunging.
Form Of Celerity:
While in this form, the caster receives +2% Movement Speed per 10 Combat Momentum, up to a maximum of +20%.
Overpower and Brutal Cleave apply Staggered to targets hit.
Shifting form costs 20% of current Combat Momentum and triggers cooldown for all Combat Forms.
Triggers cooldown for 10 seconds when deactivated.
Form Of Fluidity:
While in this form, the caster receives +41.5% Evasion and +2.5% Disable Resistance ChanceEvasion per 10 Combat Momentum, up to a maximum of +4015% and +25%, respectively.
Overpower and Brutal Cleave apply Shaken to targets hit.
Shifting form costs 20% of current Combat Momentum and triggers cooldown for all Combat Forms.
Triggers cooldown for 10 seconds when deactivated.
Climactic Whirlwind:
Perform a final swing in an area in front of you after ending Whirlwind's channel, dealing (175%)physicaldamage and applying Staggered to targets in front of the caster, while generating 5-10 Combat Momentum based on number of targets hit.
Unyielding Battle Cry:
BerserkBattle Cry breaks all disabling effects on the caster.
Form Of Ferocity:
While in this form, the caster receives 1.5% Attack Speed per 10 Combat Momentum, up to a maximum of 15%.
Overpower and Brutal Cleave apply Bleeding to targets hit.
Shifting form costs 20% of current Combat Momentum and triggers cooldown for all Combat Forms.
Triggers cooldown for 10 seconds when deactivated.
Regenerative Form of Fluidity:
Form of Fluidity regenerates 0.01% of your maximum manahealth per second and per weapon finisher for each point of Combat Momentum you have.
Knock Out:
Knock outApply Incapacitated and Shaken to target enemy, putting them to sleep for 10 seconds. Any damage breaks the effect.
Meditative Form of Celerity:
Form of Celerity regenerates 0.01% of your maximum healthmana per second and per weapon finisher for each point of Combat Momentum you have.
Wallop:
Spend 40% of current Combat Momentum to deal (150%)physicaldamage plus additional damage depending on how much Combat Momentum was spent, up to a maximum total of (150%)physicaldamage.
If the target is Staggered, the effect is consumed and the target becomes Tripped.
Slicing Maim:
Maim launches a piercing projectile that deals (100%)physicaldamage, plus 5020% additional damage to recently tripped targets, to enemies in its path.
Rogue
Ambusher:
When attacking targets from behind, you gain 10% bonus crit chance.
Stealth:
Fade into the shadowsGain NSLOCTEXT("[1909495A4C2095068D406C9D33F90055]", becoming invisible"0A2C78A74E34D8DF5D61BA88F4F79991", "Stealth") This will trigger Stealth's cooldown again. Only usable
Gain Advantage.
Stealth can only be activated when 20 meters away from enemies.
Gain AdvantageFade into the shadows...>
Stab:
Stab your target in the back dealingDeals(200100%)piercedamage damage. Requires being behind your target.
Consumes NSLOCTEXT("[1909495A4C2095068D406C9D33F90055]", "DB02D3F742883AB0AEFE5789E0ECD798", "Advantage") to deal a bonus (200100%)piercedamage bonus.
Backstab>: This ability deals double damage from behind your target.
Stab's cooldown is halved when used from Stealth.
Lacerate:
Slice your target, dealingDeals(10050%)physicaldamage. Applies and appliesBleeding at double. If the base durationtarget is already bleeding, instead applies Hemorraging.
Consumes NSLOCTEXT("[1909495A4C2095068D406C9D33F90055]", "DB02D3F742883AB0AEFE5789E0ECD798", "Advantage") to become ainstead hit all targets in frontal cone melee abilityrange for (150%)physicaldamage split amongst them, and apply Bleeding at double duration.
Kick:
Kick your target, dealingDeals(4030%)bludgeondamage and applyingappliesTripped.
Consumes NSLOCTEXT("[1909495A4C2095068D406C9D33F90055]", "DB02D3F742883AB0AEFE5789E0ECD798", "Advantage") to instead hit all targets within melee range.
Feint:
StabDash behind your target in the backwith a feinting strike, dealing $hit1.min$ (70%)physicaldamage. Requires being behind your target.
Consumes $effect1$ to deal $hit1Gain NSLOCTEXT("[1909495A4C2095068D406C9D33F90055]", "7F8A18F043B15B86E37485BA198FA975", "Maneuvering")
Backstab resets the cooldown of Feint.max$ bonus damage.
Thump:
Deal (50%)bludgeondamage and, apply SilencedDazed for 1 second, and then apply DazedSilencedfor 1 second.
If you have Advantage, instead apply Silenced for 54 seconds.
Shadow Step:
Teleport behind your target. If used on an enemy that is more than 8 meters away, gain NSLOCTEXT("[1909495A4C2095068D406C9D33F90055]", "DB02D3F742883AB0AEFE5789E0ECD798", "Advantage").
Shadowstep breaks the caster out of all crowd control effects.
Shuriken:
Throw a shuriken at your target, dealing to deal $proj1:hit0$ and bouncingapply $proj1:hit0.apply0$. Shuriken bounces to up to 4 other nearby enemies dealing lesser damage each bounce.
Each hit applies any currently active Poison, otherwise applies $proj1:hit0 Favors enemies closer to the rogue.apply0$.
Tank
Vengeance:
DealCombo ability: Launch up to 3 consecutive attacks against target enemy. Each hit grants 1 stack of Vengeance to the caster, granting 2% of maximum health as temporary health for 8 seconds, up to 3 stacks. <br> 1. Hit 1 - <span style="">(0120%)physicaldamage to your target enemy 2. Other nearby targets take reduced damage. On hit, gain a stack of Vengeance, granting Temporary Health equal to your level + 0.1Hit 2 - (130% Max HP for 10 seconds, up to )physicaldamage 3 stacks. The maxmium HP contribution to shielding increases to 0.2% for stack 2, and 0.Hit 3 - (150% for stack 3.)</span> physicaldamage and applies Stunned<br> Additional activations within 10 seconds deal Incoming damaging hits reduce this ability's cooldown by 0.5% additional damage seconds, up toand hits that were blocked reduce the cooldown by 1 second. This may trigger at a totalmaximum of +15%once per second.
Generates 100% additional threat.
Inciting Strikes:
Slash twice in an area in front of you, dealing damage (5075%)physicaldamage damage per hit. Generate 3 Courage per target hit with each swing, up to a maximum of 10 Courage per swing.
Generates 400300% Threat.
Grit:
Toggled ability: Enter a defensive stance that reduces all incomingIncrease physical damagemitigation by an additional 10%, but outgoing damage is reduced by 25% for 10 seconds. Threat generation is increased by 50% while under the effect of Grit.
Higher levels of Courage decrease the damage penalty byThis can stack up to 10%2 times.
Absorption Field:
Throw a rallying banner to the target location that spawns an Absorption Field upon impact.
You and allies that enter the Absorption Field are granted temporary health equal to 2015% of your maximum health. This can only be applied to any specific target once per 10 seconds.
Courageous:
You buildBuild Courage through your valiant actions in combat. Courage increases your physical mitigation to reduce your damage taken by 0.10% per point, up to 10%. Courage may alsocan be spent on certain abilities and effects for other unique advantages on the battlefield.
Weapon combo finishers and extended finishers generate 33 Courage and apply Staggered to targets hit. Taking damage also generates Courage based on amount of incoming damage.
You passively generate more threat against targets you dealThreat generated by damage todealt is increased.
Supernatural Grit:
Grit also increasesadditionally applies half of its physical mitigation value to magical mitigation by the same amount.
Relentless Vengeance:
Increases the shielding of VenganceVengeance by 50%.
Intercept:
Rush to an ally's defense, granting temporary health to yourself and the target equal to 810% of your maximum HP for 10 seconds upon arrival.
Temporary health granted is increased to 12% of your maximum HP if cast on self.
Iron Aura:
Reduces damage taken by 25% for all party members within 10 meters.
Fortify:
Consumes all Courage to reduce damage taken for 10 seconds.
Damage taken is reducedIncreases mitigation by 10%, and increases with Courage spent at a rate of plus an additional 0.1% per 1 Courage spent, up to a total maximum of 20%.
Duration is increased by 1% per Courage spent, up to a maximum of 20 seconds.
While active, the rate ofgenerate 300% Courage gained from damage received is increasedtaken.
Mage
Shatter:
When you deal lightning damage to a recently Frozen target, they are dealt a bonus (300225%)icedamage.
Shattered can only be triggered once every 4 seconds per caster against the same target.