Each Wayfinder is categorized into an Archetype, which determines their general play-style, along with their Archetype Passives and Mastery benefits. Although any Archetype, given the right weapons, accessories, and Echoes, can fit into any role, each Archetype may be more suited towards one role than the others.
Warmaster[edit]
Warmasters combine offensive and defensive aspects to hold the frontline for their allies, using their Art of War to give their team a brief burst of strength. They can take the brunt of enemy attacks as their Dodge Roll can help sustain their resilience.
Wayfinders[edit]
Passive[edit]
Weapon abilities charge 15% faster. When using a Weapon Ability, inspires the Warmaster and nearby allies for a short time, increasing Weapon Power by 10% per ability level. Stacks up to 30%.
Warmasters have an additional 20 stamina and restore some Resilience with each roll.
Mastery[edit]
Mastery 1Countering after a block restores 10% of resilience.
Mastery 2
Countering after a block restores 15% of resilience to you and all nearby allies.
Mastery 3Countering after a block restores 20% of resilience to you and all nearby allies.
Mastery 1Gain 50% of your Latent Power meter when guard breaking an enemy. This effect has a 6 second cooldown.
Mastery 2
Gain 75% of your Latent Power meter when guard breaking an enemy. This effect has a 6 second cooldown.
Mastery 3Gain 1 Latent Power Pip when guard breaking an enemy. This effect has a 6 second cooldown.
Mastery 1Blocking attacks with a Shield takes 20% less stamina.
Mastery 2
Blocking attacks with a Shield takes 30% less stamina.
Mastery 3Blocking attacks with a Shield takes 40% less stamina.
Mastery 1Momentum reduces incoming damage by up to 10% based on how full it is.
Mastery 2
Momentum reduces incoming damage by up to 15% based on how full it is.
Mastery 3Momentum reduces incoming damage by up to 15% based on how full it is. Upon reaching full momentum, apply a damage shield equal to 10% of your Maximum Health to yourself and nearby allies. This shield can only be applied once every 15s.
Mastery 1Heavy Attacks deal 20% more Break Damage.
Mastery 2
Heavy Attacks deal 30% more Break Damage.
Mastery 3Heavy Attacks deal 40% more Break Damage.
Mastery 1Momentum decreases 50% slower while moving.
Mastery 2
Momentum decreases 75% slower while moving.
Mastery 3Momentum no longer decays while moving.
Mastery 1Critical hits with dual blades restore 5% of Resilience.
Mastery 2
Critical hits with dual blades restore 7.5% of Resilience.
Mastery 3Critical hits with dual blades restore 10% of Resilience.
Mastery 1Successful Parry attacks deal an additional 100% of your Break Power as Break Damage to enemies hit.
Mastery 2
Successful Parry attacks deal an additional 150% of your Break Power as Break Damage to enemies hit.
Mastery 3Successful Parry attacks deal an additional 200% of your Break Power as Break Damage to enemies hit.
Mastery 1Reduces incoming damage while in Blade Dance by 20%.
Mastery 2
Reduces incoming damage while in Blade Dance by 30%.
Mastery 3Reduces incoming damage while in Blade Dance by 40%.
Mastery 1Hotspot reload grants a damage shield to you for up to 10% of your Max Health at a full clip reload.
Mastery 2
Hotspot reload grants a damage shield to you and nearby allies for up to 10% of your Max Health at a full clip reload.
Mastery 3Hotspot reload grants a damage shield to you and nearby allies for up to 15% of your Max Health at a full clip reload.
Mastery 1Break damage dealt by Eagle Eye is increased by an additional 60% of your Break Power.
Mastery 2
Break damage dealt by Eagle Eye is increased by an additional 90% of your Break Power.
Mastery 3Break damage dealt by Eagle Eye is increased by an additional 120% of your Break Power.
Mastery 1Improves Damage and Break Damage of all Rifle Attacks by 5% to enemies within close range.
Mastery 2
Improves Damage and Break Damage of all Rifle Attacks by 7.5% to enemies within close range.
Mastery 3Improves Damage and Break Damage of all Rifle Attacks by 10% to enemies within close range.
Arcanist[edit]
Arcanists greatly focus on damage output with abilities, empowering themselves and their allies with Innervation Orbs. Their Blink lengthens their invulnerability time when dodging, allowing them to stay on the offensive.
Wayfinders[edit]
Passive[edit]
Defeating enemies has a chance to spawn an Innervation Orb, which can be consumed by the Arcanist or their allies to increase Ability Power.
Arcanists benefit from the largest invincibility window when dodging attacks with their Blink, and also travel an increased distance.
Mastery[edit]
Mastery 1Using a Weapon Ability grants 5% Ability Power for each consumed Latent Power Pip. This effect stacks 3 times and lasts 10 seconds.
Mastery 2
Using a Weapon Ability grants 7.5% Ability Power for each consumed Latent Power Pip. This effect stacks 3 times and lasts 10 seconds.
Mastery 3Using a Weapon Ability grants 10% Ability Power for each consumed Latent Power Pip. This effect stacks 3 times and lasts 10 seconds.
Mastery 1Basic weapon attacks have a 10% chance to deal 100% of your Ability Power as bonus Ability Damage.
Mastery 2
Basic weapon attacks have a 15% chance to deal 100% of your Ability Power as bonus Ability Damage.
Mastery 3Basic weapon attacks have a 20% chance to deal 100% of your Ability Power as bonus Ability Damage.
Mastery 1Blocking an attack has a 10% chance to erupt into a small AOE that deals 100% of Ability Power as Ability Damage to nearby enemies.
Mastery 2
Blocking an attack has a 15% chance to erupt into a small AOE that deals 100% of Ability Power as Ability Damage to nearby enemies.
Mastery 3Blocking an attack has a 20% chance to erupt into a small AOE that deals 100% of Ability Power as Ability Damage to nearby enemies.
Mastery 1Momentum causes your weapon attacks to deal up to 10% of your Ability Power as bonus Ability Damage, based on how full it is.
Mastery 2
Momentum causes your weapon attacks to deal up to 15% of your Ability Power as bonus Ability Damage, based on how full it is.
Mastery 3Momentum causes your weapon attacks to deal up to 15% of your Ability Power as bonus Ability Damage, based on how full it is. When you reach full Momentum, your next attack will send out a bolt of arcane energy that deals 20% of Ability Power as damage to a nearby enemy that then chains to 2 additional enemies. This effect has a 15 second cooldown.
Mastery 1Heavy attacks have a 10% chance to be Arcane Empowered, dealing 100% of your Ability Power as bonus Ability Damage in an area.
Mastery 2
Heavy attacks have a 15% chance to be Arcane Empowered, dealing 100% of your Ability Power as bonus Ability Damage in an area.
Mastery 3Heavy attacks have a 20% chance to be Arcane Empowered, dealing 100% of your Ability Power as bonus Ability Damage in an area.
Mastery 1Using a Weapon Ability grants you and nearby allies 5% Ability Power per level of momentum consumed. Lasts 10 seconds.
Mastery 2
Using a Weapon Ability grants you and nearby allies 7.5% Ability Power per level of momentum consumed. Lasts 10 seconds.
Mastery 3Using a Weapon Ability grants you and nearby allies 10% Ability Power per level of momentum consumed. Lasts 10 seconds.
Mastery 1Dual Blade Finishers, that consume Flourish Points, spawn an Innervation Orb when hitting an enemy.
Mastery 2
Dual Blade Finishers, that consume Flourish Points, spawn 2 Innervation Orbs when hitting an enemy.
Mastery 3Dual Blade Finishers, that consume Flourish Points, spawn 3 Innervation Orbs when hitting an enemy.
Mastery 1Enemies take 10% more damage for 6 seconds after being hit by a successful Parry attack.
Mastery 2
Enemies take 15% more damage for 6 seconds after being hit by a successful Parry attack.
Mastery 3Enemies take 20% more damage for 6 seconds after being hit by a successful Parry attack.
Mastery 1Shadow Hits from Blade Dance deal additional Ability Damage equal to 20% of Ability Power.
Mastery 2
Shadow Hits from Blade Dance deal additional Ability Damage equal to 30% of Ability Power.
Mastery 3Shadow Hits from Blade Dance deal additional Ability Damage equal to 40% of Ability Power.
Mastery 1You have a chance to spawn an Innervation Orb from yourself when getting a hotspot reload. You have a 100% chance when reloading a full clip.
Mastery 2
You have a chance to spawn an Innervation Orb from yourself and a nearby enemy when getting a hotspot reload. You have a 100% chance when reloading a full clip.
Mastery 3You have a chance to spawn an Innervation Orb from yourself and 2 nearby enemies when getting a hotspot reload. You have a 100% chance when reloading a full clip.
Mastery 1Eagle Eye shots have a 50% chance to spawn an Innervation Orb at the target.
Mastery 2
Eagle Eye shots have a 75% chance to spawn an Innervation Orb at the target.
Mastery 3Eagle Eye shots have a 100% chance to spawn an Innervation Orb at the target.
Mastery 1Rifle Standard shots deal bonus Ability Damage based on how empty the clip is, up to 30% of Ability Power.
Mastery 2
Rifle Standard shots deal bonus Ability Damage based on how empty the clip is, up to 45% of Ability Power.
Mastery 3Rifle Standard shots deal bonus Ability Damage based on how empty the clip is, up to 60% of Ability Power.
Survivalist[edit]
Survivalists play support by crippling the enemy with Expose Weakness, increasing the damage it takes. They have high mobility thanks to their Dash, which lets them circle opponents for more vantage points.
Wayfinders[edit]
Passive[edit]
On a critical hit, exposes the enemy for 6 seconds, marking it for teammates. While exposed, enemies take an additional 10% damage from all sources.
Survivalist dashes have increased range and benefit from a reduced stamina cost, allowing them to dash more often.
Mastery[edit]
Mastery 1When you successfully block counter, you gain 10% increased Weapon Power for 6 seconds. This effect can only trigger once every 20 seconds.
Mastery 2
When you successfully block counter, you and your nearby allies gain 15% increased Weapon Power for 6 seconds. This effect can only trigger once every 20 seconds.
Mastery 3When you successfully block counter, you and your nearby allies gain 20% increased Weapon Power for 9 seconds. This effect can only trigger once every 20 seconds.
Mastery 1Dash attacks increase Crit Chance by 10% for 6 seconds.
Mastery 2
Dash attacks increase Crit Chance by 15% for 6 seconds.
Mastery 3Dash attacks increase Crit Chance by 20% for 6 seconds.
Mastery 1Sword-based attacks deal 8% more Damage and Shield-based attacks deal 8% more Break Damage.
Mastery 2
Sword-based attacks deal 12% more Damage and Shield-based attacks deal 12% more Break Damage.
Mastery 3Sword-based attacks deal 16% more Damage and Shield-based attacks deal 16% more Break Damage.
Mastery 1You gain up to 10% Crit Chance based on how much Momentum you have.
Mastery 2
You gain up to 15% Crit Chance based on how much Momentum you have.
Mastery 3You gain up to 15% Crit Chance based on how much Momentum you have. Hitting maximum Momentum will increase the Crit Damage of yourself and nearby allies by 10% for 10 seconds.
Mastery 1Increases the multiplier gained from Heat of Battle by 20% when using a 2-handed weapon.
Mastery 2
Increases the multiplier gained from Heat of Battle by 30% when using a 2-handed weapon.
Mastery 3Increases the multiplier gained from Heat of Battle by 40% when using a 2-handed weapon.
Mastery 1Increases the Crit Chance of Heavy Attacks by 10%.
Mastery 2
Increases the Crit Chance and Crit Damage of Heavy Attacks by 10%.
Mastery 3Increases the Crit Chance and Crit Damage of Heavy Attacks by 15%.
Mastery 1Reduces the speed at which Blade Dance drains by 20%.
Mastery 2
Reduces the speed at which Blade Dance drains by 30%.
Mastery 3Reduces the speed at which Blade Dance drains by 40%.
Mastery 1Increases Crit Chance by 4% for 10 seconds per Flourish Point consumed, up to 12%
Mastery 2
Increases Crit Chance by 6% for 10 seconds per Flourish Point consumed, up to 18%
Mastery 3Increases Crit Chance by 8% for 10 seconds per Flourish Point consumed, up to 24%
Mastery 1Slightly increases the time you have to Parry an attack and slightly reduces the duration of a failed Parry.
Mastery 2
Moderately increases the time you have to Parry an attack and moderately reduces the duration of a failed Parry.
Mastery 3Moderately increases the time you have to Parry an attack, moderately reduces the duration of a failed Parry, and grants a Flourish Point on a successful Parry.
Mastery 1Deal 10% more Rifle damage when at long range.
Mastery 2
Deal 15% more Rifle damage when at long range.
Mastery 3Deal 20% more Rifle damage when at long range.
Mastery 1On a Hotspot reload grants up to 8% Crit Chance, based on the amount of shots reloaded, for 10 seconds.
Mastery 2
On a Hotspot reload grants up to 12% Crit Chance, based on the amount of shots reloaded, for 10 seconds.
Mastery 3On a Hotspot reload grants up to 16% Crit Chance, based on the amount of shots reloaded, for 10 seconds.
Mastery 1Performing a dodge will reload 20% of the clip into the rifle.
Mastery 2
Performing a dodge will reload 30% of the clip into the rifle.
Mastery 3Performing a dodge will reload 40% of the clip into the rifle.