Archetype

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]

Main article: Warmaster

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]

Art of War
Art of War
Passive
Mechanic
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%.
Dodge Roll
Dodge Roll
Passive
Dodge
Warmasters have an additional 20 stamina and restore some Resilience with each roll.

Mastery[edit]

Grounded Counter
Grounded Counter
Passive
Mastery 1
Countering after a block restores 10% of resilience.

Mastery 2
Countering after a block restores 15% of resilience to you and all nearby allies.

Mastery 3
Countering after a block restores 20% of resilience to you and all nearby allies.
Press the Advantage
Press the Advantage
Passive
Mastery 1
Gain 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 3
Gain 1 Latent Power Pip when guard breaking an enemy. This effect has a 6 second cooldown.
Bulwark
Bulwark
Passive
Mastery 1
Blocking attacks with a Shield takes 20% less stamina.

Mastery 2
Blocking attacks with a Shield takes 30% less stamina.

Mastery 3
Blocking attacks with a Shield takes 40% less stamina.

Stalwart Momentum
Stalwart Momentum
Passive
Mastery 1
Momentum 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 3
Momentum 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.
Heavy Hitter
Heavy Hitter
Passive
Mastery 1
Heavy Attacks deal 20% more Break Damage.

Mastery 2
Heavy Attacks deal 30% more Break Damage.

Mastery 3
Heavy Attacks deal 40% more Break Damage.
Inertia
Inertia
Passive
Mastery 1
Momentum decreases 50% slower while moving.

Mastery 2
Momentum decreases 75% slower while moving.

Mastery 3
Momentum no longer decays while moving.

Relentless
Relentless
Passive
Mastery 1
Critical hits with dual blades restore 5% of Resilience.

Mastery 2
Critical hits with dual blades restore 7.5% of Resilience.

Mastery 3
Critical hits with dual blades restore 10% of Resilience.
Exposing Parry
Exposing Parry
Passive
Mastery 1
Successful 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 3
Successful Parry attacks deal an additional 200% of your Break Power as Break Damage to enemies hit.
Iron Step
Iron Step
Passive
Mastery 1
Reduces incoming damage while in Blade Dance by 20%.

Mastery 2
Reduces incoming damage while in Blade Dance by 30%.

Mastery 3
Reduces incoming damage while in Blade Dance by 40%.

Guardian Reload
Guardian Reload
Passive
Mastery 1
Hotspot 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 3
Hotspot reload grants a damage shield to you and nearby allies for up to 15% of your Max Health at a full clip reload.
Iron Eagle
Iron Eagle
Passive
Mastery 1
Break 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 3
Break damage dealt by Eagle Eye is increased by an additional 120% of your Break Power.
Marksman Brawler
Marksman Brawler
Passive
Mastery 1
Improves 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 3
Improves Damage and Break Damage of all Rifle Attacks by 10% to enemies within close range.

Arcanist[edit]

Main article: Arcanist

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]

Innervation Orbs
Innervation Orbs
Passive
Mechanic
Defeating enemies has a chance to spawn an Innervation Orb, which can be consumed by the Arcanist or their allies to increase Ability Power.
Blink
Blink
Passive
Dodge
Arcanists benefit from the largest invincibility window when dodging attacks with their Blink, and also travel an increased distance.

Mastery[edit]

Latent Overflow
Latent Overflow
Passive
Mastery 1
Using 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 3
Using a Weapon Ability grants 10% Ability Power for each consumed Latent Power Pip. This effect stacks 3 times and lasts 10 seconds.
Infused Blade
Infused Blade
Passive
Mastery 1
Basic 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 3
Basic weapon attacks have a 20% chance to deal 100% of your Ability Power as bonus Ability Damage.
Infused Shield
Infused Shield
Passive
Mastery 1
Blocking 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 3
Blocking an attack has a 20% chance to erupt into a small AOE that deals 100% of Ability Power as Ability Damage to nearby enemies.

Arcane Buildup
Arcane Buildup
Passive
Mastery 1
Momentum 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 3
Momentum 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.
Arcane Eruption
Arcane Eruption
Passive
Mastery 1
Heavy 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 3
Heavy attacks have a 20% chance to be Arcane Empowered, dealing 100% of your Ability Power as bonus Ability Damage in an area.
Momentum Dispersal
Momentum Dispersal
Passive
Mastery 1
Using 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 3
Using a Weapon Ability grants you and nearby allies 10% Ability Power per level of momentum consumed. Lasts 10 seconds.

Flowing Blades
Flowing Blades
Passive
Mastery 1
Dual 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 3
Dual Blade Finishers, that consume Flourish Points, spawn 3 Innervation Orbs when hitting an enemy.
Arcane Riposte
Arcane Riposte
Passive
Mastery 1
Enemies 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 3
Enemies take 20% more damage for 6 seconds after being hit by a successful Parry attack.
Arcane Dance
Arcane Dance
Passive
Mastery 1
Shadow 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 3
Shadow Hits from Blade Dance deal additional Ability Damage equal to 40% of Ability Power.

Arcane Reload
Arcane Reload
Passive
Mastery 1
You 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 3
You 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.
Arcane Eye
Arcane Eye
Passive
Mastery 1
Eagle 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 3
Eagle Eye shots have a 100% chance to spawn an Innervation Orb at the target.
Magic Chamber
Magic Chamber
Passive
Mastery 1
Rifle 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 3
Rifle Standard shots deal bonus Ability Damage based on how empty the clip is, up to 60% of Ability Power.

Survivalist[edit]

Main article: Survivalist

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]

Expose Weakness
Expose Weakness
Passive
Mechanic
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.
Dash
Dash
Passive
Dodge
Survivalist dashes have increased range and benefit from a reduced stamina cost, allowing them to dash more often.

Mastery[edit]

Retaliation
Retaliation
Passive
Mastery 1
When 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 3
When 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.
Critial Opener
Critial Opener
Passive
Mastery 1
Dash attacks increase Crit Chance by 10% for 6 seconds.

Mastery 2
Dash attacks increase Crit Chance by 15% for 6 seconds.

Mastery 3
Dash attacks increase Crit Chance by 20% for 6 seconds.
Expertise
Expertise
Passive
Mastery 1
Sword-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 3
Sword-based attacks deal 16% more Damage and Shield-based attacks deal 16% more Break Damage.

Critical Force
Critical Force
Passive
Mastery 1
You 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 3
You 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.
Crushing Combos
Crushing Combos
Passive
Mastery 1
Increases 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 3
Increases the multiplier gained from Heat of Battle by 40% when using a 2-handed weapon.
Heavy Precision
Heavy Precision
Passive
Mastery 1
Increases the Crit Chance of Heavy Attacks by 10%.

Mastery 2
Increases the Crit Chance and Crit Damage of Heavy Attacks by 10%.

Mastery 3
Increases the Crit Chance and Crit Damage of Heavy Attacks by 15%.

Extended Dance
Extended Dance
Passive
Mastery 1
Reduces the speed at which Blade Dance drains by 20%.

Mastery 2
Reduces the speed at which Blade Dance drains by 30%.

Mastery 3
Reduces the speed at which Blade Dance drains by 40%.
Inspiring Flourish
Inspiring Flourish
Passive
Mastery 1
Increases 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 3
Increases Crit Chance by 8% for 10 seconds per Flourish Point consumed, up to 24%
Parry Master
Parry Master
Passive
Mastery 1
Slightly 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 3
Moderately 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.

Sniper
Sniper
Passive
Mastery 1
Deal 10% more Rifle damage when at long range.

Mastery 2
Deal 15% more Rifle damage when at long range.

Mastery 3
Deal 20% more Rifle damage when at long range.
Critical Reload
Critical Reload
Passive
Mastery 1
On 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 3
On a Hotspot reload grants up to 16% Crit Chance, based on the amount of shots reloaded, for 10 seconds.
Bountiful Dodge
Bountiful Dodge
Passive
Mastery 1
Performing 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 3
Performing a dodge will reload 40% of the clip into the rifle.
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