Talents
Talents are a progression system that augments the strength of Wayfinders by unlocking connected nodes in a web. They also refer to assorted accolade bonuses and mastery passives. Talents are treated separately from Affinity.
As a Wayfinder gains experience, they also contribute towards Wayfinder Rank, which is tantamount to an "account level". All Wayfinders contribute to Wayfinder Rank experience, even after they reach max level. Completing quests, killing enemies, and Wayfinder Resonance Caches all provide Wayfinder Rank experience. The maximum Wayfinder Rank is 30. Each Wayfinder Rank will grant a Talent Point and unlock Accolades, which offer a variety of bonuses to all Wayfinders.
Talent Trees[edit]
Talent points can be spent to unlock nodes on the Talent Tree that can provide stat points, echo slots, echo capacity, or new (major or minor) passive abilities. Talent trees are unique to each Wayfinder, but the trees themselves and associated mastery accolades are specific to each Archetype. In other words:
Wingrave,
Senja, and
Grendel use the
Warmaster talent tree.
Niss,
Kyros, and
Lora use the
Arcanist talent tree.
Silo and
Venomess use the
Survivalist talent tree.
Every Talent Tree is broadly structured into three branches, each of which aids in creating different play styles by offering unique passive boosts to the Wayfinder. The trees are broadly separated into an offense branch, a balanced/support branch, and a defense branch.
Talent Tree Nodes are split into 6 categories:
- Prime (A Prime Talent Node represents the core perk of the branch that provides massive passive bonuses; only one may be selected)
- Major (A Major Talent Node represents the two smaller passive perks offered the branch)
- Minor (Talent Nodes which offer minor Stat Boosts)
Connection (Talent Nodes connecting one branch to another. Offers Stat and Echo Capacity Bonus)
- Echo (Talent Nodes that augment Echo Capacity of the Wayfinder and add new Echo Slots)
- Boosted (A group of three Minor Nodes that provide a 2X multiplier to all three stat bonuses when all of them are unlocked)
Warmaster[edit]
The Warmaster Talent Tree has three main branches: Vengeance, Heroism, and Resolve.
Type | Name | Description |
---|---|---|
Vengeance | ||
Prime | ![]() |
Gain bonus Weapon Power equal to 20% of your Max Health. |
Major | ![]() |
Using a Weapon Ability increases your maximum Heat of Battle multiplier by 10% per ability level. Stacks up to a maximum of 10. Stacks are removed when your combo resets. |
Major | ![]() |
Weapon Abilities charge an additional 15% faster. |
Heroism | ||
Prime | ![]() |
Each time you use a Wayfinder Ability, you Heal all allies around you for a small amount. Consecutive heals will have an increased effect. |
Major | ![]() |
Every time you hit an enemy with a weapon attack, gain a stack of Mindful, stacking up to 10 times. Using a Wayfinder ability causes all stacks to be consumed, granting you +3% Ability Power per stack. |
Major | ![]() |
After using your Ultimate Ability, you and all nearby allies gain a temporary bonus to all stats equal to 5% of your Ability Power. |
Resolve | ||
Prime | ![]() |
You lose 20% less Stamina when blocking attacks. Parry attacks now deal twice as much damage. |
Major | ![]() |
You now cause small amounts of damage to any enemy that hits you with a melee attack. Damage scales with your Physical Defense. |
Major | ![]() |
You can no longer be interrupted by enemy attacks in combat. |
Arcanist[edit]
The Arcanist Talent Tree has three main branches: Havoc, Quantum, and Kinesis.
Type | Name | Description |
---|---|---|
Havoc | ||
Prime | ![]() |
Each time a Wayfinder ability is used, gain a stack of Overwhelming Arcana. Overwhelming Arcana increases Ability Power 5% per stack. Overwhelming Arcana can stack up to 5 times. |
Major | ![]() |
Each time a Wayfinder ability is used, have a 50% chance create an Innervation Orb. |
Major | ![]() |
Each time you pick up an Innervation Orb, lower your Wayfinder Ability Cooldowns by 20%. |
Quantum | ||
Prime | ![]() |
Gain stacks of Observation when using your Ultimate or dealing Critical Hits. When stacks reach 100, a Wave Form Collapse is triggered, granting a random buff to you and nearby allies, increasing Damage, refreshing Cooldowns, or increasing Speed and Stamina. |
Major | ![]() |
Each time you pick up an Innervation Orb, gain 10% increased Crit Rating, stacking up to 3 times. |
Major | ![]() |
Each time you Critically hit, gain a moderate amount of Ultimate Meter Charge. This effect has an internal cooldown of 1 second. |
Kinesis | ||
Prime | ![]() |
Gain a Damage Shield equal to 30% of Magic Defense after using your Ultimate. If you are hit while you have a Damage Shield active, deal damage equal to 25% of your Magic Defense back to your attacker. |
Major | ![]() |
Each time a Wayfinder ability is used, gain a Damage Shield equal to 7% of Magic Defense. |
Major | ![]() |
Each time you pick up an Innervation Orb, gain a Damage Shield equal to 10% of Magic Defense. |
Survivalist[edit]
The Survivalist Talent Tree has three main branches: Prowess, Tactics, and Finesse.
Type | Name | Description |
---|---|---|
Prowess | ||
Prime | ![]() |
Crit Rating increased by 50%, but the base multiplier for all Critical Hits is reduced by 33%. |
Major | ![]() |
Each Critical Hit now has a 20% chance to grant you 10 Stamina. |
Major | ![]() |
Each time you land a Critical Hit, you and all nearby allies gain 1% increased Crit Power for 6 seconds. Stacks up to 10 times. |
Tactics | ||
Prime | ![]() |
Your Expose Weakness also causes the target to heal all attackers for a small amount. |
Major | ![]() |
Your Expose Weakness is now stronger, making enemies 5% more vulnerable. |
Major | ![]() |
Your Expose Weakness also provides a small boost to all attackers' Ultimate Meter Charges. |
Finesse | ||
Prime | ![]() |
Dodging now grants a stacking 6% increase to Weapon Power, stacking up to 5 times and lasting 4 seconds. |
Major | ![]() |
Incoming damage is reduced by up to 20%, scaling with your missing Stamina. |
Major | ![]() |
Drop a timed explosive when dodging away from nearby enemies. 10 second cooldown. |
Mastery Accolades[edit]
Accolades are additional passive bonuses granted for each achieved Wayfinder Rank, serving as a global scaling increase of power for all Wayfinders. These bonuses include:
- Base Weapon - An increase to the base Statistics of all weapons. A bonus is given for every rank.
- Affinity Point - Additional Affinity points. One point is granted at Ranks 5, 15, and 25.
- Echo Capacity - An increase to the max Echo capacity of all weapons, for every Echo slot. A bonus is given every six ranks.
- At Rank 15, an additional
Cross Echo Slot is unlocked for all weapons.
- At Rank 15, an additional
- Defense Power - A passive that converts a portion of a Wayfinder's defensive stats to their offensive stats, depending on their Archetype.
- Weapon Mastery - Unique passives that give different bonuses depending on the Wayfinder's Archetype and equipped weapon.
Defense Power[edit]
At certain Mastery Accolade Ranks (9, 18 and 27), a Wayfinder will be granted higher tiers of a passive Defense Power.
Archetype | Description |
---|---|
![]() |
Converts (5/10/15)% of Physical Defense as additional Weapon Power |
![]() |
Converts (5/10/15)% of Magic Defense as additional Ability Power |
![]() |
Converts (2.5/5/7.5)% of Physical Defense and (2.5/5/7.5)% of Magic Defense as additional Crit Power |
Weapon Mastery[edit]
At certain other Mastery Accolade Ranks (10, 20 and 30), a Wayfinder will be granted higher tiers of a passive Weapon Mastery. The Weapon Mastery bonuses will vary based on the Wayfinder's Archetype and the class of the weapon equipped.
Archetype | Weapon | Mastery | Description |
---|---|---|---|
![]() |
![]() |
Press the Advantage | When gaining a pip, gain (3/4/5)% Weapon Power for 12 seconds, stacking up to 3 times. |
![]() |
![]() |
Relentless Blows | Using a 2H Weapon Ability increases your Weapon Power by (9/12/15)% for 8 seconds. This effect does not stack. |
![]() |
![]() |
Whirling Blades | Using Flourishes gives (3/4/5)% Weapon Power per Flourish Point used, for 6 seconds. |
![]() |
![]() |
Marksman Brawler | Improves Damage and Break Damage of all Rifle Attacks by (5/7.5/10)% to enemies within close range. |
![]() |
![]() |
Reactive Overflow | Blocking an enemy attack or hitting an enemy with a melee finisher increases Ability Power by (1.8/2.4/3)% stacking up to 5 times and lasting 8 seconds. |
![]() |
![]() |
Arcane Colossus | 2H attacks have a (15/20/25)% chance to deal 80% of your Ability Power as bonus damage. |
![]() |
![]() |
Arcane Dance | Shadow Hits from Blade Dance deal additional Ability Damage equal to (20/30/40)% of Ability Power. |
![]() |
![]() |
Magic Chamber | Rifle Standard shots deal bonus Ability Damage based on how empty the clip is, up to (30/45/60)% of Ability Power. |
![]() |
![]() |
Critical Opener | Dash attacks increase Crit Chance by (10/15/20)% for 6 seconds. |
![]() |
![]() |
Heavy Precision | 2H Light Attacks increase Crit Chance by (2/3/4)% per stack, stacking up to 3 times and lasting 4 seconds. 2H Heavy Attacks increase Crit Power by (4/6/8)% per stack, stacking up to 3 times and lasting 4 seconds. |
![]() |
![]() |
Inspiring Flourish | Increases Crit Chance by (4/5/6)% for 6 seconds per Flourish Point consumed, up to (12/15/18)%. |
![]() |
![]() |
Critical Reload | On a Hotspot reload grants up to (8/12/16)% Crit Chance, based on the amount of shots reloaded, for 10 seconds. |