Chest Armor Gain a second dodge charge.
Chest Armor Gain a second dodge charge.
Auto Rifle Landing multiple hits turns your next shot into a homing micro-rocket.
Dodge to perform a deft tumble, avoiding enemy attacks. Dodging near enemies fully recharges your Melee Ability.
Throw a rope dart that bounces between targets, damaging and severing them. The dart will return to you once it's done, returning melee energy to you for each target hit. Press just as the dart gets back to you to catch it and increase the amount of energy returned.
Weave a vicious rope dart and tear through your targets. [Light Attack] : Swing the rope dart in front of you to deal damage. The tip of the dart deals bonus damage, and defeating targets with the tip causes them to explode. [Heavy Attack] : Swing the rope dart in a circular motion to deal heavy damage all around you. : Use the grapple to move forward quickly.
A thrown weapon of weighted Strand matter that detonates on impact, suspending targets and creating additional suspending subprojectiles.
Activating your class ability leaves behind a decoy woven from Strand matter that draws the attention of nearby combatants. After taking significant damage or when combatants approach, the decoy detonates, dealing damage and releasing Threadlings that seek out and attack nearby foes.
You have an additional grenade charge. Your Grappling Hook creates a Grapple Tangle at the grapple point.
Dealing damage generates grenade energy. -10 Discipline ▼
Defeating suspended targets grants class ability energy.
While you have Woven Mail, weapon final blows create a Tangle. +10 Strength ▲
Picking up an Orb of Power grants Woven Mail. -10 Resilience ▼
Collecting an Orb of Power causes nearby allies to increase their current Armor Charge by 1.
Reduces Super cooldown when using your class ability near targets.
Rapid Arc weapon final blows create an Orb of Power. Rapid Strand weapon final blows create Orbs of Power.
Your powered melee final blows create Orbs of Power.
Grants class ability energy when you cause damage with a powered melee attack.
Grants class ability energy when you cause damage with a grenade.
Collecting an Orb of Power causes you to gain 1 temporary Armor Charge. When your shields become broken, you gain temporary damage reduction. Consumes 3 or more stacks of Armor Charge, granting a longer duration to the damage reduction for each charge consumed.
Increases the amount of ammo you can carry for Strand weapons
Reduces incoming Arc damage from combatants.
Your health begins to regenerate immediately after picking up an Orb of Power.
Reduces all ability cooldowns each time you pick up an Orb of Power.
Reduces class ability cooldown each time you pick up an Orb of Power.
Automatically collects nearby Orbs of Power when you activate your class ability.
Reduces all ability cooldowns when using your class ability near targets.
Reduces grenade cooldown when using your class ability.
+10 Resilience ▲
+10 Discipline ▲
+3 Discipline ▲
Your body is encased in a protective mesh of tightly woven Strand matter, greatly reducing any incoming non-precision damage.
A creature woven from pure Strand matter that seeks nearby targets and attacks, dealing damage.
A knot of Strand matter, swirling with potential. Tangles can be shot and destroyed, or picked up and thrown, dealing damage. Defeating targets afflicted by any Strand debuff will unwind them and create a Tangle.
The target is immobilized by a web of Strand matter, lifting them into the air. While suspended, Guardians are unable to move freely, combatants are unable to move or fire their weapon, and Unstoppable Champions are stunned. Suspended targets unwind into a Tangle when defeated.
The target's connections to the world around them are cut, and their outgoing damage is significantly reduced. Severed targets unwind into a Tangle when defeated.