Runebind

Abilities

Abilities are modifiers you may wear on your armor. You can have one ability per armor slot.

Abilities have cooldowns and cost charge to activate, which you can see above your hotbar.

Blast

Launch an explosive orb that detonates on impact. Boost yourself into the air by blasting right at your feet and jumping exactly before the explosion.

Deals 3-7 damage and applies effects to all enemies within 2-6 blocks. Damage falls from full at the center to half at the edge. Covers the blast area with equipped effects.

Bolt

Fire a piercing projectile that passes through enemies, damaging each one it hits.

Passing through area effects carries the effect onto enemies hit.

Deals 6-10 base damage per hit. Pierces up to 3 additional enemies. Each pierced enemy receives 15%-85% less damage.

Combust

After a brief windup, detonate yourself, dealing 16-50 damage to all enemies within 2.5-4 blocks.

Deals 2-10 damage to yourself and briefly slows you. Cannot kill you. Applies equipped effects to all enemies hit.

Dash

Dash forward in the direction you are facing.

Applies equipped effects to enemies you pass through.

Grapple

Launch a grappling hook that latches onto blocks or pulls enemies toward you.

Sneak to release mid-swing. Reaches up to 30 blocks. Deals 6-12 damage and applies equipped effects on hook.

Reflection

Activate a brief shield. The next melee hit within 1s-4s seconds is nullified and reflected back at the attacker.

Reflected damage applies your equipped effects to the attacker. Projectile and explosive damage is blocked but not reflected.

Ricochet

Fire a projectile that bounces off walls, up to 1-4 times.

Passing through area effects carries the effect onto enemies hit.

Deals 6-9 base damage. Each wall ricochet before hitting adds +4 damage. Bounces off enemies but only wall bounces increase damage.

Scatter

Fire 2-5 bolts in a spread. Each bolt deals 4-7 damage on hit.

Each bolt applies equipped effects independently.

Shockfront

Blast enemies in a cone in front of you, knocking them back and pushing yourself backwards.

Force determines both knockback and range. Deals 1-5 damage and applies equipped effects.

Shockwave

Blast nearby enemies away from you in all directions, dealing 1-5 damage and applying equipped effects.

Force determines both knockback strength and radius. Each unit of force adds 2.4 blocks of radius.

Sigil

Inscribe a sigil on the ground you're aiming at, up to 35 blocks away; aiming at a wall or ceiling casts at the floor below it.

After 1.5s it strikes everything inside, dealing 4-8 damage and applying equipped effects. Strike radius is 3-10 blocks.

Slam

Slam down from the air, damaging nearby grounded enemies and applying equipped effects. Must be airborne to activate.

Deals 4-7 base damage, up to 2x at 10 blocks fall distance. Damage radius is 3-8 blocks.

Spectre

Conjure a spectral copy of your held weapon that fights at your side. Each hit lands for 35%-55% of the form's damage.

A sword spins around you twice in close range. Copies: attack damage, knockback, lifesteal, charge leech, elemental effects.

A spear stabs forward, then flies back to you. Copies: attack damage, knockback, lifesteal, charge leech, elemental effects.

An axe chops the spot in front of you three times, the last a 1.5x critical hit. Copies: attack damage, lifesteal, charge leech, elemental effects.

A bow floats beside you for 15s and looses up to 3 arrows at nearby enemies. Copies: power, punch, lifesteal, charge leech, explosive, elemental effects.

A crossbow floats beside you for 20s, loading and firing up to 3 heavy bolts. Copies: quick charge, piercing, multishot, lifesteal, charge leech, explosive, elemental effects.

Elemental effects on Spectre roll per hit at their passive chance, competing with the weapon's own elemental effects. At most one element lands on a hit.

Vortex

Lob a gravity orb that creates a vortex on impact.

Pulls all nearby entities within 5 blocks for 1.5s-5s seconds. Pull strength increases the closer enemies are to the center. Applies equipped effects to entities caught in the core on collapse.