HORDA ZERO

CATEGORY // WIKI ENGINE V3

Ascension

23 pages currently belong to this category.
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Forest Ogre

Boss of Dark Forest. Its advanced Ascension/Expedition encounter uses three health-gated phases.

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Ancient Reaper

Boss of Profaned Cemetery. Its advanced Ascension/Expedition encounter uses three health-gated phases.

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Dungeon Lord

Boss of Forgotten Dungeon. Its advanced Ascension/Expedition encounter uses three health-gated phases.

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Lava Elemental

Boss of Crimson Volcano. Its advanced Ascension/Expedition encounter uses three health-gated phases.

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Ice Colossus

Boss of Glacial Peak. Its advanced Ascension/Expedition encounter uses three health-gated phases.

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Swamp Guardian

Boss of Dark Swamp. Its advanced Ascension/Expedition encounter uses three health-gated phases.

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Sand Sultan

Boss of Gale Desert. Its advanced Ascension/Expedition encounter uses three health-gated phases.

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Fallen Archangel

Boss of Empty Cathedral. Its advanced Ascension/Expedition encounter uses three health-gated phases.

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Abyssal Tide Beast

Boss of Forgotten Cove. Its advanced Ascension/Expedition encounter uses three health-gated phases.

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Abyss Herald

Boss of Abyss of the Starved. Its advanced Ascension/Expedition encounter uses three health-gated phases.

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Rift Heart

Boss of Unstable Rift. Its advanced Ascension/Expedition encounter uses three health-gated phases.

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Void Sovereign

Boss of Void Citadel. Its advanced Ascension/Expedition encounter uses three health-gated phases.

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Overclock

Projectile hits build Overclock. Ascensions speed up charge and strengthen Overclock.

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Fortress

Standing still builds Fortress. Ascensions improve protection and let the stance persist better while moving.

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Momentum

Continuous movement builds Momentum, empowering Tri Shot and shortening attack intervals.

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Heat

Flame bursts build Heat. At the limit, excess heat erupts and forces a short cooldown.

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Shatter

Ice hits build pressure. Ascensions reduce the gap between Shatters and enlarge the burst.

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Hunt

Quick Dart kills build a hunt chain and increase damage until an offensive surge triggers.

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Runic Triad

Killing three different enemy families with the Runic Blade completes a triad and empowers the weapon.

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Soul Harvest

Every death feeds the harvest. Ascensions reduce the souls required and strengthen the surge.

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Tide

Tide alternates between an offensive and defensive phase; ascensions strengthen both extremes.

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Static Charge

Thunder hits build charge. Ascensions make discharges happen sooner and reach farther.

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Resonance

Bell tolls build Resonance. Ascensions strengthen the wave and extend the resonant state.

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