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The Elite Breach — Vestiges

Vestiges are powers for the current run only. Each Redoubt offers three, from three families; you take one, and taking it again ranks it up from I to III. The table also lists the Masteries, the Accords two members earn together, and the capstones for three Vestiges of one family.

Vestige Family Kind Rank I effect Rank II effect Rank III effect Notes
Stoneskin Stone Vestige +10% maximum health. +18% maximum health. +25% maximum health. Pairs with Mender's Grace for the Living Wall Accord.
Iron Footing Stone Vestige You are pushed 35% less. You are pushed 65% less. You are pushed 100% less. Covers pushes from Breakers, Pendulums and Gusts.
Second Wind Stone Vestige Once a hall, falling under 30% health heals you 15%. Once a hall, falling under 30% health heals you 25%. Once a hall, falling under 30% health heals you 35%. Once per hall, never against a killing blow a save already turned aside. Rallying Cry (the Fellowship capstone) gives it back at each Court phase and when a hall door opens.
Bastion Stone Vestige Allies within 6 m take 4% less damage. Allies within 6 m take 8% less damage. Allies within 6 m take 12% less damage. Aura reaching allies within 6 m, so it is not offered to a company of one. Pairs with Rally for the Shield-Hymn Accord.
Challenger's Oath Stone Vestige Your threat ×1.5, and lords' blows on you deal 5% less. Your threat ×2, and lords' blows on you deal 10% less. Your threat ×2.5, and lords' blows on you deal 15% less. Draws lords to you; the damage cut is for lords' blows only. Pairs with Hunter's Mark for the Hammer and Anvil Accord.
Searing Edge Blade Vestige Melee hits deal +3 fire damage. Melee hits deal +6 fire damage. Melee hits deal +9 fire damage. Offered only to a member who has landed a melee blow this breach. Pairs with Overcharge for the Kindled Steel Accord.
Momentum Blade Vestige Each hit on one target adds 4% damage, up to 3 stacks. Each hit on one target adds 4% damage, up to 4 stacks. Each hit on one target adds 4% damage, up to 5 stacks. Stacks build on one target.
Sweeping Arc Blade Vestige Melee hits splash 20% of their damage onto adds within 3 m. Melee hits splash 35% of their damage onto adds within 3 m. Melee hits splash 50% of their damage onto adds within 3 m. Offered only to a member who has landed a melee blow this breach.
Bloodied Fury Blade Vestige +10% damage while under half health. +18% damage while under half health. +25% damage while under half health. Active while below half health.
Culling Edge Blade Vestige +30% damage to adds under a quarter health. +45% damage to adds under a quarter health. +60% damage to adds under a quarter health. Pairs with Fallen's Due for the No Quarter Accord (adds under a third of their health).
Long Sight Hunt Vestige Arrows and spells deal +8% from beyond 12 m. Arrows and spells deal +14% from beyond 12 m. Arrows and spells deal +20% from beyond 12 m. Offered only to a member who has landed an arrow or a spell. Pairs with Watchfire for the Far Watch Accord.
Featherstep Hunt Vestige Crumbling ground holds 0.2 s longer under you, and a cast-back costs 8% of your health instead of 10%. Crumbling ground holds 0.35 s longer under you, and a cast-back costs 6% of your health instead of 10%. Crumbling ground holds 0.5 s longer under you, and a cast-back costs 4% of your health instead of 10%. Also makes falls cost less.
Fade Hunt Vestige After you strike, adds lose track of you for 1.5 s. After you strike, adds lose track of you for 2.5 s. After you strike, adds lose track of you for 3.5 s. At most once every 8 s. Pairs with Spire's Standard for the Ambush Accord.
Hunter's Mark Hunt Vestige Your first arrow from beyond 12 m marks an enemy, and the company deals +5% damage to it. Your first arrow from beyond 12 m marks an enemy, and the company deals +8% damage to it. Your first arrow from beyond 12 m marks an enemy, and the company deals +12% damage to it. Offered only to a member who has landed an arrow. The mark lasts 8 s and joins any Spotter mark. Pairs with Challenger's Oath for the Hammer and Anvil Accord.
Fleetfoot Hunt Vestige Run speed +4%. Run speed +7%. Run speed +10%. Spans are laid for the standard run speed, so this does not shorten them.
Battlemage's Focus Arcana Vestige Spell cost -10%. Spell cost -18%. Spell cost -25%. Always offered, since any spell uses it.
Overcharge Arcana Vestige Spell damage +8%. Spell damage +14%. Spell damage +20%. Offered only to a member who has landed a spell. Pairs with Searing Edge for the Kindled Steel Accord.
Spellbane Arcana Vestige Every resistance +10. Every resistance +18. Every resistance +25. Applies to each of the five elements the saving throw names.
Shieldweaver Arcana Vestige Your Shield spell absorbs 20% more. Your Shield spell absorbs 35% more. Your Shield spell absorbs 50% more. Always offered. Raises how much your own Shield spell soaks.
Arcane Echo Arcana Vestige 10% of your damage spells repeat at half strength. 16% of your damage spells repeat at half strength. 22% of your damage spells repeat at half strength. Offered only to a member who has landed a spell. The repeat is at half strength; near the Spire's Standard (War-Chorus Accord) it repeats at full strength.
Rally Fellowship Vestige When a hall's door opens, the company heals 8%. When a hall's door opens, the company heals 14%. When a hall's door opens, the company heals 20%. Pairs with Bastion for the Shield-Hymn Accord.
Spire's Standard Fellowship Vestige Allies within 10 m deal +4% damage. Allies within 10 m deal +7% damage. Allies within 10 m deal +10% damage. Aura reaching allies within 10 m, so it is not offered to a company of one. Several holders: the strongest plus 2% for each other, at most +6% over it. Pairs in the Ambush and War-Chorus Accords.
Watchfire Fellowship Vestige The company sees blows aimed near you 0.15 s sooner. The company sees blows aimed near you 0.25 s sooner. The company sees blows aimed near you 0.35 s sooner. Every lord commits each blow 0.4 s before its wind-up begins whoever holds this; the holder's company sees the early outline, for blows aimed within 12 m of the holder (0.15 / 0.25 / 0.35 s of the lead). Pairs with Long Sight for the Far Watch Accord.
Fallen's Due Fellowship Vestige When an ally falls, the rest deal +10% damage for the hall. When an ally falls, the rest deal +15% damage for the hall. When an ally falls, the rest deal +20% damage for the hall. Offered only to a company of two or more. Pairs with Culling Edge for the No Quarter Accord.
Steadfast Line Fellowship Vestige With 3 allies within 8 m, you take 5% less damage. With 3 allies within 8 m, you take 10% less damage. With 3 allies within 8 m, you take 15% less damage. Needs three allies within 8 m, so it is offered only to a company of four or more.
Mender's Grace Fellowship Vestige Your heals on allies are 15% stronger. Your heals on allies are 25% stronger. Your heals on allies are 35% stronger. Applies to heals you cast on allies; not offered to a company of one. Pairs with Stoneskin for the Living Wall Accord.
Lifeline Fellowship Vestige Healing an ally under 30% health makes them take 20% less damage for 3 s. Healing an ally under 30% health makes them take 25% less damage for 3 s. Healing an ally under 30% health makes them take 30% less damage for 3 s. A heal on an ally under 30% health starts the 3 s window. Damage reduction from all Vestiges together is capped at 30%, which rank III reaches.

Masteries, Accords and capstones

Vestige Family Kind Effect Notes
Immovable Stone Mastery Stand still for 1 s on a fight floor to take 25% less damage and ignore pushes until you move. One Mastery held at a time (a new one replaces it); offered as a fourth card at the breach's third Redoubt and at every Valkynaz Redoubt. Applies on a fight floor.
Counterstroke Blade Mastery Strike a lord in melee within 0.6 s after its blow lands near you for ×1.4 damage. One Mastery held at a time (a new one replaces it); offered as a fourth card at the breach's third Redoubt and at every Valkynaz Redoubt. Offered only to a member who has landed a melee blow.
Spotter Hunt Mastery Your arrow from beyond 12 m spots an enemy for 8 s. The company deals it +10% damage, and an add loses the attack it is winding. One Mastery held at a time (a new one replaces it); offered as a fourth card at the breach's third Redoubt and at every Valkynaz Redoubt. Offered only to a member who has landed an arrow. The spotted add also loses the blow it is winding; the mark lasts 8 s and stacks over Hunter's Mark.
Spillover Arcana Mastery A spell's overkill on an add carries to the nearest add within 6 m. One Mastery held at a time (a new one replaces it); offered as a fourth card at the breach's third Redoubt and at every Valkynaz Redoubt. Offered only to a member who has landed a spell.
Spirebridge Fellowship Mastery Once a span, raise a gold bridge over the next gap for 6 s. One Mastery held at a time (a new one replaces it); offered as a fourth card at the breach's third Redoubt and at every Valkynaz Redoubt. Ask with B, the touch button or /breach bridge; the plank only spans a gap lying ahead, and is refused (nothing spent) with none. A Proving Walk's two spans count as one.
Hammer and Anvil Two families Accord An enemy under Hunter's Mark takes +8% damage from the Challenger's Oath holder. Two members within 10 m, one holding Challenger's Oath (Stone) and the other Hunter's Mark (Hunt), gain it while they stand together. The offer card says when a card would take an Accord with a companion.
Shield-Hymn Two families Accord Rally's heal also gives 4 s of Bastion's protection. Two members within 10 m, one holding Bastion (Stone) and the other Rally (Fellowship), gain it while they stand together. The offer card says when a card would take an Accord with a companion.
Ambush Two families Accord Your first blow after a Fade deals +15% near the Standard. Two members within 10 m, one holding Fade (Hunt) and the other Spire's Standard (Fellowship), gain it while they stand together. The offer card says when a card would take an Accord with a companion.
Kindled Steel Two families Accord Searing Edge's melee fire splashes 2 m. Two members within 10 m, one holding Searing Edge (Blade) and the other Overcharge (Arcana), gain it while they stand together. The offer card says when a card would take an Accord with a companion.
Far Watch Two families Accord Blows aimed at the Long Sight holder are seen even sooner. Two members within 10 m, one holding Long Sight (Hunt) and the other Watchfire (Fellowship), gain it while they stand together. The offer card says when a card would take an Accord with a companion.
Living Wall Two families Accord Heals on the Stoneskin holder are 10% stronger. Two members within 10 m, one holding Stoneskin (Stone) and the other Mender's Grace (Fellowship), gain it while they stand together. The offer card says when a card would take an Accord with a companion.
No Quarter Two families Accord While Fallen's Due is active, Culling Edge works on adds under a third of their health. Two members within 10 m, one holding Culling Edge (Blade) and the other Fallen's Due (Fellowship), gain it while they stand together. The offer card says when a card would take an Accord with a companion.
War-Chorus Two families Accord Near the Standard, Arcane Echo repeats at full strength. Two members within 10 m, one holding Arcane Echo (Arcana) and the other Spire's Standard (Fellowship), gain it while they stand together. The offer card says when a card would take an Accord with a companion.
Rooted Stone Capstone You cannot be pushed, and your threat doubles. Granted for the rest of the breach when you hold three different Vestiges of the Stone family (ranks and Masteries do not count).
Bladestorm Blade Capstone Every fifth melee blow strikes every enemy within 3 m. Granted for the rest of the breach when you hold three different Vestiges of the Blade family (ranks and Masteries do not count).
Deadeye Hunt Capstone An arrow from beyond 12 m pierces the add behind its target. Granted for the rest of the breach when you hold three different Vestiges of the Hunt family (ranks and Masteries do not count).
Spellweave Arcana Capstone Every fourth damage spell costs nothing. Granted for the rest of the breach when you hold three different Vestiges of the Arcana family (ranks and Masteries do not count).
Rallying Cry Fellowship Capstone Rally's heal and the company's Second Winds come again at each Court phase and when a hall's door opens. Granted for the rest of the breach when you hold three different Vestiges of the Fellowship family (ranks and Masteries do not count).
Sources (15)