Starlight Wardens
Will-o'-the-Wisp

Weapon

Will-o'-the-Wisp

A dash looses three wisps at monsters, 10% to 20% of a hit each, and you cast 6% to 12% faster for 3 seconds. 12% less maximum health.

Get it, grow it, use it

Where it comes from

  • The bosses of Gravemoor drop it, Master and up.

How it grows

  • Level it up to 10 with gold, for +8% damage a level.
  • Each copy raises its rank, up to rank 5, for +16% damage a rank (a Mythic's rank counts for more).
  • At rank 3 its skill hits 25% harder. At rank 5 its cooldown is 20% shorter.
  • In the beta, ranks 2 to 5 take 2, 4, 8 and 16 copies.

What it goes with

Boons that need a Wand: Long Shot · Cascade · Prismatic Argument · Run-On Sentence · Braced · Counterweight · Kite String · Point Blank · Ricochet

The numbersEvery value, with its unit

Stats

Damage11.7
Attack interval0.45 s
Critical chance16%
Critical damagex1.75
Damage at level 10, rank 533
Damage a second, steady29.1

Steady damage a second is damage ÷ attack interval, with critical hits averaged in.

Handling

Shot speed22 m/s
Range24 m
Homing130°/s
Extra arc targets0

Skill: Chain Lightning

Range20 m
Jumps8
Jump range6 m
Damage78.8
Falloff15%
Cooldown10 s

Refunds never bring a skill's cooldown under 40% of its full length.

Effects

EffectRank 1Rank 2Rank 3Rank 4Rank 5
Triggered effectWhen: you dash · Chance: 100% · Cooldown: 1 s · Does: fires projectiles · Damage: 10% → 20% · Count: 3 · Aimed at: a random monster · Radius: 0 m
Attack speedWhen: you dash · Chance: 100% · Cooldown: 0 s · Does: gives a short bonus · Lasts: 3 s+6%+7.5%+9%+10.5%+12%
Maximum health-12%

What changed

  • 11.7

    Damage: 66.8 → 78.8

    Damage: 9.9 → 11.7

    Damage at level 10, rank 5: 23.8 → 33

    Why: Mythic weapons start 15% above their Legendary twins and gain 16% a rank of awakening (other weapons 10%). A fully awakened Mythic hits 35% harder than its Legendary twin. Rarities now climb in even steps (Rare x1.35, Epic x1.82, Legendary x2.46 over a Common). Nothing you own lost power in the change.

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