Super attacks
Every weapon of level 70 and up carries a super attack: one blow, shot or bolt with its own move and its own effect.
Using one
With the weapon in hand, a super orb hangs under your hitpoints on the minimap. Tap it and your next attack is the super. Tap it again to stand it down. The Combat tab shows the same bar, with the super spelled out.
A super spends super energy. The bar holds 100% and refills 10% every 20 seconds on its own, in a fight or out of one. It keeps its charge when you log out.
A staff's super is a bolt of its own and needs no sigils. A bow's super spends its arrows like any shot. What it does to a monster's strength, guard or aim lasts until the monster dies, and the debuffs never land on another player.
Every super
| Weapon | Super | Cost |
|---|---|---|
| Shadowstep Sink into your shadow and come up blade first. This blow cannot miss. | 50% | |
| Twin Shade Two quick cuts, the second out of a spin. Each rolls on its own at 90% of your max hit. | 50% | |
| Phantom Pair Two arrows loosed back to back, each rolled on its own. It spends two arrows. | 50% | |
| Old Tongue A word from before the sigils: a bolt with a max hit of 42 that needs no sigils and saps a monster's aim by 15%. | 50% | |
| Long Watch The greatblade held high, then brought down at 135% of your max hit. A monster it lands on cannot attack for three seconds. | 60% | |
| Vigil Bind The warstaff struck on the ground: a bolt with a max hit of 44, no sigils needed, that holds the target in place for six seconds. | 50% | |
| Sunder A leaping cut at 120% of your max hit that cracks armour: a monster's defence drops by 15%, to 30% at most. | 50% | |
| Sandwhirl A full turn with the blade held out. It strikes your target and up to three more monsters within two paces at 80% of your max hit. | 60% | |
| Pinning Shot Drop to one knee for a long, steady draw, half again as accurate. The arrow pins the target in place for five seconds. | 50% | |
| Harvest Moon One reap the whole way round. It strikes your target and up to six more monsters within four paces, in front or behind. | 60% | |
| Kindle A rising cut at 110% of your max hit that sets the target alight. It burns on after the blow. | 50% | |
| Firebrand Hold the draw while the arrowhead catches, then loose it at 110% of your max hit. The target burns on after. | 50% | |
| Cinderstorm A spun staff and a storm of coals: a bolt with a max hit of 46 that bursts over up to four monsters near the target and sets every one alight. | 60% | |
| Keeper's Verdict The blade goes up to the sky and comes down true, a quarter more accurate. A monster's strength drops by 10%, to 30% at most. | 50% | |
| Gilded Flurry Three stepping cuts, each rolled on its own at 70% of your max hit and a fifth more accurate. | 60% | |
| Tithe of Arrows A shot straight up that comes down as a hail on your target and up to four monsters near it, the others at 80% of your max hit. | 60% | |
| Keeper's Ward A bolt with a max hit of 48, no sigils needed, and a ward of gold round you: for ten seconds you take half damage. | 50% | |
| All or Ash Whirl the whip overhead until it catches fire, then leap and bring it down. Half the time it lands your max hit. Otherwise it burns out to ash and lands nothing. | 50% | |
| First Light Dawnbreaker raised to catch the light, then a turning cleave at 110% of your max hit. It heals you for all the damage it deals. | 60% | |
| Starfall A bolt of light loosed at the sky that falls on the target as a star. It cannot miss, and hits up to 130% of your max hit. | 55% | |
| Genesis The first spell, cast again: a bolt with a max hit of 60 that cannot miss and needs no sigils. It heals you for half the damage it deals. | 60% | |
| Magma Quake A leap and a slam at 120% of your max hit. The target cannot attack for two seconds, and the quake strikes up to four monsters near it at 60%. | 60% | |
| Depthcall Lift off the ground and call the Depths up under the target: a bolt with a max hit of 58 at twice your accuracy. No sigils needed. | 55% |