Fellowship Weapons and Weapon Traits Guide

Like Relics, Weapons in Fellowship unlock new active abilities for each Hero. Starting from Adept difficulty (Or Cithril’s Fall), Rare weapons will have powerful casts that have damaging, healing or utility effects.

Weapon Abilities

Each hero has access to 4 of the 12 different type of weapon abilities, determined by the type of hero. Some abilities are unique to one specific type, such as Melee DPS’ Earthshaker or Tank’s Sahril’s Aegis.

These effects scale hard, and in the later game contribute a massive amount of your overall output in each dungeon.

Weapon Rerolling

There are four of each type of possible weapon for each hero. When using an Arcane Reforge at the crafter which provides three different choices of the same slot, you are guaranteed to get the weapon ability you are looking for if re-rolling off of an undesired weapon.

Weapon Abilities Table

Here’s a list of each weapon ability and the hero type that have access to them. When the weapon is upgraded at the blacksmith, the damage / healing increases with it.

AbilityNameCooldownDescriptionHeroes
Al’Zerac’s Shackle 30sInstantly Freeze target enemy in a block of ice for 3 seconds, incapacitating them for the duration. While frozen, the target takes 174% primary frost damage every 1.5 seconds for the duration.

Upon Expiration, the target erupts in an explosion of frost magic, instantly dealing 63% primary frost damage to all enemies in an 800 radius and Chilling them, reducing their Movement Speed by 65% and their Attack Speed by 35% for 12 seconds.

While Chilled, the afflicted enemies take 21% primary frost damage every 2 seconds for the duration.
Tanks
Chronoshift200sCreate an arcane anomaly while channeling up to 3 seconds, causing you to pulse 641% primary damage every 1.5 seconds to all enemies in a large radius around you.

While channeling Chronoshift you gain 800% increased cooldown recovery and are protected by a temporal barrier, causing you to take 50% reduced damage.
Ranged DPS
Earthbreaker180sConjure the Earthbreaker into your hands and instantly slam it into the ground, causing the ground to erupt with natural magic in a cone in front of you, dealing 797% primary nature damage to all enemies in it and Stunning them for 1.5 seconds.

The area continues to rupture for 10 seconds, dealing 111% primary damage every 1.5 seconds to enemies in standing in it.

After 10 seconds, the area erupts a 2nd time, dealing 1266% primary damage to all enemies in it and stunning them for 1.5 seconds.
Melee DPS
Fated Strike 70sStrike target enemy, dealing 1137% primary damage to it and cleaving for 479% primary damage to nearby enemies.

Fated Strike applies Glorious Purpose to you for 6 seconds, increasing your Expertise by +20% and granting you +200% increased Cooldown Acceleration for the duration.

If used at range, Fated Strike will cause you to charge to your target.
Tanks
Melee DPS
Icicles of An’zhyrz 40sConjure 3 waves of icicles to pelt the target area, dealing 96% primary frost damage to all enemies in the area with each wave.

Enemies hit by the final wave of Icicles of An’zhyrz are afflicted by Curse of An’zhyr permanently, taking 26% primary frost damage every 3 seconds.

Enemies afflicted by Curse of An’zhyr take +200% increased direct damage from Icicles of An’zhyr.
Ranged DPS
Nature’s Fury 60sConjure the forces of nature to bounce between up to 4 enemies, dealing 1398% primary nature damage to each one, and up to 4 allies, healing each one for 1817% primary health.

Nature’s Fury has an additional +30% Critical Strike chance.
Healers
Ranged DPS
Repository of Frozen Light 120sApplies up to 60 stacks of Frozen Light evenly divided between all players within 6000 radius for 21 seconds. Each time a player with Frozen Light takes damage, 1 stack is consumed and the player is healed for 419% primary. The stack count can not exceed 20 per player.

Upon expiration, each remaining stack of Frozen Light causes Repository of Frozen Light’s cooldown to be reduced by 0.3 seconds.
Healers
Sahril’s Aegis 90sYou are protected by the divine flame of Sahril, granting you a shield for up to 18 seconds that absorbs up to 2100% primary damage.

When the shield expires it explodes on to enemies within a 1000 radius, dealing 2241% primary fire damage to them.
Tanks
Sahril’s Wrath 120sInstantly deal 2109% primary fire damage to all enemies within a 1000 radius.

You gain 1 stack of Sundering Wrath for each enemy hit up to a maximum of 5 stacks, grating you +6% additional critical strike chance per stack for 20 seconds.
Melee DPS
Twilight Skybolt 20s (2)Deals 796% primary damage to target enemy or 796% primary healing to target ally. Each time Twilight Skybolt is cast, you gain 1 stack of Eclipse, causing the next Twilight Skybolt to deal 100% more damage or 100% more healing for each stack you have.

Twilight Skybolt gains Cooldown Acceleration equal to your Haste.

Eclipse stacks reset every 3 casts.
Healers
Voidbringer’s Touch60sApply Voidbringer’s Touch to target enemy for 15 seconds, causing 20% of all damage you deal to any enemy to be replicated and stored in the effect.

Once Voidbringer’s Touch expires, or a total of 8500% primary has been accumulated, the effect erupts in a shadowy explosion, instantly dealing the accumulated damage to the target.

Voidbringer’s Touch always triggers if the damage it holds is greater than the remaining health of the enemy it is applied to.
Melee DPS
Ranged DPS
Zeraleth’s Hunger60sDeal 607% primary magic damage every 0.5 seconds for 3 seconds to target enemy while channeling. You are healed for 100% of the damage dealt.

Any amount of overhealing on you from Zereleth’s Hunger is projected to up to 3 allies within 3000 radius of you, healing those players for the overhealing amount, evenly divided.
Tanks
Healers

Weapon Abilities Guide

Different roles within Fellowship have different preferences and uses for abilities. Here we’ll outline how to effectively use each weapon ability for hero roles.

Note that this is a general overview and each specific hero might have different requirements, strengths, and weaknesses over others in the same role.

Tanks

The Freeze from Al’Zerac’s Shackle is an effective 30 second cooldown shutdown that is good for acting as an extra kick, and can also disable grey casted abilities. This is best used for dungeons with a lot of un-interruptibles such as Sailor’s Abyss, or creative uses such as The Heart of Tuzari’s last boss to CC the cultists.

The Attack Speed slow can help with durability in larger pulls as well. Shackle’s niche use cases make it worse than other options, but not useless at all.

Fated Strike lowers the cooldown of all of the tank’s abilities. This generally means more uses of their main defensive abilities such as Shields Up and Stone Shield, as well as their other major cooldowns. Getting more uses out of your tanking abilities lets you make larger pulls more often, making Fated Strike a very popular weapon ability.

It has a 70-second cooldown but the CDR boost also affects itself.

Sahril’s Aegis offers a very potent instant shield, but on a slightly longer cooldown of 90 seconds. Shields don’t protect from the tank’s mechanic such as Toughness, but still provide a ton of extra mitigation while also bursting for a large amount of AoE damage (that isn’t scaled down per target, too.)

Sahril’s Aegis does its job and lets you make larger pulls more safely, even damaging them when the shield pops.

Zeralith’s Hunger has the strongest single-target / priority damaging ability out of the tank’s 4 choices. The healing can also give room for the healer in a pinch. However, it does stop you from casting GCDs such as Helena’s Veteran of War effects and Meiko’s combos.

Zeralith’s is a bit less effective as it’s catch-up tool instead of prevention which is always better when tanking. The heal can bounce to other players, but as you’re most likely taking damage as tank this isn’t reliable.

Healers

Repository of Frozen Light is a great choice for any dungeons that have multiple hitting effects, such as Carnage or Shadowlord affixes or Stormwatch boss’s Lightning Rod ability. There are notable drawbacks in that it has no offensive output, and the heal fires even when the target is shielded

Sickle of Feylight Gardens adds another burst heal to your kit to heal your party with. It’s a decent AoE offensive tool, bouncing between 4 enemies.

Twilight Skybolt can be good for single target burst healing/damage, but isn’t favored due to its limited output and single-target effect compared to other weapons available.

Zeraleth’s Scythe is a favored choice for healers due to the single-target priority damage and over-heal effect. As a healer you’ll commonly be at full HP, allowing you to get more use out of the effect than a tank would.

Melee DPS

Earthbreaker is great for AoE damage and Crowd Control (CC). The ability can enable your group to make larger pulls with less risk and acts as another way to Stun an enemy that might be casting a deadly ability. Successfully safely making larger pulls will always be a net benefit over simply extra damage.

Fated Strike has some single-target damage with a cleave effect as well as some mobility by charging at your target if you cast this weapon at a range. The bonus Cooldown Reduction makes it effective to use right after a burst. This is good, well-rounded weapon that is versatile in its use. Cooldown Recovery only affects the cooldown timers for any skill with a cooldown. For Melee DPS, Fated Strike scales harder than other weapons in the late game.

Sahril’s Wrath is great for increasing your critical strike chance for 20 seconds, increasing your damage potential against multiple mobs. This weapon is most effective before a burst, and on any heroes that benefit from effects when critting such as grievous critical strikes or other effects.

Voidbringer’s Touch is a good choice for single-target priority damage. In the later game when stacked with damaging effects from traits and character bonuses, this weapon ability can stack up to do million damage+ criticals, but Fated Strike and Sahril’s Wrath are a generally stronger for Melee DPS than Voidbringer’s.

Ranged DPS

Chronoshift gives effectively a full reset on your cooldown abilities while dealing a huge amount of AoE damage and is a favored weapon in the late game.

Icicles of An’zhryz is a niche weapon that can proc damage-over-time effects such as Ardeos’ Pyrophbian Frenzy, but is otherwise not useful. It works best in longer fights (such as bosses), but Voidbringer’s Touch is better in this scenario.

Nature’s Fury is useful early game or while pugging to assist healers to catch up on healing the party, and offers a way for DPS to have additional support / utility.

Voidbringer’s Touch when combined with Ranged DPS’s stacking damage effects makes it one of the best abilities for priority damage in the game.

Epic Weapon Trait Trees and Weapon Infusion

One of the biggest power jumps and build defining features in Fellowship are weapon infusion trees. Starting at Champion difficulty, you can get weapons that drop with infusion trees which give powerful passive buffs to your hero.

Each tree is randomly generated with a set of Defensive, Heroic, and Master traits. These traits can also be re-rolled and later enhanced to create your perfect weapon for your build. To inspect the traits, head to the Shrine of Infusion.

Initially, only the first two traits will be available to be picked. Each time you upgrade the weapon at the blacksmith, you unlock the next row of traits, fully unlocking the tree after 3 upgrades. Traits must be taken in an upgrade path with diagonally linked nodes.

For Paragon weapons and higher you can empower each trait up to 3 times for 1K / 2K / 3K gold, enhancing their effect. Paragon gear can be enhanced once and Eternal gear 3 times.

It is generally recommended NOT to enhance until you get your preferred Eternal rarity weapon + tree.

Rerolling Weapon Traits

Weapons trait rows can be rerolled at the Crafter using gold and Godstones. Each craft rerolls all of the rows of that type.

  • Defensive Attunement: Rerolls Defensive traits for 1 Defender’s Godstone and 150 Gold
  • Heroic Attunement: Rerolls Heroic traits for 1 Hero’s Godstone and 400 Gold
  • Master Attunement: Rerolls Master traits for 1 Legend’s Godstone and 750 Gold

Weapon Trait List

Here’s a list of each possible traits to roll on your weapon infusion tree.

Defensive Trait List

TraitNameDescription
King of the HillAll damage you take is reduced by 6% / 7.2% / 8.4% / 9.6% while you are above 80% health.
First Man StandingEach time an enemy deals damage to you for the first time, you gain First Man Standing, reducing all damage you take by 6% / 7.2% / 8.4% / 9.6% for 20 seconds.
Iron SpikesTaking damage has a chance to increase your Armor by 20% / 24% / 28% / 32% for 10 seconds. While this is active, you deal 34% / 41% / 48% / 55% Main Stat physical damage to enemies who deal damage to you.
(1.4 PPM)
Divine MediationTaking damage has a chance to heal you for 660% / 792% / 924% / 1056% Main Stat over 6 seconds.

Once the heal expires, you apply an absorb shield on yourself and all allies equal to 480% / 576% / 672% / 768% Main Stat.
(0.8 PPM)
Latent ResurgenceWhen you are healed, you have a chance to gain 1 stack of Latent Resurgence up to a maximum of 10 stacks.

When your health dips below 50% all stacks of Latent Resurgence are consumed and you are instantly healed for an amount equal to 145% / 174% / 203% / 232% of your Main Stat per stack.
(2.6 PPM)
Heart of StoneYou gain 4 / 5 / 6 / 7’% more Health from Stamina.
Stalwart ReadinessEvery 10 seconds in combat that you do not take damage, you gain 1 stack of Stalwart Readiness.

The next time you take any damage it is reduced by 2% for each stack of Stalwart Readiness you have and 1 stack is removed.

You can have a maximum of 5 / 6 / 7 / 8 stacks of Stalwart Readiness.
Treasure Hunter’s DelightWhen you use a Relic ability, all damage you take is reduced by 20 / 24 / 28 / 32% for 12 seconds.
Grounded SpiritEvery 1.5 seconds you stand still, you gain 1 stack of Grounded Spirit up to 10 stacks.

Upon moving, all stacks of Grounded Spirit are consumed, healing you and 1 other ally with low health for 50% / 60% / 70% / 80% Main Stat per stack consumed.

Heroic Trait List

TraitNameDescription
Hidden PowerYour abilities have a chance to grant you 1 stack of Hidden Power for 60 seconds. When you have 5 stacks, Hidden Power is consumed and Power Revealed is granted to you for 15 seconds, increasing your Main Stat by 7.5% / 9% / 10.5% / 12%.

You can not gain Hidden Power while Power Revealed is active on you.
(2.6 PPM)
Inspired AllegianceYour abilities have a chance to reduce the cooldown of your Weapon Ability by 3 / 4 / 5 / 6 seconds and grant you and 1 / 2 / 3 / 3 allies 170 / 170 / 170 / 213 Haste Rating for 8 seconds.
(1.2 PPM)
Seized OpportunityEvery 20 Critical Strikes you gain 112 / 168 / 224 / 280 Critical Strike Rating for 12 seconds.

You can not gain stacks while Seized Opportunity is active on you.
Vengeful SoulYour critical strikes have a chance to increase your Main Stat by 4% / 4.8% / 5.6% / 6.4% for 6 seconds.

If you are below 50% health when Vengeful Soul triggers, you are also healed for an amount equal to 720% / 865% / 1010% / 1150% of you Main Stat over 6 seconds.
(2.0 PPM)
KindlingYour damage effects have a chance to burn the target, dealing 644% / 770% / 931% / 1120% of your primary stat in fire damage to them over 9 seconds.

Your healing effects have a chance to cauterize the target, healing them for 644% / 770% / 931% / 1120% of your primary stat over 9 seconds.
(2.1 PPM)
Willful MomentumYour Spirit Rating is increased by 59 / 89 / 118 / 148.

Whenever your Spirit refunds resources for you, your Main Stat is increased by 3% / 3.6% / 4.2% / 4.8% for 4 seconds.
Hunter’s FocusYour targeted offensive abilities abilities grant you 18 / 27 / 36 / 45 Haste Rating for 8 seconds, stacking up to 5 times. The Haste is lost if you use a targeted offensive ability on any other enemy.
Navigator’s IntuitionYour offensive abilities have a 20% chance to grant you 208 / 312 / 416 / 520 Critical Strike, Haste, Expertise or Spirit rating for 30 seconds. Your highest secondary stat is always the one that gets increased.

Navigator’s Intuition can trigger once every 100 seconds.
Patient SoulStanding still for 3 seconds grants you Patient Soul, increasing your Max Health by 5% and your Expertise Rating by 59 / 89 / 118 / 148.

Patient Soul persists for 6 sec after you start moving.

Major Trait List

Amethyst SplintersWhen you deal critical damage to an enemy, you deal an additional 7% / 8% / 9% / 10% of that damage to them over 8 seconds.

When you Critically heal an ally, an additional 7% / 8% / 9% / 10% of that heal’s value is replicated over 8 seconds on that ally.

Amethyst Splinters can not critically strike.
Sapphire AurastoneYour abilities have a chance to conjure a Sapphire Aurastone near you for up to 15 seconds.

While Sapphire Aurastone is active, 5% / 6% / 7% / 8% of all damage you deal is accumulated into the totem. The accumulated damage erupts onto nearby enemies 3 times.

While Sapphire Aurastone is active, 5% / 6% / 7% / 8% of all healing you do is accumulated into the totem. The accumulated healing pulses onto nearby allies 3 times.
(0.9 PPM)
Diamond StrikeYour damage and healing effects have a chance to conjure a Spectral Beam from above, dealing 148% / 178% / 200% / 237% primary stat damage to enemies and 148% / 178% / 200% / 237% primary stat Healing to allies.

Diamond Strike applies an amplifying effect for 20 seconds on targets it hits, increasing the damage or healing Diamond Strike does to that target by 40%, stacking up to 5 times.
(5.0 PPM)
Emerald JudgementEach time you deal damage to an enemy, you have a chance to conjure an Emerald Spike out of the ground, knocking that enemy into the air and dealing 500% / 600% / 700% / 800% Primary Stat damage to them.
(2.0 PPM)
Ruby StormYour abilities have a chance to spawn a Ruby Storm that travels forward, dealing damage to all enemies it touches equal to 5% / 6% / 7% / 8% of your current health.
(1.2 PPM)
Visions of GrandeurYour Weapon Ability generates 2.0 / 2.4 / 2.8 / 3.2 Spirit Points multiplied by a value equal to your weapon ability’s default cooldown divided by 30.

Your Weapon Ability’s cooldown is reset when you activate your Spirit Ability.
Brave MachinationsYour Weapon Ability’s Critical Strike chance is increased by 20% / 24% / 28% / 32%.

If your Weapon Ability deals a Critical Strike, its cooldown is reduced by 30%.
Heroic BrandYour Weapon Ability Damage & Healing is increased by 50% / 60% / 70% / 80%.
Martial InitiativeYour weapon ability grants you 10% Main Stat and 15% Damage Reduction for a duration equal to 20% / 24% / 28% / 32% of your weapon ability’s default cooldown.

Best Weapon Traits Guide

Different roles within Fellowship have different preferences for both abilities and traits. Here we’ll outline preferred traits for hero roles.

Note this is a general overview and each specific hero might have different requirements, strengths and weaknesses over others in the same role.

Tanks

Tanks love any source of damage resistance, increasing the effective HP of their HP pool and things such as Toughness / Stone Shields.

Defensives

  • First Man Standing is one of the best passives for mob packs, helping with the start of the pull before they have time to setup.
  • King of the Hill is regularly in effect as the tank is the main focus of healing and other self sustains.
  • Treasure Hunter’s Delight is a very strong on-demand damage resistance. Very effective with Drums, Healing, or Sinbinding / Sanctuary.
  • Iron Spikes is decent but only amounts to a few % of damage resistance even in the late game, so new multipliers are better. It has about ~30% uptime.
  • Divine Mediation is also quite effective, particularly on tanks, giving the whole party shields and taking pressure off the healer.
  • Latent Resurgence will help the healer as well but instead focusing on healing the tank and when they get low.

Heroics

  • Inspired Allegiance gives you weapon ability cooldown reduction, particularly good when combined with Fated Strike or Sahril’s, as well as buffs your DPS teammates with more damage.
  • Vengeful Soul gives main stat and an additional heal. Main stat gives damage, but also increases the effectiveness of tank mitigative actions such as Toughness and Stone Shield.
  • Willful Momentum gives tankiness through a bonus spirit and a bonus effect with spirit refunds.
  • Hidden Power is a decent effect but has little uptime and others are preferred.

Majors

  • Visions of Grandeur lets you get multiple casts of your weapon ability off when combined with your ultimate, effective for very large pulls.
  • Brave Machinations‘ cooldown reduction will almost always apply when in AoE situations. This is very effective when combined with Fated Strikes or Sahril’s Aegis.
  • Martial Initiative gives an extra source of damage reduction.
  • Ruby Storm is tanks’ best offensive option, scaling off of HP and good for managing threat. Can be combined with the Heart of Stone defensive trait.

Healers

Healers want to increase their healing output to maximise their resources for longer or larger pulls.

Defensives

  • Heart of Stone gives additional HP to work with and not get one-shot.
  • King of the Hill additionally helps with not getting one-shot from full HP, and protects against AoE burst damage such as from bosses.
  • Stawart Readiness also helps similarly, but takes time to build up.
  • Treasure Hunter’s Delight helps during waves of upcoming damage when using something like Sanctuary or Mass Dispel to assist the team.
  • Divine Mediation can proc during bursts of AoE damage to assist with healing.

Heroics

  • Navigator’s Intuition gives a sizeable buff to your substats and healing output once every couple of pulls.
  • Willful Momentum boosts spirit and healing, depending on how much you rely on Spirit.
  • Inspired Allegiance gives weapon ability cooldown reduction and boosts the damage of DPS.
  • Kindling can proc on heals and damage, actually getting value out of both parts of this trait.

Majors

  • Visions of Grandeur gives a weapon ability reset, effective for not running out of resources or tools during large pulls and bosses.
  • Heroic Brand increases damage and healing, very effective with Healer’s weapon abilities such as Zeraleth’s.
  • Brave Machinations has a very high chance to proc, letting you get more weapon abilities out.

DPS

DPS want to prioritize damage output, so naturally their traits will reflect this. The defensives are the same as healers’ as there is either “Tank” or “Not a Tank”

Defensives

  • Grounded Spirit gives DPS that stand still regularly an option to support the party, and can stack with Patient Soul.
  • Heart of Stone gives additional HP to work with and not get one-shot.
  • King of the Hill additionally helps with not getting one-shot from full HP, and protects against AoE burst damage such as from bosses.
  • Stawart Readiness also helps similarly, but takes time to build up.
  • Treasure Hunter’s Delight helps during waves of upcoming damage when using something like Sanctuary or Mass Dispel to assist the team.
  • Divine Mediation can proc during bursts of AoE damage to assist with healing.

Heroics

  • Inspired Allegiance is still run because of the cooldown reduction on weapon abilities, which are huge parts of DPS damage late game.
  • Vengeful Soul works well with DPS for more damage as they often are stacking crit anyway.
  • Navigator’s Intuition boosts secondary stats which the DPS is leaning into
  • Hidden Power can be used well but keep an eye for if it’s coming up during an upcoming burst window.
  • Hunter’s Focus is effective for a priority-damage DPS, and ones that like haste such as Elarion

Majors

  • Heroic Brand particularly when stacked with Voidtouch can dish out insane damage.
  • Brave Machinations can work as well, or for some utility based abilities such as Earthshaker.
  • Visions of Grandeur for more ultimates and a double-cast during burst. Very effective with longer cooldowns like Chronoshift.