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Ember Master

What it is

The Ember Master fights at a steady, even tempo. Its fire outlives its cuts: a swing leaves burning lanes behind, and the ground around it can flare in a ring. It has 34 named techniques. It raises its guard after every third attack.

At the start of the trial it tells you its lesson: leave the broad cut, then step out of the burning lanes.

How to get it

Sneak and use any wandering duelist who breathes Ember, or type /master challenge ember. You need Aura Form or Heart Circle VIII. See Sword Masters for the full trial rules.

Cinder Wake

A two-beat attack: a broad cut, then fire along narrow lanes.

  1. The cut. An outline appears and the Master commits its direction. After 1.2 seconds it makes a broad cut about 4 blocks deep. Step back out of reach, or get beside or behind it.
  2. The afterburn. Narrow lanes marked with crossbars appear in front of it. They ignite once, 1.3 seconds later. Each lane is 1.4 blocks wide and runs out to 7 blocks. Step sideways out of the lane, move beside or behind the Master, or stand behind solid cover.

The afterburn never turns to follow you. Each beat deals 26 damage before armor. After the ignition the Master is open for about 2.3 seconds.

More challengers mean more lanes: one lane for 1 to 2 players, two for 3 to 5, three for 6 to 8. Lanes never get wider, and one lane can’t hit you twice.

The Master uses Cinder Wake when you’re within 6 blocks. It comes more often as its health drops: about every fourth attack at full health, every third below two-thirds, and every second below one-third.

Kiln Ring

A fixed ring of fire on the ground around the Master. The banner reads “Get inside the blue rim, outside it, or jump the ring.”

  • The ring covers the ground from 2.75 to 5.5 blocks away from the Master.
  • It warns for 2 seconds, then pulses once for 26 damage.
  • The ring does not move once it appears.

Answer it in any of four ways:

  • Inward: step inside the inner blue rim, close to the Master.
  • Outward: get out past the outer edge.
  • Cover: solid blocks between you and the Master shield that part of the ring.
  • Jump: be in the air when it pulses.

The Master only starts a Kiln Ring on flat ground with you inside the ring’s band. It stays open for about 2.4 seconds after the pulse, and can’t use the ring again for 6.5 seconds.

Other moves

  • Techniques: chains of two to four strikes. Read each strike’s shape. See Reading a Master.
  • Pursuit dash: holding a spell too long invites a dash of up to 4.8 blocks, at most once every 7 seconds. After its strike it stands open for 1.1 seconds.
  • Crescent volley: flying blades if you stay far away or high up.

Rewards for a clear

  • Your first Ember clear teaches the Echo technique part.
  • A wandering Ember teacher can then teach you, in order, Cinder Lunge (at Sovereign), Ember Riposte and Spell Cut (at Form). See Master Forms and Spell Cut.

Tips and counterplay

  • After the broad cut, look at the ground before you move. The lanes are already drawn.
  • The safest answer to Kiln Ring is often inward: you end up next to an open Master.
  • In a group, don’t all stand in one line. Wide groups get more afterburn lanes.
  • The Ember Master guards after every third attack. Flank it or use an axe.

Type to find a guide, rune or recipe.