Ways: where the path forks
What it is
At the Aura Edge breakthrough your path forks into four Ways. Your Way gives you a node at Edge, Form and Sovereign. Each node is a passive plus a change to a technique you already know (the slash, guard, step, Intent, finishers, awakening or Dominion). A Way makes you different rather than simply stronger.
The crossroads, just after the Edge breakthrough, by day and by night.
At a glance
| When | At the Edge breakthrough. Already past Edge with no Way? Hold the breathing stance a few seconds |
| How | Strike a standard to lean toward its Way; strike it again to walk it |
| The Ways | Blade (offence), Bulwark (defence), Shadowstep (movement), Banner (together) |
| Nodes | One at Edge, Form and Sovereign. A first choice gives you every node you’ve reached at once |
| Changing | Burn a Crossroads Incense at a ley crossing |
| Kept | Through death |
| See it | The Way tab on the Aura page |
How to get it
The crossroads
A couple of seconds after the Edge breakthrough, four cloth standards rise in an arc in front of you: the Blade (a sword on red), the Bulwark (a shield on blue), the Shadowstep (a crescent on violet) and the Banner (a rallying crest on gold). They stand for a minute. Walk more than a dozen blocks away, die or change world and they fade, but you can call them again (below).
- Look at a standard: its name and three nodes show above your hotbar.
- Strike it with your blade to lean toward it. It flares and the others dim. Striking another moves your lean.
- Strike the leaned standard again within eight seconds to walk its Way. Your chat lists its nodes.
Take your time: the Way tab on the Aura page shows every node in full, even while the crossroads stands.
Looking at a standard names its Way and its three nodes.
Already past Edge?
If you’re at Edge or above with no Way, hold the breathing stance (sneak and stand still, blade in hand) for about three seconds after it settles and the crossroads rises round you. It needs open ground. A first choice is free whenever you make it, and gives you every node you’ve reached at once. It won’t rise during a stillness trial.
How to use it
Your nodes work on their own once reached. Each table lists the stage, the passive and the technique it changes.
Way of the Blade
Strike first, strike through, and finish what you start.
| Stage | Node | Passive | Changes |
|---|---|---|---|
| Edge | Keen Edge | Clean hits build momentum a third faster | Aura Slash pierces: it cuts through a held guard, reaches ten foes instead of six, and cuts through another crescent, flying on at half strength |
| Form | Cascade | Finishers add two fifths more (a player’s cap still holds) | Finishers cascade: a finisher opens the nearest creature within five blocks whose stance is half worn or more (never a player or a boss) |
| Sovereign | Storm of Edges | Each finisher feeds your awakening two seconds instead of one, up to eight | While awakened, Aura Slash costs nothing and is ready again in a second |
Wear a crowd down evenly with sweeps and arts, then finish one: the cascade carries on from foe to foe.
Keen Edge’s slash cutting through, and a Cascade.
Way of the Bulwark
Stand where you are, and let nothing through.
| Stage | Node | Passive | Changes |
|---|---|---|---|
| Edge | Wide Guard | Your stance takes two fifths less wear, and hits knock a third less momentum off you | Aura Guard covers every side, its perfect moment lasts half again as long, a held guard throws a third of each caught blow back, and it turns shots back (for a little aura each) |
| Form | Living Wall | Aura armour takes a third of each blow instead of a quarter, and costs a fifth less | Intent challenges: creatures near you hunting your allies turn on you, and a creature that strikes your raised guard staggers |
| Sovereign | Unbroken | While awakened, nothing breaks your stance and foes deal you a fifth less (less against players); spent, you aren’t slowed | Dominion is a bastion: shots from outside are turned back at its edge, and creatures inside are slowed more |
Hold the guard more than you normally would: it covers your back, pays you back for every blow and staggers what hits it.
A bastion: shots turned back at its edge.
Way of the Shadowstep
Be where the blow isn’t, and strike where the eye isn’t.
| Stage | Node | Passive | Changes |
|---|---|---|---|
| Edge | Slip | Blows and arts from behind wear stance half again as fast | A perfect guard against a blow slips you behind the striker, facing its back |
| Form | Afterimage | For two seconds after an Aura Step every blow counts as from behind | Aura Step leaves an afterimage that strikes foes beside it a moment later (a little over half a blow each) |
| Sovereign | Thousand Shadows | A finisher from behind readies your Aura Step at once | While awakened, Aura Step costs nothing, is ready again in a second, and its afterimage strikes twice |
Play it as a loop: step through a pack, strike from behind, break the stance, finish from behind, and step again.
A slip behind its striker, and an afterimage striking where the swordsman stepped from.
Way of the Banner
No one fights alone while your banner stands.
| Stage | Node | Passive | Changes |
|---|---|---|---|
| Edge | Battle Cry | A third of the momentum you build is built by allied swordsmen near you too | Finishers rally: you and allies near you (pets too) take a sixth less from foes for five seconds; allied swordsmen build momentum and share half the aura it gave back |
| Form | Rallying Presence | A quarter of the aura you gather flows to allied swordsmen near you | Intent steadies: while it presses on a foe, you and allies in its reach take a tenth less |
| Sovereign | Shelter | Allied swordsmen near you lose a third less momentum to hits, and your awakening holds their momentum at its second tier | Dominion shelters: you and allies inside take a fifth less, allied swordsmen gather aura there, and their momentum doesn’t ebb |
“Near” is twelve blocks. Alone, the Banner is the quietest Way; with friends, it’s the strongest.
A rallying cry, and a sheltering Dominion.
A Way’s part
Each Way also lends you a part for techniques of your own: the Blade Pierce, the Bulwark Ward, the Shadowstep Afterimage and the Banner Rally. No scroll or duelist carries Ward or Rally; only a Sword Master’s first clear teaches them for good (Ward from Rime or Dawn, Rally from Verdant). Leave the Way and a technique written with its part rests until you walk the Way again, unless you have learned that part for good.
Who counts as an ally
The Banner (and Living Wall’s challenge) only reaches allies: your scoreboard teammates, or, with no teams, players who couldn’t harm each other. Players who could fight, or who are duelling each other, are never allies. Your pets, and your team’s, share in cries, presence and shelter.
Changing your Way
Changing costs three things at once:
- A Crossroads Incense: two Aura Shards (a fallen knight’s), an amethyst shard and blaze powder, crafted together.
- A place of power: hold it in use for two seconds at the heart of a ley crossing. Anywhere else it won’t catch, and isn’t used up.
- Settling: your old Way goes dark and the crossroads rises to choose again. The new Way’s Edge node is yours at once, its Form node wakes after 120 experience and its Sovereign node after 240, earned by fighting as usual.
You can walk any Way again later, at the same price.
A Crossroads Incense burning at a ley crossing, and the Way burned away.
The Way tab
The Aura page (the Aura badge on the Cord screen, K) has a Way tab. It shows a tree with a column per Way and a row per
stage. Your nodes are framed in gold when in force, half lit while waking after a change, and outlined while still
upcoming; other Ways’ nodes are dark. Click or hover a node to read it in full.
The Way tab of a Sovereign walking the Way of the Banner.
Tips and counterplay
- The Blade’s finishers against a player stay under every finisher’s cap, and Cascade never opens a player.
- The Shadowstep’s strikes from behind never wear more of a player’s stance than one blow may (a third).
- The Bulwark’s throw-back and the Blade’s piercing slash are aura off the blade, so a player’s spell defences meet them. The Bulwark’s stagger and the bastion’s extra slow touch creatures only.
- Steadying from all sources together never takes off more than three tenths of anything, and less against players.
- The Banner never helps an enemy.
Server owners can switch Ways off, change how much a new Way asks before it settles, and tune the Banner’s reach and shares.