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Lanterns
Twelve lanterns, each with three upgrade paths, three ascension types and up to two merges.
- At a glance
- How upgrades work
- Mastery
- Spark
- Cinder
- Frost
- Lance
- Venom
- Sapling
- Bolt
- Beacon
- Comet
- Moonwell
- Hollow Bell
- Eclipse
| Lantern | Role | Cost | Damage | Rate | Range | Special | How to get it |
|---|---|---|---|---|---|---|---|
| Spark | Damage | 30 | 6 | 2.2 | 2.3 | Unlocked from the start | |
| Cinder | Area | 55 | 13 | 0.75 | 2.1 | splash 0.95 | Unlocked from the start |
| Frost | Control | 45 | 3 | 1.2 | 2 | slows 40% | Lanterns page, 8 embers |
| Lance | Damage | 50 | 11 | 0.9 | 2.7 | pierces 4 | Lanterns page, 12 embers |
| Venom | Control | 50 | 2 | 1 | 2.2 | poison 7/s | Lanterns page, 15 embers |
| Sapling | Support | 60 | – | – | – | passive | Lanterns page, 20 embers |
| Bolt | Area | 80 | 16 | 0.7 | 2.6 | chains 3 | Lanterns page, 25 embers |
| Beacon | Support | 70 | – | – | – | passive | Lanterns page, 30 embers |
| Comet | Area | 110 | 75 | 0.28 | 4.2 | splash 0.7 | Lanterns page, 40 embers |
| Moonwell | Damage | 70 | 10 | 1 | 2.4 | beam heats up | Season 1 Pass (or the Shop for 200 moonstones) |
| Hollow Bell | Control | 90 | 12 | 0.55 | 1.9 | freezes 0.5s | Season 1 Pass (or the Shop for 300 moonstones) |
| Eclipse | Damage | 150 | 40 | 0.3 | 5 | +6% max HP | Season 1 Pass (or the Shop for 450 moonstones) |
Damage is per hit, fire rate is shots per second and range is in tiles. These are base numbers before upgrades, mastery, boons and camp upgrades.
- Every lantern has three paths of five tiers. A lantern can only use two of its three paths: once two have upgrades, the third is locked. Max both to ascend. Each ascension is linked to a path (the first ascension to path 1, and so on), so the paths you pick decide which ascensions you can choose. Each ascension type can be on the board once at a time. The third path unlocks at mastery 40.
- Every tier also gives a core boost on top of its listed effect: about +17% damage and +0.05 range.
- Damage and fire-rate boosts from tiers are softened a little as they stack, and extra targets from multi-shot upgrades deal half damage.
- Tier prices are a multiple of the lantern's build cost: ×1.3, ×1.95, ×3, ×4.7 and ×7.4 for tiers 1 to 5, and then 15% more on top of that. Camp upgrades like Thrift and Appraiser lower them.
- Ascending needs both paths at tier 5 and costs 6× the build cost. You pick one of the lantern's ascension types: the first unlocks at mastery 30, the second at 50 and the third at 70.
- Merging two ascended lanterns of the same type and level makes Ascended II, then Ascended III. Each merge gives ×1.75 damage, ×1.2 fire rate and ×1.12 range.
- Selling refunds 60% of everything spent on the lantern.
Every lantern has a permanent mastery level from 1 to 100. It goes up at the end of each run: 1 point per foe the lantern snuffed and 3 points per wave cleared for every lantern type you built (Studious adds more). Each level needs a little more than the last (12 + 3 × level points, about 16,000 for all 100 levels).
| Mastery | Unlocks |
|---|---|
| 1 | Path 1, tiers 1–3 |
| 10 | Path 2 |
| 20 | Tier 4 |
| 30 | Tier 5 and ascension |
| 50 | 2nd ascension type |
| 70 | 3rd ascension type |
| 100 | Radiant look |
| 100 | Mastery prestige |
Each mastery level also adds +0.5% damage, and every 10 levels add +2% fire rate. Check a lantern's mastery road on the Lanterns page.
Mastery prestige. At mastery 100, prestige a lantern from its Mastery tab. It goes back to mastery 1 and gains a permanent +2% boost (damage, Sapling boost or Beacon boost), up to 10 times for +20%. Everything its mastery unlocked (path 2, tiers 4 and 5, every ascension and the Radiant look) stays unlocked, and account prestige never resets it.
Fast darts, one target.
Role: Damage · Cost: 30 gold · Get it: Unlocked from the start
Damage 6 · Fire rate 2.2/s · Range 2.3 tiles
- How it works: Fires fast darts at the foe furthest along the trail. Cheap, quick to build and good at picking off small, fast foes.
- Strong against: Swarms, wisps, bats and anything fast and fragile.
- Weak against: Heavy armor: every dart loses damage to it.
- Tip: Great as your first lantern. Pair it with an armor breaker or Venom once beetles show up.
Path 1: Sharpshooter
| Tier | Upgrade | Effect | Cost | Mastery |
|---|---|---|---|---|
| 1 | Honed tips | +20% damage. | 45 | 1 |
| 2 | Keen aim | 8% chance to crit for 3× damage. | 67 | 1 |
| 3 | Armor piercer | Ignores 3 armor. | 103 | 1 |
| 4 | Deadeye | +0.5 range and +8% crit chance. | 162 | 20 |
| 5 | Marksman | +35% damage. Crits hit for 3.5×. | 255 | 30 |
Path 2: Rapid fire
| Tier | Upgrade | Effect | Cost | Mastery |
|---|---|---|---|---|
| 1 | Quick hands | +15% fire rate. | 45 | 10 |
| 2 | Light darts | +15% fire rate. | 67 | 10 |
| 3 | Twin darts | Fires at 2 foes at once. | 103 | 10 |
| 4 | Hair trigger | +20% fire rate. | 162 | 20 |
| 5 | Spark swarm | Fires at 3 foes at once. +15% fire rate. | 255 | 30 |
Ascensions (180 gold)
| Mastery | Ascension |
|---|---|
| 30 | Overcharge: Every 5th dart hits for 4× damage. |
| 50 | Static field: Darts mark foes: they take 20% more damage from every lantern for 2 seconds. |
| 70 | Starburst: Every dart bursts, hitting foes within 0.7 tiles for 60% damage. |
Embers that burst on impact.
Role: Area · Cost: 55 gold · Get it: Unlocked from the start
Damage 13 · Fire rate 0.75/s · Range 2.1 tiles · Splash 0.95 tiles
- How it works: Lobs embers that burst on impact and hurt every foe in the blast.
- Strong against: Tight clumps of foes, broods and splitting foes.
- Weak against: Lone, fast foes that slip between bursts.
- Tip: Place it where the trail bends back on itself so its bursts land on two lanes at once.
Path 1: Inferno
| Tier | Upgrade | Effect | Cost | Mastery |
|---|---|---|---|---|
| 1 | Hotter coals | +20% damage. | 82 | 1 |
| 2 | Embers | Bursts burn foes for 2 seconds. | 123 | 1 |
| 3 | Napalm | Burns deal 80% more. | 190 | 1 |
| 4 | Firestorm | Bursts are 25% wider. | 297 | 20 |
| 5 | Hellfire | +50% damage and stronger burns. | 468 | 30 |
Path 2: Bombardier
| Tier | Upgrade | Effect | Cost | Mastery |
|---|---|---|---|---|
| 1 | Bigger shells | Bursts are 15% wider. | 82 | 10 |
| 2 | Quick fuse | +15% fire rate. | 123 | 10 |
| 3 | Concussion | Bursts stun regular foes for 0.2 seconds. | 190 | 10 |
| 4 | Long fuse | +0.6 range. | 297 | 20 |
| 5 | Carpet bomb | Fires at 2 foes at once. | 468 | 30 |
Ascensions (330 gold)
| Mastery | Ascension |
|---|---|
| 30 | Wildfire: Bursts set foes ablaze, burning them for 3 seconds. |
| 50 | Scorched earth: Bursts leave fire on the trail for 3 seconds. |
| 70 | Meltdown: Bursts mark foes: they take 25% more damage from every lantern. |
Chills and slows foes.
Role: Control · Cost: 45 gold · Get it: Lanterns page, 8 embers
Damage 3 · Fire rate 1.2/s · Range 2 tiles · Slow 40% for 1.5s
- How it works: Chills foes so they move slower for a short time. Its damage is low.
- Strong against: Making every other lantern hit more often. Fast foes and bosses.
- Weak against: Foes that ignore slows, like Ice skaters and Ghosts.
- Tip: Put it at the start of your best kill zone, not at the end.
Path 1: Deep freeze
| Tier | Upgrade | Effect | Cost | Mastery |
|---|---|---|---|---|
| 1 | Colder | Slows 8% more. | 67 | 1 |
| 2 | Lingering chill | Slows last 40% longer. | 101 | 1 |
| 3 | Brittle | Chilled foes take 15% more damage. | 155 | 1 |
| 4 | Permafrost | Slows 10% more. | 243 | 20 |
| 5 | Absolute zero | Freezes regular foes solid for 0.4 seconds. | 383 | 30 |
Path 2: Blizzard
| Tier | Upgrade | Effect | Cost | Mastery |
|---|---|---|---|---|
| 1 | Wide reach | +0.4 range. | 67 | 10 |
| 2 | Ice shards | +60% damage. | 101 | 10 |
| 3 | Frost nova | Shots splash 0.8 tiles, chilling everything nearby. | 155 | 10 |
| 4 | Quick freeze | +25% fire rate. | 243 | 20 |
| 5 | Hailstorm | Fires at 3 foes at once. | 383 | 30 |
Ascensions (270 gold)
| Mastery | Ascension |
|---|---|
| 30 | Shatter: Slowed foes take 30% more damage from every lantern. |
| 50 | Glacier: Every shot leaves an icy patch that slows foes 50% for 3 seconds. |
| 70 | Winter’s heart: Lanterns within 1 tile fire 20% faster. |
Spears pierce a line of foes.
Role: Damage · Cost: 50 gold · Get it: Lanterns page, 12 embers
Damage 11 · Fire rate 0.9/s · Range 2.7 tiles · Pierces 4 foes
- How it works: Throws spears that pierce through a line of foes.
- Strong against: Long straight stretches packed with foes.
- Weak against: Corners and lone targets.
- Tip: Line it up with a straight run of trail so every spear passes through as many foes as possible.
Path 1: Impaler
| Tier | Upgrade | Effect | Cost | Mastery |
|---|---|---|---|---|
| 1 | Barbed tips | +20% damage. | 75 | 1 |
| 2 | Long spear | Pierces 2 more foes. | 112 | 1 |
| 3 | Armor breaker | Ignores 4 armor. | 172 | 1 |
| 4 | Heavy shaft | +35% damage. | 270 | 20 |
| 5 | Executioner | Instantly finishes regular foes below 10% health. | 425 | 30 |
Path 2: Volley
| Tier | Upgrade | Effect | Cost | Mastery |
|---|---|---|---|---|
| 1 | Quick throw | +15% fire rate. | 75 | 10 |
| 2 | Reach | +0.5 range. | 112 | 10 |
| 3 | Twin spears | Throws at 2 foes at once. | 172 | 10 |
| 4 | Rapid volley | +20% fire rate. | 270 | 20 |
| 5 | Spear rain | Throws at 3 foes at once. | 425 | 30 |
Ascensions (300 gold)
| Mastery | Ascension |
|---|---|
| 30 | Skewer: Spears pierce every foe in their path. |
| 50 | Bloodline: Spears mark foes: they take 20% more damage from every lantern. |
| 70 | War drums: Fires up to 60% faster the longer it keeps attacking. |
Poison that ignores armor.
Role: Control · Cost: 50 gold · Get it: Lanterns page, 15 embers
Damage 2 · Fire rate 1/s · Range 2.2 tiles · Poison 7/s
- How it works: Poisons foes. Poison ticks over time and ignores armor completely.
- Strong against: Armored foes and bosses with lots of health.
- Weak against: Foes that shrug off poison, like the Prism and Rime wraith.
- Tip: Mix it with fast hitters: Venom softens tough foes while the others finish them.
Path 1: Toxin
| Tier | Upgrade | Effect | Cost | Mastery |
|---|---|---|---|---|
| 1 | Stronger poison | +30% poison. | 75 | 1 |
| 2 | Lingering toxin | Poison lasts 50% longer. | 112 | 1 |
| 3 | Corrosion | Poisoned foes take 15% more damage. | 172 | 1 |
| 4 | Lethal dose | +50% poison. | 270 | 20 |
| 5 | Neurotoxin | Poison also slows foes 30%. | 425 | 30 |
Path 2: Spitter
| Tier | Upgrade | Effect | Cost | Mastery |
|---|---|---|---|---|
| 1 | Quick spit | +15% fire rate. | 75 | 10 |
| 2 | Glob | Shots splash 0.6 tiles. | 112 | 10 |
| 3 | Acid pool | Shots leave a pool that hurts foes for 2 seconds. | 172 | 10 |
| 4 | Long range | +0.5 range. | 270 | 20 |
| 5 | Twin glands | Spits at 2 foes at once. | 425 | 30 |
Ascensions (300 gold)
| Mastery | Ascension |
|---|---|
| 30 | Plague: Poisoned foes pass their poison on when they die. |
| 50 | Blight: Deals double damage to bosses, poison included. |
| 70 | Miasma: Every shot leaves a wide toxic cloud for 3 seconds. |
Grows stronger every wave and boosts nearby lanterns.
Role: Support · Cost: 60 gold · Get it: Lanterns page, 20 embers
Passive: doesn't attack. It replaces the old Mint, and every Mint skin carried over to it.
- How it works: Starts small and grows one stage every wave it stands on the board, up to stage 20. Each stage gives lanterns within 1 tile more damage and fire rate.
- Strong against: Long runs, where it becomes one of the strongest boosts.
- Weak against: It adds no damage on its own and starts weak.
- Tip: Build it early. It only grows while it is on the board.
Roots: grows faster and can grow higher. Bloom: each stage gives more damage and fire rate. Canopy: starts with stages already grown, adds range to nearby lanterns, and reaches 1 tile farther.
Ascensions: Evergreen (grows twice as fast, 10 stages higher), Wild seed (nearby lanterns gain crit chance per stage), World tree (reaches farther, grows higher, more damage per stage).
Lightning leaps between foes.
Role: Area · Cost: 80 gold · Get it: Lanterns page, 25 embers
Damage 16 · Fire rate 0.7/s · Range 2.6 tiles · Chains to 3 foes
- How it works: Strikes one foe with lightning that leaps to several more nearby.
- Strong against: Packed groups and swarms of small foes.
- Weak against: Single targets, since the leaps are wasted.
- Tip: Its chain grows with upgrades and Conductor at camp.
Path 1: Overload
| Tier | Upgrade | Effect | Cost | Mastery |
|---|---|---|---|---|
| 1 | Higher voltage | +20% damage. | 120 | 1 |
| 2 | Longer arcs | Chains to 1 more foe. | 179 | 1 |
| 3 | Superconductor | Chain hits lose almost no damage. | 276 | 1 |
| 4 | Arc reach | Chains to 1 more foe. +0.3 range. | 432 | 20 |
| 5 | Thunder | +50% damage. | 681 | 30 |
Path 2: Tesla
| Tier | Upgrade | Effect | Cost | Mastery |
|---|---|---|---|---|
| 1 | Capacitor | +15% fire rate. | 120 | 10 |
| 2 | Static shock | Stuns regular foes for 0.15 seconds. | 179 | 10 |
| 3 | Supercharge | +20% fire rate. | 276 | 10 |
| 4 | Forked bolt | Strikes 2 foes at once. | 432 | 20 |
| 5 | Tempest | Stuns for 0.3 seconds. +15% fire rate. | 681 | 30 |
Ascensions (480 gold)
| Mastery | Ascension |
|---|---|
| 30 | Storm: Chains to 3 more foes and stuns each one briefly. |
| 50 | Ball lightning: Strikes mark foes: they take 20% more damage from every lantern. |
| 70 | Thunderhead: Deals double damage to bosses. |
Boosts the 8 tiles around it.
Role: Support · Cost: 70 gold · Get it: Lanterns page, 30 embers
Passive: doesn't attack.
- How it works: Does not attack. It boosts the damage and fire rate of every lantern in the 8 tiles around it.
- Strong against: Surrounded by your strongest lanterns.
- Weak against: Sitting on its own.
- Tip: Plan a 3×3 block and put the Beacon in the middle.
Path 1: Brilliance
| Tier | Upgrade | Effect | Cost | Mastery |
|---|---|---|---|---|
| 1 | Polished lens | Boost +5% damage. | 105 | 1 |
| 2 | Brighter flame | Boost +5% damage. | 157 | 1 |
| 3 | Far light | Reaches lanterns 2 tiles away. | 241 | 1 |
| 4 | Radiance | Boost +8% damage. | 378 | 20 |
| 5 | Blaze | Boost +12% damage. | 596 | 30 |
Path 2: Signal
| Tier | Upgrade | Effect | Cost | Mastery |
|---|---|---|---|---|
| 1 | Quickening | Boosted lanterns fire 5% faster. | 105 | 10 |
| 2 | Drumbeat | Boosted lanterns fire 5% faster. | 157 | 10 |
| 3 | Focus lens | Boosted lanterns get +0.3 range. | 241 | 10 |
| 4 | Rally | Boosted lanterns fire 8% faster. | 378 | 20 |
| 5 | Eagle eye | Boosted lanterns crit 10% of the time for 3×. | 596 | 30 |
Ascensions (420 gold)
| Mastery | Ascension |
|---|---|
| 30 | Lighthouse: Boosts every lantern within 2 tiles. |
| 50 | Sun shrine: Boost +25% more damage. |
| 70 | Starlight: Boosted lanterns mark what they hit: +15% damage taken. |
Slow, huge, long-range impacts.
Role: Area · Cost: 110 gold · Get it: Lanterns page, 40 embers
Damage 75 · Fire rate 0.28/s · Range 4.2 tiles · Splash 0.7 tiles
- How it works: Fires slow, huge impacts from very long range.
- Strong against: Bosses, big groups and covering lots of trail at once.
- Weak against: Fast foes, which can dodge its slow shots.
- Tip: Its range lets it sit far from the trail, so save the close tiles for short-range lanterns.
Path 1: Cataclysm
| Tier | Upgrade | Effect | Cost | Mastery |
|---|---|---|---|---|
| 1 | Denser core | +20% damage. | 164 | 1 |
| 2 | Shockwave | Bursts are 20% wider. | 247 | 1 |
| 3 | Crater | Impacts leave burning ground for 3 seconds. | 379 | 1 |
| 4 | Heavy core | +40% damage. | 595 | 20 |
| 5 | Extinction | Impacts stun regular foes for 0.5 seconds. | 936 | 30 |
Path 2: Meteor shower
| Tier | Upgrade | Effect | Cost | Mastery |
|---|---|---|---|---|
| 1 | Orbit | +15% fire rate. | 164 | 10 |
| 2 | Far sight | +0.6 range. | 247 | 10 |
| 3 | Split comet | Drops on 2 foes at once. | 379 | 10 |
| 4 | Swift orbit | +20% fire rate. | 595 | 20 |
| 5 | Shower | Drops on 3 foes at once. | 936 | 30 |
Ascensions (660 gold)
| Mastery | Ascension |
|---|---|
| 30 | Impact: Bursts are 60% wider and stun what they hit. |
| 50 | Black hole: Impacts leave a rift that slows foes 60% for 2 seconds. |
| 70 | Supernova: Instantly finishes regular foes below 15% health. |
A beam that burns hotter the longer it holds one foe. Ignores armor. A shard of the hollow moon, caught in a well of still water.
Role: Damage · Cost: 70 gold · Get it: Season 1 Pass (or the Shop for 200 moonstones)
Damage 10 · Fire rate 1/s · Range 2.4 tiles
- How it works: Locks a beam onto one foe. The longer it holds the same foe, the hotter it burns. Ignores armor.
- Strong against: Bosses and tanky foes that stay in range.
- Weak against: Swarms, since the beam resets on each new foe.
- Tip: Place it where foes stay in range longest, like the inside of a U-bend.
Path 1: Lunar
| Tier | Upgrade | Effect | Cost | Mastery |
|---|---|---|---|---|
| 1 | Silver light | +20% damage. | 105 | 1 |
| 2 | Quick heat | Heats up 40% faster. | 157 | 1 |
| 3 | Moonburn | The beam burns its target. | 241 | 1 |
| 4 | Hotter core | Heat climbs one step higher. | 378 | 20 |
| 5 | Blue moon | +50% damage. | 596 | 30 |
Path 2: Tides
| Tier | Upgrade | Effect | Cost | Mastery |
|---|---|---|---|---|
| 1 | Wide well | +0.4 range. | 105 | 10 |
| 2 | Undertow | The beam slows its target 20%. | 157 | 10 |
| 3 | Twin beam | Beams 2 foes at once. | 241 | 10 |
| 4 | High tide | +0.4 range. | 378 | 20 |
| 5 | Spring tide | Keeps its heat when it switches targets. | 596 | 30 |
Ascensions (420 gold)
| Mastery | Ascension |
|---|---|
| 30 | Full moon: Heat builds twice as fast, up to 6× damage. |
| 50 | Moonmark: The beam marks its target: +25% damage from every lantern. |
| 70 | Crescent: Deals double damage to bosses. |
Tolls to hit every foe nearby and freeze them in place. The bell from the moon’s empty heart. When it tolls, the swarm forgets how to move.
Role: Control · Cost: 90 gold · Get it: Season 1 Pass (or the Shop for 300 moonstones)
Damage 12 · Fire rate 0.55/s · Range 1.9 tiles · Freeze 0.5s
- How it works: Tolls to hit every foe nearby at once and freeze them in place for a moment.
- Strong against: Clumps of foes and buying time for your damage lanterns.
- Weak against: Bosses, which are only frozen briefly.
- Tip: Ring it next to your heavy hitters so frozen foes sit in their fire.
Path 1: Toll
| Tier | Upgrade | Effect | Cost | Mastery |
|---|---|---|---|---|
| 1 | Heavier clapper | +20% damage. | 135 | 1 |
| 2 | Resonance | +0.3 range. | 202 | 1 |
| 3 | Deafening | Tolled foes take 15% more damage. | 310 | 1 |
| 4 | Bronze bell | +40% damage. | 486 | 20 |
| 5 | Cathedral | +0.4 range. | 766 | 30 |
Path 2: Chime
| Tier | Upgrade | Effect | Cost | Mastery |
|---|---|---|---|---|
| 1 | Long ring | Freezes last 25% longer. | 135 | 10 |
| 2 | Quick toll | +20% fire rate. | 202 | 10 |
| 3 | Echo | +25% fire rate. | 310 | 10 |
| 4 | Deep ring | Freezes last 30% longer. | 486 | 20 |
| 5 | Requiem | Tolled foes stay slowed 30% after they thaw. | 766 | 30 |
Ascensions (540 gold)
| Mastery | Ascension |
|---|---|
| 30 | Grand toll: 30% more range and freezes last twice as long. |
| 50 | Sanctuary: Lanterns within 1 tile fire 20% faster. |
| 70 | Death knell: Instantly finishes regular foes below 12% health. |
Strikes the healthiest foe in range for heavy damage plus 6% of its max health. The one thing the Moth Queen fears: the moon’s shadow, turned against her.
Role: Damage · Cost: 150 gold · Get it: Season 1 Pass (or the Shop for 450 moonstones)
Damage 40 · Fire rate 0.3/s · Range 5 tiles · +6% of max health
- How it works: Strikes the healthiest foe in range for heavy damage plus a share of its max health.
- Strong against: Bosses and the toughest foes in each wave.
- Weak against: Waves of many small foes.
- Tip: Let other lanterns handle the crowd. The Eclipse is your boss killer.
Path 1: Shadow
| Tier | Upgrade | Effect | Cost | Mastery |
|---|---|---|---|---|
| 1 | Dark edge | +20% damage. | 224 | 1 |
| 2 | Gravity | +1% of max health per hit. | 336 | 1 |
| 3 | Void piercer | Ignores 6 armor. | 518 | 1 |
| 4 | Umbra | +35% damage. | 811 | 20 |
| 5 | Black sun | +2% of max health per hit. | 1,276 | 30 |
Path 2: Corona
| Tier | Upgrade | Effect | Cost | Mastery |
|---|---|---|---|---|
| 1 | Solar wind | +15% fire rate. | 224 | 10 |
| 2 | Long shadow | +0.5 range. | 336 | 10 |
| 3 | Solar flare | Strikes splash 0.8 tiles for 40% damage. | 518 | 10 |
| 4 | Quick dusk | +20% fire rate. | 811 | 20 |
| 5 | Twin suns | Strikes 2 foes at once. | 1,276 | 30 |
Ascensions (900 gold)
| Mastery | Ascension |
|---|---|
| 30 | Totality: Max-health damage doubles to 12%. |
| 50 | Event horizon: Strikes mark foes: +25% damage from every lantern for 3 seconds. |
| 70 | Sunfall: Deals 60% more damage to bosses. |
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