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Compendium · The Deep

Part of The Deep, the endgame: start here

The Brand

Past level 20, every Legend level is a rank for your Brand: a hex of 19 sockets where sigils in four colours join into Bonds. It replaced the Legend board in version 0.21.

How the Brand works

  • It opens at level 20. From level 10 a greyed Brand waits on your hero sheet with your class sigil glowing in the middle. At level 20, your first Legend level wakes it. The Legend level curve and the XP it needs have not changed.
  • 19 sockets, one hex. The Heart in the middle always holds your class sigil. Around it sit 6 sockets, then 12 on the outer ring. Each other socket holds one sigil (or a Prism).
  • Sigils come in four colours. Pyre (burns, poison and bleeds: damage that keeps ticking); Bulwark (toughness: less damage taken, block, more health); Hunt (crits and executes: elites and bosses fall faster); Covenant (your party: auras that lift allies and summons). There are 32 colour sigils (8 each), 6 Prisms that count as two colours, and 14 class sigils, one for each class.
  • Sigils earn Bonds; Legend points earn ranks. Every Legend level is one rank to spend, up to 209 in all. Moving sigils costs nothing, so you can try any layout in town.
  • Every socket starts at rank 1 and goes to 12. A rank costs one Legend point. Because every socket starts at rank 1, all 19 sockets at rank 12 cost 19 × 11 = 209 points.
  • Ranks belong to the socket, not the sigil. Swap a sigil and the new one takes the socket's rank and choice. Take a sigil out and the empty socket keeps its ranks.
  • Where things happen. Sigils and Crests move only in town. Ranks can be spent anywhere outside the arena and outside a fight. Every rank spent and every choice made since you last went between town and a run can be undone for free, last first.
  • Surplus. Legend levels past 209 keep counting and light Brand Flames: cosmetic only, never Power.
  • The arena. In the arena, sigil powers and Bonds count 60% and Crest inlays 50%. Everything on the Brand screen shows the number as it applies to you.

The 19 sockets

♥123456789101112131415161718

The Heart (♥) is socket 0; the ring around it is sockets 1–6; the outer ring is 7–18. Shown: the Awakening's three sigils in sockets 6, 1, 2, lit as a Pyre Bond of 4 with the Heart.

The Awakening

  • At Legend 1 your Brand wakes: you choose a colour and its first 3 sigils arrive set in sockets 6, 1, 2, touching each other and the Heart.
  • Those 3 sigils plus the Heart's help make a Bond of 4: the colour's first Bond power is already lit.
  • You also pick a starter Crest (one of 3, or one you already own) and it is inlaid on the Heart. Then you spend your first rank, with a tap to guide you.

Ranks 1–12

Spendable points are your Legend level, up to 209; 3 points wake a sigil, 7 reach the choice and 11 name it.

What each rank does
RankWhat changesPoints spent in the socket so far
1Every socket starts here. The sigil's own line counts once.0
2–3Each rank adds one more step of the sigil's line.1–2
4The sigil's power wakes. A colour or Prism sigil does nothing special until here.3
5–7More line, on a sigil that is awake.4–6
8Choose once: Deepen (the sigil's own line ×1.5) or Bridge (the socket lends itself to every Bond it touches). Ranks past 8 wait for the choice.7
9–11More line, along the path you chose.8–10
12Named: the power's numbers ×1.1 (damage, healing, shields, stat lines; never cooldowns, counts or ranges), and the sigil earns an epithet for your hero.11

The class sigil in the Heart is awake from rank 1 and Deepens by itself at rank 8. It needs ranks for its line and for Named at rank 12, like any other socket.

Bonds and the Great Bond

  • For each colour, the largest connected group of sockets that carry it counts. Sockets are connected when they touch on the hex. A colour sigil carries its own colour; a Prism carries both of its colours.
  • The group's size sets the tier: 3 sockets light the first Bond, 5 the second, 7 the Great Bond. Tiers stack: a Great Bond also gives you the first two.
  • Your class sigil in the Heart is wild: it lends itself to every group it touches. A rank-8 Bridge lends a socket the same way, but only to colours it touches. A Bond counts at most 2 lending sockets, and the screen says so when a third doesn't count.
  • A hero can light all 4 Bonds at once. Bonds never cost points: sigils earn Bonds, points earn ranks.
  • Bond numbers do not grow past 7; the screen shows an honest "8/7" if you have more.
  • Always taking the leading-colour card when a sigil answers (below) gives your first Great Bond at about Legend 15.
Worked examples (sockets by number)
Sigils of one colour in socketsBond sizeTier
6, 1, 2 (the Awakening)3 + the Heart = 43
6, 1, 2 and 855
6, 1, 2, 8, 9, 106 + the Heart = 77 (Great Bond)
All 12 Bond powers
ColourTierNameWhat it does
Pyre3Heat Haze+5.5% damage over time and +3.5% status chance.
Pyre5Chain BlazeEvery 2 s a wave of fire (35%) washes 3 tiles around you, setting foes Burning.
Pyre7 (Great Bond)Funeral PyreFoes dying with Burning, Poison or Bleed explode (120% in 3 tiles) and pass every status on.
Bulwark3Iron Skin+1.14% damage reduction and +1.14% max health.
Bulwark5Undaunted24% of the damage you take is deferred and ticks over 4 s; each kill forgives 10% of what is owed.
Bulwark7 (Great Bond)Living FortressBlock 13% of hits (half the hit); every block sends out a shockwave (275% in 2.5 tiles, 2 s cooldown).
Hunt3Keen Edge+2% crit chance and +6.5% crit damage.
Hunt5Mark the PreyEvery 5 s foes within 5 tiles are Marked for 4 s (they take 15% more damage). Killing an elite or boss gives +9.5% damage for 8 s.
Hunt7 (Great Bond)ApexEvery 4 crits call a meteor (570% in 2 tiles); kills have a 28% chance to reset your shortest cooldown.
Covenant3FellowshipYou and allies within 8 tiles deal +3.5% damage.
Covenant5Common CauseCommon Cause.
Covenant7 (Great Bond)Covenant of the HearthYou and allies within 8 tiles deal +5.5% damage and take 4.2% less; your summons hit 20% harder.

52 sigils

  • 32 colour sigils. Eight in each colour. Each has a line (a small stat, bigger every rank) and a power that wakes at rank 4. The page lists them by colour below.
  • 6 Prisms. One for each pair of colours. A Prism counts as both colours for Bonds. It cannot be bought or picked: it drops from deep chart bosses and Breach Wardens. Its power is worth about half a colour sigil's, because its value is the second colour.
  • 14 class sigils. One per class, in the Heart. Each continues the class's old Legend-board legendary node.

Pyre Burns, poison and bleeds: damage that keeps ticking

Wildfire Pyre

Dying ailments jump to the next foe.

At rank 4. Foes that die Burning, Poisoned or Bleeding pass those ailments on to foes within 3 tiles.

Line. +0.4% Damage over Time per rank

Stifle Pyre

Your ailments feed you.

At rank 4. You heal 4% of the damage your Burns, Poisons and Bleeds deal, and your hits Weaken the foe for 3 s (8 s cooldown).

Line. +0.4% Damage over Time per rank

Scorchmark Pyre

Burning foes take more from you.

At rank 4. +6% damage to Burning foes.

Line. +0.5% Status Effect Chance per rank

Open Veins Pyre

Every crit opens a wound.

At rank 4. Your crits tear the wound open: 8.5% extra damage to the foe and those beside it, and they Bleed for 4 s (1.5 s cooldown).

Line. +0.4% Damage over Time per rank

Flashpoint Pyre

Every few casts, an eruption.

At rank 4. Every 4 casts erupt in flame around you (10% in 2.5 tiles) and set foes Burning for 3 s.

Line. +0.4% Damage while its condition holds per rank

Toxic Bloom Pyre

Poison, grown ripe.

At rank 4. A foe with 2 stacks of your Poison blooms for 49% in 2.2 tiles, and the Poison clears.

Line. +0.4% Damage over Time per rank

Cinderfall Pyre

Kills set the foes around them Burning.

At rank 4. Kills set foes within 2.5 tiles Burning (36% damage, 1.5 s cooldown).

Line. +0.5% Status Effect Chance per rank

Ashwalk Pyre

Leave fire where you've landed.

At rank 4. Your dashes erupt in flame where they end (110% in 2.5 tiles, Burning for 3 s; 3 s cooldown).

Line. +0.4% Damage over Time per rank

Bulwark Toughness: less damage taken, block, more health

Last Wall Bulwark

Once in a while, you refuse to fall.

At rank 4. A killing blow leaves you standing: for 0.12 s you can't fall below 1 health and you heal 1.5% of the damage you deal (150 s cooldown).

Line. +0.1% Max HP per rank

Hold Fast Bulwark

Surrounded, you harden.

At rank 4. With 3+ foes within 3 tiles: +3% damage reduction.

Line. +0.1% Damage Reduction per rank

Shield Bash Bulwark

Blocks shake the ground.

At rank 4. Block 2% of hits (half the hit); every block sends out a shockwave (25% in 2 tiles, 3 s cooldown).

Line. +0.1% Damage Reduction per rank

Unmoved Bulwark

Shielded, you hit harder and take less.

At rank 4. While shielded: +5% damage and +2% damage reduction.

Line. +0.1% Max HP per rank

Iron Guard Bulwark

Block some hits outright.

At rank 4. Block 3% of hits (half the hit).

Line. +0.1% Damage Reduction per rank

Ironbark Bulwark

The more they hit, the less it hurts.

At rank 4. Each hit you take gives +0.49% damage reduction for 6 s, up to 5 times.

Line. +0.3% All Resistances per rank

Bramble Mail Bulwark

Hitting you hurts.

At rank 4. When struck, lash every foe within 2 tiles for 5% (2 s cooldown).

Line. +1.4% Thorns, +0.1% Max HP per rank

Second Skin Bulwark

A shield that keeps coming back.

At rank 4. Every 5 s in battle you gain a barrier of 3% of your max health for 4 s.

Line. +0.1% Max HP per rank

Hunt Crits and executes: elites and bosses fall faster

Cull Hunt

Finish the wounded.

At rank 4. +7% damage to foes below 30% health.

Line. +0.6% Crit Damage per rank

Huntmark Hunt

Everything you touch becomes prey.

At rank 4. Your hits Mark a foe for 4 s (12 s cooldown): it takes 15% more damage from your party, and you deal +9.5% crit damage to Marked foes.

Line. +0.1% Crit Chance per rank

Stalk Hunt

The closer you creep, the harder you strike.

At rank 4. Moving charges your next hit: +1.7% damage per tile you stalk, up to +8.5%.

Line. +0.6% Crit Damage per rank

Unrelenting Hunt

Keep moving, keep killing.

At rank 4. A kill makes your next skill free and 4% stronger (11 s cooldown).

Line. +0.1% Attack Speed per rank

Long Reach Hunt

Hit them before they reach you.

At rank 4. Your basic attacks loose a piercing wave 8 tiles long that hits everything in line for 62%.

Line. +0.3% Damage vs Elites per rank

Quickening Hunt

Kills can reset a cooldown.

At rank 4. Kills have a 12.5% chance to reset your shortest cooldown.

Line. +0.1% Crit Chance per rank

Big Game Hunt

Elites and bosses fall faster.

At rank 4. +3% damage to elites and bosses, +3% to Vulnerable foes.

Line. +0.3% Damage vs Elites per rank

Pounce Hunt

Your dashes end in a strike.

At rank 4. Ending a dash strikes the nearest foe within 4 tiles (92%, 3 s cooldown).

Line. +0.6% Crit Damage per rank

Covenant Your party: auras that lift allies and summons

Shared Ward Covenant

You and your allies take less.

At rank 4. You and allies within 8 tiles take 2.5% less damage.

Line. +0.1% Damage to you and allies within 8 tiles per rank

Rallying Presence Covenant

You and your allies swing faster.

At rank 4. You and allies within 8 tiles gain +3.5% attack speed.

Line. +0.1% Damage to you and allies within 8 tiles per rank

Mender's Oath Covenant

A steady heal for everyone near you.

At rank 4. Every 2 s, you and allies within 6 tiles heal 0.85% of max health.

Line. +0.6% Healing Done, +0.1% Max HP to you and allies within 6 tiles per rank

Summoner's Bond Covenant

Your summons hit harder.

Line. +0.1% Damage to you and allies within 8 tiles per rank

Oathbond Covenant

Your healing is theirs too.

At rank 4. Every heal you cast also mends the most wounded ally within 6 tiles for 7% of it.

Line. +0.6% Healing Done, +0.1% Max HP to you and allies within 8 tiles per rank

Oathguard Covenant

Catch them before they fall.

Line. +0.1% Damage Reduction to you and allies within 8 tiles per rank

Rally Cry Covenant

Every kill lifts the party.

At rank 4. A kill gives you and allies within 8 tiles +5% attack speed for 4 s (5 s cooldown).

Line. +0.1% Damage to you and allies within 8 tiles per rank

Hearthsong Covenant

A mender spirit keeps the fire.

At rank 4. In battle, a mender spirit rises at your side every 20 s for 12 s, healing you and your allies.

Line. +0.1% Max HP to you and allies within 8 tiles per rank

Prisms

Cinderwall Prism Prism · Pyre + Bulwark

A wall that scorches.

At rank 4. Block 0.85% of hits (half the hit); every block scorches the attacker (12%, Burning for 3 s).

Line. +0.2% Damage over Time, +0.1% Max HP per rank

Ashstalker Prism Prism · Pyre + Hunt

Fire follows the crit.

At rank 4. Your crits arc fire through up to 3 foes (2% each).

Line. +0.2% Damage over Time, +0.3% Crit Damage per rank

Torchbearer Prism Prism · Pyre + Covenant

A torch for the whole party.

At rank 4. Every 3 s foes within 6 tiles are scorched for 0.15% and set Burning, and you deal +0.6% damage to Burning foes.

Line. +0.2% Damage over Time, +0.1% Damage to you and allies within 8 tiles per rank

Ironfang Prism Prism · Bulwark + Hunt

Weather the blow, bite back.

At rank 4. Block 0.85% of hits (half the hit). After you block or dodge, your next skill deals +0.42% damage.

Line. +0.1% Max HP, +0.1% Crit Chance per rank

Shieldkin Prism Prism · Bulwark + Covenant

Your guard is theirs.

At rank 4. Block 0.85% of hits (half the hit). A block shields you and allies within 6 tiles for 0.68% of max health (4 s).

Line. +0.1% Max HP, +0.1% Damage to you and allies within 8 tiles per rank

Packleader Prism Prism · Hunt + Covenant

The pack hunts as one.

At rank 4. You and allies within 8 tiles gain +0.85% crit chance and +2% crit damage.

Line. +0.4% Crit Damage, +0.1% Damage to you and allies within 8 tiles per rank

Class sigils

Line Holder Fighter · Heart

Surrounded is where you shine.

Power. With 3+ foes within 3 tiles you deal +9% damage, take 5.5% less and your basic hits restore 4.5 extra Stamina.

Line. +0.0% Damage, +0.0% Max HP per rank

Lightbearer Paladin · Heart

Your light shields and mends.

Power. You and allies within 6 tiles take 4.5% less damage, and your crits heal the most wounded ally for 112% of the damage (1 s cooldown).

Line. +0.0% Damage, +0.0% Max HP per rank

Death by a Thousand Rogue · Heart

Small cuts, everywhere.

Power. Every 4 basic hits are followed by a free Shadow Strike (225%).

Line. +0.0% Damage, +0.0% Max HP per rank

Marked Quarry Ranger · Heart

Nothing you hunt gets away.

Power. Every 3 casts fire a free Hunter's Mark (169%), and you deal +11% damage to Marked foes.

Line. +0.0% Damage, +0.0% Max HP per rank

Arcane Flood Wizard · Heart

Empty the well, then drink.

Power. When your Spell Points hit 0, release a nova (3000%) and refill 40% (5 s cooldown).

Line. +0.0% Skill Damage, +0.0% Max HP per rank

Hallowed Rhythm Cleric · Heart

A prayer with a beat.

Power. Every 4 casts make your next skill free and 62% stronger. +11% healing while an ally within 8 tiles is below half health.

Line. +0.0% Skill Damage, +0.0% Max HP per rank

Bloodthunder Barbarian · Heart

Hurt, you get louder.

Power. Every 4 basic hits crack thunder around you (5% in 2 tiles). Below half health you deal +12.5% damage and take 6% less.

Line. +0.0% Damage, +0.0% Max HP per rank

Grand Finale Bard · Heart

Every song earns its last note.

Line. +0.0% Skill Damage, +0.0% Max HP per rank

Wild Communion Druid · Heart

The grove answers.

Power. Every 8 s in battle a free Entangle (55%) takes root around your foes, and Rooted foes take +12% damage from you.

Line. +0.0% Skill Damage, +0.0% Max HP per rank

Hundred Hands Monk · Heart

Faster than the count.

Power. Every third basic hit releases a palm shockwave around you (18%), and every basic hit takes 0.11 s off your cooldowns.

Line. +0.0% Damage, +0.0% Max HP per rank

Wild Surge Sorcerer · Heart

Never the same spell twice.

Line. +0.0% Skill Damage, +0.0% Max HP per rank

Eldritch Hunger Warlock · Heart

The pact is never full.

Power. Kills have a 8% chance to tear open a void that drags in and grinds nearby foes, and you deal +14% damage to Weakened foes.

Line. +0.0% Skill Damage, +0.0% Max HP per rank

Ossuary Chorus Necromancer · Heart

The dead sing along.

Power. Kills have a 12% chance to raise the fallen as a skeleton soldier at your side, and your summons and allies within 8 tiles deal +5% damage.

Line. +0.0% Skill Damage, +0.0% Max HP per rank

Oath of Dread Dread Knight · Heart

Hit me and regret it.

Power. When struck, 8% chance to unleash a wave of dread (14% in 3 tiles) that Frightens foes for 2 s (2 s cooldown). With 3 or more foes near you, you take 5.5% less damage.

Line. +0.0% Damage, +0.0% Max HP per rank

Earning sigils

Nobody falls through: the Awakening and a pick every few levels guarantee a sigil. Drops add to that.

  • The Awakening (Legend 1): 3 sigils of the colour you choose.
  • A sigil answers every 5 Legend levels (5, 10, … 205: 41 picks). Each time you choose 1 of 3 sigils you don't own. The first card is from your leading colour, the second from your second colour, the third from anywhere. A pick you can't take now waits: Later banks it, and it never expires.
  • When you own every colour sigil, a pick is +500 Crest XP for a Crest of your choice instead.
  • Survey Shards buy a sigil of your choice at the Merchant: 1 Survey Shard for any colour sigil you don't own (never a Prism).

Drops and their odds

Sigil drops, with their printed odds
SourceSigil chancePrism chanceLeans toward
A chart boss falls1 in 5Tier 8+: 3% at Tier 8, +0.5% per tier above (7% at Tier 16)Hunt when the chart has 2 or more Perils
A Breach Warden falls1 in 2; your first Warden always drops one3%Bulwark; Pyre in a breach
An Ember Chest (Charts & Inks pool)1 in 6 per roll—Pyre in a breach
Any of the above with another player or a sellsword in the run——Covenant
  • Colour first, then a sigil. The drop rolls a colour: every colour counts 1, and ×3 for each lean above that applies. Then it picks a sigil of that colour you don't own yet. Colours you have completed drop out of the roll.
  • Example. A Breach Warden in a party leans Pyre, Bulwark and Covenant: Pyre 30%, Bulwark 30%, Hunt 10%, Covenant 30%.
  • Never a wasted drop. A duplicate only happens when you own every sigil of the colours it rolled, and it becomes Crest XP: 200 (400 for a Prism) to the inlaid Crest of that colour, else your lowest inlaid Crest.
  • Co-op. Every player rolls their own chart-boss and Warden sigils; Ember Chests pay the leader's roll, as the chest itself does. Nothing drops in the arena, the prologue or the Training Grounds.
What each colour leans toward
ColourDrops ×3 more often from
PyreEmber Breaches (Warden and chests)
BulwarkBreach Wardens
Huntchart bosses with 2 or more Perils
Covenantclears with a party or a sellsword
Prism chance on a chart boss, by chart tier
Chart tierPrism chance
Tier 83%
Tier 93.5%
Tier 104%
Tier 114.5%
Tier 125%
Tier 135.5%
Tier 146%
Tier 156.5%
Tier 167%

Crest inlays

  • A Crest can be inlaid in any socket, the Heart included. One Crest per socket, each Crest once. Crests keep their levels (1–20), drops and awakening from before.
  • Inlays allowed = 1 + your Great Bonds, at most 5. If a sigil move breaks a Great Bond, the newest inlays go dormant (greyed, "needs a Great Bond"), never removed.
  • Amplify. A Crest strengthens the sigil lines of its socket and the sockets touching it (up to 7) by × (1.05 + 0.003 × Crest level). Where areas overlap, a socket takes the strongest amplify, never two.
  • Its own line counts "n" = the ranks of the sockets in its area (those holding a sigil) × 45/84. A full area of 84 ranks counts as the old 30 nodes. The Heart has the biggest area; an outer corner the smallest, and the card tells you the number.
  • Awakening at Crest level 15, as before. Crests earn XP only while inlaid: chart clears 20 + 10 per tier (30 to 180), a Breach Warden 150, to every inlaid Crest.
  • Getting them. Your Awakening offers a starter: Arcanum, Ironblood, Edge. The other 10 drop from chart bosses (1 in 6) and Breach Wardens (1 in 3; your first Warden always drops one). A duplicate is +200 XP for that Crest.
Amplify by Crest level
Crest levelLines in its area
1×1.053
5×1.065
10×1.08
15×1.095
20×1.11
Inlays allowed
Great BondsInlays
01
12
23
34
45

All 13 Crests

Kindle Pyre

Its own line (per n). +0.2% damage to Burning foes.

Awakened at level 15. Burning foes that die spread their Burns.

Rime Bulwark

Its own line (per n). +0.2% damage to Chilled foes.

Awakened at level 15. Chill stacks 3 times; the third shatters the foe (40%).

Tempest Hunt

Its own line (per n). +0.3% cooldown reduction (up to 8%).

Awakened at level 15. Crits take 0.2 s off your cooldowns.

Bloodletter Pyre

Its own line (per n). +0.25% bleed damage.

Awakened at level 15. Your Bleeds stack once more.

Venom Pyre

Its own line (per n). +0.2% damage to Poisoned foes.

Awakened at level 15. Poisoned foes are Weakened.

Bastion Bulwark

Its own line (per n). +0.05% damage reduction (up to 3%).

Awakened at level 15. Block 8% of hits.

Predator Hunt

Its own line (per n). +0.3% crit damage.

Awakened at level 15. +15% damage to elites below 50% health.

Warden Covenant

Its own line (per n). +0.1% damage for you and allies within 6 tiles.

Awakened at level 15. You and allies within 6 tiles take 3% less damage.

Legion Covenant

Its own line (per n). +0.1% damage for you and your summons.

Awakened at level 15. Your summons explode when they die (60%).

Wanderer Hunt

Its own line (per n). +0.3% move speed.

Awakened at level 15. For 3 s after a dash: +10% dodge.

Arcanum Starter Covenant

Its own line (per n). +0.08% skill damage.

Awakened at level 15. Every 12th cast is free.

Ironblood Starter Bulwark

Its own line (per n). +0.08% max health.

Awakened at level 15. Below half health, regenerate faster (grows with your level).

Edge Starter Hunt

Its own line (per n). +0.07% damage.

Awakened at level 15. Kills give +6% damage for 4 s, up to 3 stacks.

Titles, Flames and being seen

  • Title. Your two strongest Bonds (at least tier 3) name your Brand, such as "the Ashstalker". One colour gives the single-colour title; no Bond, no title. It is not an achievement title and does not enter the title picker.
  • Seen by others. A small copy of your Brand (colours only) and its title show on Inspect, the leaderboards and party frames, and a soft glow in your strongest Bond's colour surrounds your hero in town. Settings can switch the glow off.
  • Brand Flames. Legend levels past 209 still count, and each Flame tier lights a cosmetic fire on your Brand and your hero's aura. They never add Power.

Titles

10 Brand titles
Your two strongest BondsTitle
Pyrethe Pyrebound
Bulwarkthe Ironwall
Huntthe Huntsworn
Covenantthe Kinbound
Pyre + Bulwarkthe Cinderwall
Pyre + Huntthe Ashstalker
Pyre + Covenantthe Torchbearer
Bulwark + Huntthe Ironfang
Bulwark + Covenantthe Shieldkin
Hunt + Covenantthe Packleader

Brand Flames

5 Brand Flames
FlameLegend levels past 209
Ashlight25
Wickflame75
Beaconfire150
Pyrecrown300
Starfire600

28 suggested Brands

Every class has two suggested Brands, shown as ghost sigils on the Brand screen. Fill from suggestion places the sigils you own and spends ranks along its order, one milestone at a time, stopping at every rank-8 choice so it stays yours. It lists the sigils it is waiting on and where they drop, and shows every change, with your Power before and after, before you confirm.

ClassSuggestion ASuggestion B
FighterBulwark & HuntHunt & Bulwark
PaladinBulwark & CovenantCovenant & Bulwark
RogueHunt & PyrePyre & Hunt
RangerHunt & BulwarkBulwark & Hunt
WizardPyre & BulwarkBulwark & Pyre
ClericCovenant & BulwarkBulwark & Covenant
BarbarianHunt & BulwarkBulwark & Hunt
BardCovenant & HuntHunt & Covenant
DruidPyre & CovenantCovenant & Pyre
MonkHunt & BulwarkBulwark & Hunt
SorcererPyre & HuntHunt & Pyre
WarlockPyre & HuntHunt & Pyre
NecromancerCovenant & PyrePyre & Covenant
Dread KnightBulwark & PyrePyre & Bulwark

Changing your mind

  • Move sigils and Crests in town for free, as often as you like.
  • Undo takes back every rank and choice you made since you last went between town and a run, last first, for free.
  • Respec at the Temple's Rite of Recollection returns every rank to 1 and clears your Deepen and Bridge choices; your sigils and inlays stay as they are. It costs 300 gold + 30 per rank spent and 1 soul for every 10 ranks, before the Temple's discount. A free respec, if you have one banked, is used first.
  • Sellswords have a Brand too: their class sigil plus a suggested layout, with ranks from their share (35%) of your Legend XP. They get no inlays and no picks.

From the Legend board

The Legend board became the Brand in version 0.21. The first time you open it, a card shows what your Legend nodes became and offers Use suggested Brand (it fills everything and shows your Power before and after) or Choose myself. Nothing is lost.

BeforeNow
Your Legend pointsEvery Legend level you had is a rank to spend (up to 209). Your Brand comes with a free respec.
Each rare node you tookThe sigil that replaced it.
Each legendary node you took3 sigils of its colour.
Points on your class boardOne sigil pick for every 10 points.
Your Legend levelThe sigils you would have earned along the way: one pick for every 5 Legend levels, so you are never behind a new hero of your level.
Your CrestsAll kept, with their levels and XP. A Crest in a class board's socket is inlaid on the Heart; others wait for your next free inlays.
A sigil you were owed twiceOne sigil and 200 Crest XP.
Your sellswordsA Brand of their own, built for them.