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v0.21.0 · 14 October 2026
Bonds and the Great Bond
How Bonds work in The Ember Depths 0.21: connected runes of one colour light powers at 3, 5 and 7 sockets, with every Bond and Great Bond in a table.
For each colour, the largest group of touching sockets that carry it is your Bond in that colour. 3 sockets light its first power, 5 its second and 7 the Great Bond: the colour's old legendary power, more powerful than any rune. Tiers stack, and you can light all 4 colours at once.
- A colour rune carries its own colour. A Prism carries both of its colours.
- Your class rune in the Heart is wild: it lends itself to every group it touches. A Bridge (rank 8) does the same for a colour it touches. A Bond counts at most 2 lenders.
- Bonds never cost points. Runes earn Bonds; Legend points earn ranks. A new rune counts at rank 1.
- Three runes from the Awakening plus the Heart make a Bond of 4 at Legend 1. Always taking the leading-colour card from your picks gives your first Great Bond at about Legend 15.
| Colour | Tier | Name | What it does |
|---|---|---|---|
| Pyre | 3 | Heat Haze | +5.5% damage over time and +3.5% status chance. |
| Pyre | 5 | Chain Blaze | Every 2 s a wave of fire (35%) washes 3 tiles around you, setting foes Burning. |
| Pyre | 7 (Great Bond) | Funeral Pyre | Foes dying with Burning, Poison or Bleed explode (120% in 3 tiles) and pass every status on. |
| Bulwark | 3 | Iron Skin | +1.14% damage reduction and +1.14% max health. |
| Bulwark | 5 | Undaunted | 24% of the damage you take is deferred and ticks over 4 s; each kill forgives 10% of what is owed. |
| Bulwark | 7 (Great Bond) | Living Fortress | Block 13% of hits (half the hit); every block sends out a shockwave (275% in 2.5 tiles, 2 s cooldown). |
| Hunt | 3 | Keen Edge | +2% crit chance and +6.5% crit damage. |
| Hunt | 5 | Mark the Prey | Every 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. |
| Hunt | 7 (Great Bond) | Apex | Every 4 crits call a meteor (570% in 2 tiles); kills have a 28% chance to reset your shortest cooldown. |
| Covenant | 3 | Fellowship | You and allies within 8 tiles deal +3.5% damage. |
| Covenant | 5 | Common Cause | |
| Covenant | 7 (Great Bond) | Covenant of the Hearth | You and allies within 8 tiles deal +5.5% damage and take 4.2% less; your summons hit 20% harder. |
Four Great Bonds need Prisms and careful Bridges: the long chase. A fourth is worth chasing, but only a little stronger than three.
See also