Ancestral Legacy

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**Ancestral Legacies** or **Legacies** are cards which grant direct improvements to various different aspects of a character.

## Mechanisms

They are the remnants of the player's past characters, abilities passed from descendant to descendant. A character can equip a maximum of four Legacies at a time, and they can change their equipped Legacies by talking to the Bard in the Tower. Legacies can be leveled up by spending  Valr, with each level increasing its granted bonuses, up to level 50.

### Acquisition

There are two ways to obtain Legacies, and both take effect upon the death of a character.

* Completing Achievements, each one granting a legacy of differing rarity.
* Purchasing legacies with  Valr or  Electrum upon death at the ancestral legacy screen.

There is a limit to how many legacies you can keep at one time. The limit begins at 10 and can be increased by either dying in The Well with a level 25 character, or by purchasing more with  Electrum.

### Rarities

There are four ranks of rarities for **Ancestral Legacies**:

**Common**

Displayed with a brown / bronze background.

**Uncommon**

Displayed with a gray / silver background.

**Rare**

Displayed with a yellow / gold background.

**Legendary**

Displayed with a purple blue-ish background.

### Legacy Set Bonuses

An **Ancestral Legacy** can be tied to one or two **legacy sets** (e.g: Alchemist, Crit, Damage). When several **legacies** of the same set are equipped, the character will be granted a set bonus corresponding to the legacy set equipped.

## List of ancestral legacies

*See Category: Ancestral Legacy*
**This list is made from tireless player research, and may include, but not limited to:**

### Alchemist

 **Weakening Brew** | Uncommon, Rare, Legendary | Alchemist special attack applies a debuff to enemies hit that reduces their damage by #% for 3 seconds

### Consumable

 **Shared Recovery** | Uncommon, Rare | When using a healing potion, all nearby players will also recover #% of the amount healed

### Dealing Damage

 **Infection** | Common, Uncommon, Rare | X% chance when dealing damage and applying a debuff that the debuff is applied to all enemies nearby the target

### Druid

 **Thick Hide** | Uncommon, Rare, Legendary | Druid bear form increases the Druid's Damage Reduction by an additional #%

### Geomancer

 **Refined Obsidian** | Uncommon, Rare, Legendary | Geomancer turret damage is increased by #%

### Harbinger

 **Target Weakness** | Uncommon, Rare, Legendary | Harbinger special attack deals #% additional damage

### Health

 **Shared Recovery** | Uncommon, Rare | When using a healing potion, all nearby players will also recover #% of the amount healed

### Infiltrator

 **Vicious Backstab** | Uncommon, Rare, Legendary | Enemies hit by Infiltrator's stealth attack continue to take #% of the attack damage over 5 seconds

### Kill

 **Pursuit** | Common, Uncommon, Rare | X% chance when killing an enemy to receive Movement Speed buff for 10 seconds. This benefit can only occur once every 30 seconds

### Sentinel

 **Unbreakable Aura** | Uncommon, Rare, Legendary | There is a #% chance that a projectile blocked by the Sentinel aura will not cost Energy

### Speed

 **Rapid Escape** | Uncommon, Rare, Legendary | After leaving Stealth the Movement Speed of the Infiltrator is increased by #% for 3 seconds

### Taking Damage

 **Restorative Response** | Common, Uncommon, Rare | X% chance when taking damage to receive Health Regen buff for 3 seconds