Hover a family to see what it is and what it starts you with. Click it for its page.
Kinetic
The orb itself: its speed, size, bounces, throws and catches.
Starts with one of
Striking Force or Whiplash
Precision
Crits, long shots and executions: every hit chosen.
Starts with one of
Carom, Keen Eye, Marksman or Trick Shot
Fire
Burning, explosions and craters.
Starts with one of
Firewalk, Hot Coals, Blazing Trail or Pyre
Frost
Chills, freezes, and what shatters afterwards.
Starts with one of
Cold Return, Freezing Shot, Frozen Court or Hoarfrost
Storm
Lightning that arcs from one body to the next.
Starts with one of
Arc Spark, Capacitor or Thunderhead
Void
Gravity, time, pulses, and stepping through space.
Starts with one of
Magnetic Grip, Pocket, Void Drag or Wormhole
Arcane
Echoes and copies: mirror shards, phantoms, links.
Starts with one of
Glint or Imprint
Blood
Kills, bleeding, and power drawn from your own wounds.
Starts with
Open Wound
Beast
Companions that fight beside you.
Starts with
Goat Companion
Guardian
Health, armour, shields and retaliation.
Starts with
Vitality
Combo
Cards that feed on, or pay out, the combo meter.
Starts with one of
Backhand, Head Start, Metronome, Showboat or Tip Jar
Wild
The unaligned: speed, economy, and deals with a catch.
Starts with one of
Deep Pockets or Swift Steps