Essence Stones in Atlas Fallen are the abilities and powers that can be equipped onto your Gauntlet that will grant unique skills in Combat. These stones can be obtained through combat encounters, explorations, or as quest rewards. These Essence Stones can then also be upgraded, improving an aspect of the ability such as increasing damage, increasing the Area of Effect, duration, adding Damage over Time, and so on. Upgrades can be made by acquiring the required Materials for the upgrade. Material requirements can also be accessed from the Gauntlet menu and can be tracked.
The Gauntlet in Atlas Fallen
The Gauntlet is the main initial equipment piece in the game that features in Atlas Fallen. This was first seen during the revealed cinematic trailer and is a vital piece to the Lore and fantasy environment. With the Gauntlet, players are able to manipulate their surroundings, especially the sand. The gauntlet will be your main offensive equipment that can be then equipped with additional Essence Stones as they are obtained.
Equipping Essence Stones
Essence Stones can be equipped and edited from the Gauntlet menu where you can sort all your collected Essence Stones and view all your Tier Slots. You will have three Tiers that they can be sorted into and each tier will have four available slots and players will have a total of 151 Essence Stones to collect and choose from.
Types of Essence Stones
Essence Stones are sorted into the types of Buffs and effects they provide according to their color.
- Damage Essence Stones: Essence Stones that affect Damage output
- Tricks Essence Stones: Has the ability to grant Status Effects upon use
- Momentum Essence Stones: Gain effects that affect Momentum gain or loss
- Healing Essence Stones: Affects Healing and HP
- Survivability Essence Stones: Grants defensive or evasive buffs
- Tainted Essence Stones: Stronger than regular Essence Stones
Upgrading Essence Stones Atlas Fallen
All Essence Stones and their upgrades can be accessed from the Gauntlet Menu. The upgrade section lists out the next available upgrade and displays the next located upgrade. On the bottom right corner is the list of Resources required to make that upgrade.
Essence Stone Fusion Atlas Fallen
Essence Core is the key component to fuse Essence Stones. All larger foes have a chance to drop an Essence Core. Use these to complete formulas for Essence Stone Fusion.
Atlas Fallen all Essence Stones
Quick Search of All Essence Stones
Click the header to sort the table.
Name | Tier | Type | Effect |
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Tier 1 | Damage | Greatly increase your damage for 12s. |
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Tier 1 | Damage | Perform an attack which is stronger for each equipped Damage Stone. |
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Tier 1 | Damage | Hurl a hammer at your target, which will travel back to you, damaging everything in its path. |
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Tier 1 | Damage | Perform an attack that deals increased damage to slowed and crystallized foes. |
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Tier 1 | Damage | Perform an attack with a small chance to instantly execute your target. Chances are increased as the target's health is lower. |
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Tier 1 | Damage, Tainted | Perform an attack damaging nearby targets, and significantly increase your damage for 7s, during which you continuously lose health. |
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Tier 2 | Damage | Summon a tornado, slowly following your foes and damaging everything in its path. |
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Tier 2 | Damage | Launch a slow projectile towards your foe. The projectile grows significantly in size and power the longer it travels. |
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Tier 2 | Damage | Put a Mark on your target lasting 10s. The Marked target receives a significant portion of all damage you deal. |
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Tier 2 | Damage | Send out a large explosion, damaging nearby foes and instantly detonating cloned foes. |
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Tier 2 |
Damage | Hurl a lance at your target, dealing damage in a small area of effect on impact. |
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Tier 2 |
Damage | Launch a high amount of projrectiles in quick succession towards your target. |
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Tier 2 |
Damage | Launch and kick your weapon, causing it to spin in large circles damaging nearby foes. |
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Tier 3 |
Damage | Perform a powerful spinning attack damaging nearby targets. |
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Tier 3 |
Damage | Call down a massive hammer from the sky, striking down and dealing damage in a large area. |
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Tier 3 |
Damage, Tainted | Put yourself at 1 health. Your damage is doubled, but you cannot receive any healing for 15s. |
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Tier 3 |
Damage | Perform an attack which has no cooldown when it defeats a foe or destroys a body part. |
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Tier 3 |
Damage | Perform a strong attack that interrupts all nearby foes. |
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Tier 3 |
Damage | Summon an explosive tornado, damaging and slowing your foes for 8s. |
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Tier 1 | Tricks | Reduce the damage of all nearby foes for 8s. |
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Tier 1 | Tricks | Perform an attack that interrupts all foes hit. |
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Tier 1 | Tricks | Launch a short range projectile, interrupting and slowing your foe on impact. |
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Tier 1 | Tricks | Leave a proximity mine behind, which significantly slows foes for 6s on detonation. |
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Tier 1 | Tricks | Launch yourself into your target over a large distance, causing a small amount of damage. |
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Tier 2 | Tricks | Reduce the defense of all nearby foes for 12s. |
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Tier 2 | Tricks | Throw a projectile crystallizing a foe on impact and causing an explosion. Foes hit by the explosion have a moderate chance to also be crystallized. |
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Tier 2 | Tricks | Prevent your target from summoning small foes for 15s. |
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Tier 3 | Tricks | Create an area of effect slowing foes and projectiles for 12s. |
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Tier 3 | Tricks | Send out several mines. When triggered by a foe, the mines cause a small explosion slowing hit foes for 5s. |
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Tier 1 | Momentum Tainted | Generate a burst of Momentum in exchange for a small portion of your health. |
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Tier 1 | Momentum | Generate a burst of Momentum. |
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Tier 2 | Momentum, Tainted | Gain protection from the next Momentum Drainer attack, and generate Momentum instead. Your Momentum generation is massively reduced while protected. |
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Tier 2 | Momentum | Send a blade attack forward, generating a small amount of Momentum for each target hit. |
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Tier 2 | Momentum | Leave behind a small aura, hitting foes and generating a small amount of Momentum each time a foe is hit. |
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Tier 2 | Momentum | Create an area of effect generating Momentum for you and your ally for 10s. |
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Tier 3 | Momentum | Jump backwards and leave behind an explosion. Each foe hit by the explosion is crystallized and generates a small amount of Momentum. |
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Tier 1 | Survivability | Reduce the aggressiveness of your foes for 8s. |
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Tier 1 | Survivability | Create a barrier which protects you and absorbs the damage of the next hit. |
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Tier 1 | Survivability | Create a wall for 16s which significantly slows foes for 5s when they pass through. Additionally, the wall blocks your foes' projectiles and lasers. |
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Tier 2 | Survivability | Surround yourself with an aura absorbing projectiles for 9s, before sending out a damaging explosion which is stronger for each absorbed projectile. |
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Tier 2 | Survivability | Send out an explosion destroying all projectiles, and leave an area of effect destroying all projectiles for 10s. |
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Tier 2 | Survivability | You become invulnerable for 7s. |
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Tier 2 | Survivability, Tainted | Create a barrier for 16s which can absorb a moderate amount of damage. When the barrier is broken, your defense is significantly reduced for 10s. |
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Tier 3 | Survivability | Perform a jump attack and leave behind an area of effect increasing the defense of you and your ally for 10s. |
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Tier 1 | Healing | Restore some of your Idol's energy over the next 5s. |
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Tier 2 | Healing | Perform an attack hitting nearby targets and healing you. The amount of health is increased based on the damage dealt. |
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Tier 2 | Healing | Create an area of effect healing you and your ally for 12s. |
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Tier 3 | Healing | Create a barrier which protects you from the next hit, and heals you for this amount instead. |
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Tier 1 | Damage | Every 7s automatically fire a burst of target-seeking projectiles. |
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Tier 1 | Damage | Perform a strong Counter Attack by attacking right after a successful parry. |
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Tier 1 | Damage | Send out a small damaging explosion at the end of your evade and air glide abilities. |
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Tier 1 | Damage | Increase your damage for each nearby foe. |
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Tier 1 | Damage | When you are below 25% health, significantly increase your damage. |
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Tier 1 | Damage | Increase your damage. |
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Tier 1 | Damage, Tainted | On a successful parry, damage the attacking foe. Unsuccessful parries reduce your defense for 5s. |
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Tier 1 | Damage, Tainted | Significantly increase your damage, but significantly reduce your defense. |
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Tier 1 | Damage | Increase your damage dealt to airborne foes. |
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Tier 2 | Damage | Defeated foes sends out a damaging explosion. |
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Tier 2 | Damage | Unlock a powerful final attack for the Dunecleaver's basic combo on ground. |
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Tier 2 | Damage | Significantly increase your damage dealt to crystallized foes. |
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Tier 2 | Damage | Your Slam attack leaves behind a damaging area of effect for 5s. This effect can occur once every 20s. |
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Tier 2 | Damage | Hits with the Dunecleaver's hammer form send out a damaging explosion when hitting the ground. |
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Tier 2 | Damage | When using your Idol, greatly increase your damage for 6s. |
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Tier 2 | Damage | When you get hit, send out an explosion damaging all nearby foes. |
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Tier 2 | Damage | When using an Active Damage Stone, surround yourself with an aura damaging nearby targets for 15s. This effect can occur once every 45s. |
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Tier 2 | Damage | Your hits have a small chance to activate the following effect: your weapon attacks launch a damaging projectile for 15s. |
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Tier 2 | Damage | Unlock a powerful followup attack for the Knuckledust, after hitting with a fully charged attack. |
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Tier 2 | Damage | Destroying one of your foe's body parts deals damage to all of its other body parts. |
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Tier 2 | Damage | Your hits apply a small amount of damage to an additional nearby foe. |
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Tier 2 | Damage | Increase the damage of your Shatter. |
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Tier 2 | Damage | When defeating a foe or destroying a body part, greatly increase your damage for 12s. |
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Tier 3 | Damage | Hits with the Dunecleaver add a stack to your foe. When 7 stacks are accumulated, a damaging explosion is sent out and the foe is crystallized. |
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Tier 3 | Damage | When defeating two foes or body parts in quick succession, massively increase your damage for 12s. |
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Tier 3 | Damage | On a successful parry, send out a barrage of projectiles. This effect can occur every 30s. |
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Tier 3 | Damage | Your hits create an area of effect significantly increasing the damage of you and your ally for 10s. This effect can occur once every 20s. |
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Tier 3 | Damage, Tainted | When using an Active Stone, small chance to send out a barrage of projectiles. Your Active Stones have a longer cooldown. |
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Tier 3 | Damage | Your Shatter has a moderate chance to become supercharged and deal double damage. |
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Tier 3 | Damage, Tainted | Greatly increase your damage, but you suffer more knockback when getting hit. |
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Tier 3 | Damage | When you get hit, the attacking foe receives damage. |
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Tier 3 | Damage | After Shattering, leave behind a damaging area of effect lasting 10s. |
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Tier 1 | Tricks | On a successful parry, increase the chance of Essence Stone effects for 20s. Stacks up to three times. |
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Tier 1 | Tricks | Crystallizing a foe has a moderate chance to crystallize another nearby foe. |
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Tier 1 | Tricks | Increase the range of your Sandwhip's hook attack. |
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Tier 1 | Tricks | Your Launch attack triggers a large explosion, slowing foes for 5s on hit. This effect can occur every 25s. |
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Tier 1 | Tricks | Increase the chance of Essence Stone effects. |
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Tier 1 | Tricks | Your hits have a very small chance to crystallize your foe. |
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Tier 1 | Tricks, Tainted | Your Active Stones have a shorter cooldown, but drain a small amount of your health on use. |
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Tier 1 | Tricks | Your Slam attack sends out an explosion which significantly reduces the defense of hit foes for 8s. |
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Tier 1 | Tricks | Your Active Stones have a slightly shorter cooldown. |
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Tier 2 | Tricks | On a successful parry, significantly reduce the ongoing cooldowns of your Active Stones. This effect can occur every 25s. |
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Tier 2 | Tricks | Hits with a fully charged attack of the Knuckledust have a moderate chance to crystallize your foe. |
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Tier 2 | Tricks | Getting hit by a Momentum Drainer will crystallize the attacking foe. This effect can occur once every 20s. |
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Tier 2 | Tricks | You crystallize an enraged foe on hit. This effect can occur once every 20s. |
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Tier 2 | Tricks | On a successful parry, slow the attacking foe for 1s. |
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Tier 2 | Tricks | When using your Idol, reduce the ongoing cooldowns of your Active Stones. |
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Tier 2 | Tricks | When using your Idol, send out an explosion interrupting nearby foes. |
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Tier 2 | Tricks | When you are below 25% health, your Active Stones have a shorter cooldown. |
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Tier 2 | Tricks | Foes remain crystallized for longer. |
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Tier 2 | Tricks | Very small chance for Active Stones not to go on cooldown. This chance is slightly increased for each equipped Tricks Stone. |
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Tier 2 | Tricks | Hitting a foe with your Sandwhip's hook attack significantly reduces its defense for 3s. |
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Tier 2 | Tricks | On a successful parry, reduce your foe's defense for 10s. Stacks up to three times. |
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Tier 2 | Tricks | When defeating a foe or destroying a body part, reduce the ongoing cooldowns of your Active Stones. |
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Tier 2 | Tricks | Increase the chance to receive loot when defeating a foe or destroying a body part with your Shatter. |
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Tier 2 | Tricks | Your Slam attack slows hit foes for 6s. This effect can occur every 25s. |
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Tier 2 | Tricks | Your hits against slowed foes have a small chance to crystallize them. |
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Tier 3 | Tricks | When using your Idol, surround yourself with an aura hitting nearby foes for 15s. Each hit foe has a very small chance to be interrupted. |
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Tier 3 | Tricks | Crystallize your foe when destroying one of its body parts. |
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Tier 3 | Tricks | After Shattering, leave behind an area of effect slowing foes and projectiles for 15s. |
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Tier 1 | Momentum | When hitting crystallized foes, generate a small amount of Momentum. |
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Tier 1 | Momentum | When you crystallize a foe, generate a small amount of Momentum. |
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Tier 1 | Momentum | Generate a burst of Momentum when you Ascend. |
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Tier 1 | Momentum | On a successful parry, generate a small amount of Momentum. |
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Tier 1 | Momentum | Increase the Momentum generation of you and your ally. |
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Tier 1 | Momentum | After Shattering, significantly increase your Momentum generation for 12s. |
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Tier 1 | Momentum,Tainted | Your hits have a moderate chance to generate some Momentum for you and your ally, in exchange for a small portion of your health. |
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Tier 1 | Momentum,Tainted | Massively increase your Momentum generation, but you lose a small amount of Momentum when you get hit. |
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Tier 2 | Momentum,Tainted | Massively increase your Momentum generation, but your Momentum is constantly drained. |
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Tier 2 | Momentum | When you are below 50% health, automatically generate Momentum. |
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Tier 2 | Momentum | When using an Active Momentum Stone, you and your ally generate a small burst of Momentum. This effect is increased for each equipped Momentum Stone. |
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Tier 2 | Momentum | When using an Active Stone, moderate chance to automatically generate Momentum for 10s. |
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Tier 2 | Momentum | When defeating a foe or destroying a body part, spawn a Momentum orb which can be collected by you or your ally. |
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Tier 2 | Momentum | When defeating a foe or destroying a body part, generate a burst of Momentum. |
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Tier 3 | Momentum | After Shattering, generate a burst of Momentum. This effect is increased for each equipped Momentum Stone. |
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Tier 3 | Momentum | After Shattering, your Essence Stones remain active for 5s. |
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Tier 3 | Momentum | Massively decrease the amount of Momentum lost when you are hit by Momentum Drainers. |
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Tier 1 | Survivability, Tainted | Significantly increase your defense, but you cannot use your Idol for 10s after receiving damage. |
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Tier 1 | Survivability | When defeating a foe or destroying a body part, significantly increase your defense for 10s. |
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Tier 1 | Survivability | Slightly increase the duration of your Sandskin. |
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Tier 1 | Survivability | Increase your defense. |
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Tier 1 | Survivability | When you get hit, there is a high chance not to suffer a knockback. |
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Tier 2 | Survivability | When you get hit, there is a high chance not to suffer a knockback. |
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Tier 2 | Survivability | You are protected by a small aura, significantly slowing down your foes' projectiles. |
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Tier 2 | Survivability | When you get hit, there is a small chance to be protected and negate all damage. |
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Tier 3 | Survivability | Sandskin can automatically parry an incoming attack. This effect can occur once every 22 seconds. |
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Tier 3 | Survivability | Increase the defense of you and your ally for each nearby foe. |
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Tier 3 | Survivability | When using an active stone, small chance to become invulnerable for 6s. |
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Tier 3 | Survivability | Prevent a fatal blow and negate the damage. This effect can occur once every 20s. |
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Tier 3 | Survivability | When using an Active Stone, small chance to create a barrier which will negate the damage of the next hit you take. |
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Tier 1 | Healing | When hitting crystallized foes, regain a small amount of health. |
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Tier 1 | Healing | When using your Idol, you receive a short heal over time. The duration is increased for each equipped Healing Stone. |
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Tier 1 | Healing | Increase the restoration rate of your Idol. |
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Tier 1 | Healing | Hitting a foe with your Slam attack heals you. This effect can occur every 30s. |
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Tier 2 | Healing | When using your Idol, there is a moderate chance no charge is consumed. |
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Tier 2 | Healing, Tainted | Your defense is reduced, but you restore some of your Idol's enegy on a successful parry. |
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Tier 2 | Healing | Small chance to occasionally heal you and your ally. This effect has a 10s cooldown after it triggered. |
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Tier 2 | Healing, Tainted | Greatly increase all healing you receive, but reduce your defense for 10s after receiving healing. |
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Tier 2 | Healing | You automatically regain some health as long as all three of your Active Stones are on cooldown. |
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Tier 3 | Healing | When using your Idol, leave behind a small area of effect healing you and your ally for 10s. |
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Tier 3 | Healing, Tainted | When using an Active Stone, moderate chance to restore one of your Idol's charges. Your Active Stones have a longer cooldown. |