- R1 Start Strikes with both weapons, dealing 16% Strength Physical damage to an enemy and sentencing them to die, increasing all damage you deal to them by 10%.
- R2 20 kills Damage bonus increased to 10%.
- R3 40 kills Deals an additional to an already sentenced enemy.
Twin Pillars of Justice
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Description
These weapons have little to do with justice and they certainly aren't pillars, but the Crimson Rams have a taste for metaphors.
Stats
Rarity
Upgrade Level
Vitality +6
Strength +6
Dexterity +6
Critical +22
Fervor +23
Sell Price 136 
Weapon Skills Numbers shown for a Lv 14 Warrior, Strength 165 · example numbers approximate
Attack
Skills
- R1 Start Spins foward, dealing ~27 Physical damage to enemies thrice on your path. If an enemy is hit, you can recast it within 3s.
- R2 20 kills Damage increased by 15%.
- R3 40 kills The second cast reduces the Armor of enemies by 0% for 12s.
- R1 Start Charges straight ahead, dealing four times ~163 Physical damage to enemies and stunning them for 1s.
- R2 20 kills Stuns for 2s.
- R3 40 kills Damage dealt to enemies immune to crowd control effects increased by 30%.
Passive
- R1 Start Your Attacks and Weapon Skills generate a stack of Zeal, stacking up to 10 times. At 10 stacks, your next Final Combo Attack consums all stacks to reset the cooldown of Zealous Spins and increase its damage by 50%.
- R2 20 kills During combat, generates a stack of Zeal every 3s.
- R3 40 kills Your Attacks and Weapon Skills generate a stack of Zeal, stacking up to 10 times. At 10 stacks, your next Final Combo Attack consums all stacks to reset the cooldown of Zealous Spins and increase its damage by 50%. During combat, generates a stack of Zeal every 3s.





















