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“ I have some theories. It's said that the discovery of Pluripotent Alloy was what led to Ironsing's development, and that's the line of questioning I've chosen to follow. Interestingly, they say that the combination of a catalyst and the right frame of mind are what induce the attunement to an element of the Song. ”
Ironsing Icon

Ironsing Icon

Description[]

Ironsing is an Attunement based around the ability to harness and manipulate metal, commonly used by Blacksmiths around the Luminants. It applies metal rods to enemies, allowing for a variety of interactions depending on the chosen Talents.

Obtainment[]

The Attunement Trainer, Adar, can be found inside a tower on the left side of the end of the bridge at Miner's Landing, on the path to the Starfield Veldt. This bridge always spawns two Brainsuckers. To unlock Ironsing, you must first have a Pluripotent Alloy. Then, talk to the blacksmith at Miner's Landing. He will say that a friend of his is looking for a Pluripotent Alloy. If you have obtained Ironsing before, obtaining a Pluripotent Alloy and talking to the blacksmith is not required. Go to the trainer and he will tell you that he is looking for 6 ores.

The ores you need are:

After you give him these ores, he will give you an Alloyed Elixir. Drink the Elixir, and you will unlock Ironsing.

DO NOT LEAVE THE TEXT BOX BEFORE RECEIVING THE ELIXIR. Doing so will cause the trainer to consume your ores without giving you the potion.

The easiest way to obtain all of the required ores without visiting The Depths is to visit the cave in Songseeker Wilds and kill Mineskippers, which can drop all the ores necessary or alternatively you can obtain them from the Saramaed Hollow fairly easily.

Training[]

Ironsing can be trained with a combination of the Ferrofluid and Ironsing Mantras.

Along with all other elements, users can see their Mantras becoming stronger with practice:

  • At 1 Ironsing, players will receive the Ironsinger Talent. This allows players to obtain 0-star Ironsing Mantras.
  • At 20 Ironsing, players will receive the Adept Ironsinger Talent. This allows players to obtain 1-star Ironsing Mantras.
  • At 30 Ironsing, players will receive the Expert Ironsinger Talent. This allows players to obtain 2-star Ironsing Mantras.
  • Finally, at 50 Ironsing, players will receive the Master Ironsinger Talent. This allows Ironsing users to obtain 3-star Ironsing Mantras.

You can speak to Adar at Miner's Landing to upgrade your Ironsing Mantras for 100 Notes2 each. Each upgrade purchased will make the next upgrade for the same mantra 100 Notes2 more expensive.

  • To upgrade a Ironsing Mantra from level 1 to level 2 costs 100 Notes2 and 20 Ironsing investment.
  • To upgrade a Ironsing Mantra from level 2 to level 3 costs 200 Notes2 and 40 Ironsing investment.
  • To upgrade a Ironsing Mantra from level 3 to level 4 costs 300 Notes2 and 60 Ironsing investment.
  • To upgrade a Ironsing Mantra from level 4 to level 5 costs 400 Notes2 and 80 Ironsing investment.

Purchasing Mantra levels will cost 50% more Notes when using the Songwright NPC.

Ironsing Unbound can be obtained by defeating any humanoid boss (Duke, Chaser, Ferryman, etc), while having 75 points invested into the attunement.

Mantra Damage Calculation[]

The formula to calculate Mantra damage is included on the Mantras page. Alternatively, use this Desmos calculator.

Mantras[]

Combat Mantras[]

Name
Ether Cost
Damage Type
Requirements
Ether Cost
Damage Type

Requirements
Metal Eruption (☆☆☆)
Metal eruption
A flurry of metal spikes.

Metal Eruption (☆☆☆)

Metal eruption

A flurry of metal spikes.
45 Ether
Metal + Slash + Bleed
1 Ironsing

Effect: Stomp the ground, causing a flurry of metal spikes to erupt forward.

  • Has a base damage of 25 with innate Bleed) damage and 2.75 Ironsing scaling. The base damage does not increase with Mantra level.
  • Deals 14 posture damage.
  • Has a windup of 0.5 seconds and a cooldown of 15 seconds.
  • Has 9.17x PvE scaling (multiply damage dealt by 9.17 for PvE damage).
  • By rotating your view, you can reangle the Mantra to catch rolls.
  • Heavily reminiscent of the Frostdraw Mantra, Ice Eruption.
  • Can be modified with Cloudstones/Stratus Stones to increase the size of the eruption, but reduces posture DMG.
  • Can be modified with Aeon/Eternal Logstones to extend its longevity, which was useful in the past because the eruption was collidable, but it is not anymore.
  • This mantra hits 4 times, but if it hits a person, that person would be immune to next 3 hits from metal eruption.
Needle Barrage (☆☆☆)
Needles
A barrage of metal rods.

Needle Barrage (☆☆☆)

Needles

A barrage of metal rods.
30 Ether
Metal + Slash
1 Ironsing

Effect: Jump into the air before throwing out 3 projectiles towards the location of the cursor.

  • Has a base damage of 8.67/7.25/6.4/5.83/5.43 per level, per hit (level based) with 2.75 Ironsing scaling.
  • Fires 3/4/5/6/7 needles per level.
  • Deals 3 posture damage per needle.
  • Has a windup of 0.55 seconds with a 12 second cooldown.
  • Has 9.18x PvE scaling (multiply damage dealt by 9.18 for PvE damage).
  • Inconsistent tracking and wind up.
  • Applies Metal Rods on hit.
  • Can be modified with a Blast Spark to cause the Mantra increase amount of needles fired but removing the jump.
    • This variant keeps the user's momentum.
    • Somewhat similar to Flamecharm's Fire Gun Mantra.
Metal Kick (★☆☆)
Metal kick
A powerful kick laced with metal.

Metal Kick (★☆☆)

Metal kick

A powerful kick laced with metal.
30 Ether
Metal + Slash
20 Ironsing

Effect: Jump vertically into the air before slamming down with an axe-kick, dealing moderate damage and applying knockdown to any targets hit.

  • Has a base damage of 7.2/13.2/19.2/25.2/31.2 per level with 2.75 Ironsing scaling.
  • Deals 14 posture damage.
  • Has a 13 second cooldown.
  • Has 9.2x PvE scaling (multiply damage dealt by 9.2 for PvE damage).
  • Spring Spark has a wind up of 0.55 second and non spark a wind-up of 0.95s (0.65s to enter gain height and enter fall state + 0.4s or more seconds to land(depending on ur fall distance))
  • Your base Metal Kick can't be Interrupted once you enter fall state, but you still can be hitstunned. Basically you will hit your enemy with Metal Kick but won't be able to attack after landing Metal Kick.
  • Can be modified with a Spring Spark that causes the Mantra to perform a faster drop-kick that doesn't apply knockdown.
Caltrops (★★☆)
Caltrops
Sharp metal traps.

Caltrops (★★☆)

Caltrops

Sharp metal traps.
50 Ether
Metal + Bleed
30 Ironsing

Effect: Throw out 7 caltrops upon use, which stay on the ground for a while.

  • Has a base damage of 6.67/5.75/5.2/4.83/4.57 per level, per hit (level based) with innate Bleed damage and 2.75 Ironsing scaling.
  • Throws 3/4/5/6/7 Caltrops per level.
  • Has a windup of 0.75 seconds with a 10 second CD. Caltrops last 17 seconds on the ground before dissipating.
  • Has 9.17x PVE scaling (multiply damage dealt by 9.17 for PvE damage).
  • Goes through block (and your character!) if cast closely to the target.
  • Caltrops on the ground can still be parried and blocked.
  • Caltrops can be destroyed by attacking them directly, though this usually isn't worth your time as they take 2 hits each to be broken.
  • Can be modified with Cloudstones/Stratus Stones to increase the hitbox of the caltrops.
  • While airborne, Caltrops only apply rods after 2 hits. While on the ground, Caltrops apply 1 rod every hit.
  • Caltrops can be upgraded with the 'Laced Traps' Talent, applying a slow and disallowing your opponent to jump on hit for a short duration.
Firing Line (★★☆)
Firing line
Create a firing line of metal to light up your target.

Firing Line (★★☆)

Firing line

Create a firing line of metal to light up your target.
40 Ether
Metal + Slash + Bleed
30 Ironsing

Effect: Conjure up 5 rifles above them that begin to fire 3 salvos at any nearby target, dealing high damage if not parried.

  • Has a base damage of 4/4.5/5/5.5/6 per level, per hit (15) with innate Bleed damage and 2.75 Ironsing scaling.
  • The Blast Spark variant has a base damage of 20/20.5/21/21.5/22 per level, per hit (2) with innate Bleed damage and 2.75 Ironsing scaling.
  • The base variant deals 5 posture damage per hit while the Blast Spark variant deals 15 posture damage per hit.
  • The base variant has a windup of 0.8 seconds, while the Blast Spark variant has a windup of 0.55 seconds.
  • Currently has no PvE scaling.
  • Apply Metal Rods on hit.
  • You cannot use other abilities or attack while this Mantra is active.
  • Shares a cooldown with Metal Turret.
  • Can be modified with a Blast Spark, changing the Mantra to fire two cannons at the opponent, dealing higher damage and posture damage per shot but attack less times. This version of the attack does not apply hitstun and has less windup than the base variant.
Iron Quills (★★☆)
Iron Quills
Conjure metal from within, impaling surrounding entities.

Iron Quills (★★☆)

Iron Quills

Conjure metal from within, impaling surrounding entities.
60 Ether
Metal + Slash + Bleed
30 Ironsing

Effect: Send metal spikes piercing through your body, impaling all nearby targets.

  • Has a base damage of 20/22/24/26/28 per level with innate Bleed damage and 2.75 Ironsing scaling.
  • Deals 12.5 posture damage.
  • Has a windup of 0.45 seconds with a 10 second cooldown.
  • Has 9.18x PvE scaling (multiply damage dealt by 9.18 for PvE damage).
  • Casting Iron Quills doesn't break your momentum, allowing you to sprint at full speed during the casting animation.
  • Despite blood particles appearing from your body on cast, it doesn't deal any self damage.
Metal Fakeout (★★☆)
Metal Fakeout
Create a metal clone and appear behind your target.

Metal Fakeout (★★☆)

Metal Fakeout

Create a metal clone and appear behind your target.
45 Ether
Metal + Slash + Bleed
30 Ironsing

Effect: Teleport behind a nearby target while leaving behind a metal clone before immediately stabbing the target.

  • Has a base damage of 16/21.5/27/32.5/38 per level with innate Bleed damage and 2.75 Ironsing scaling.
  • Deals 8/9/10/11/12 posture damage per level.
  • Has a windup of 0.65 seconds and a cooldown of 12 seconds.
  • Has 9.27x PvE scaling (multiply damage dealt by 9.27 for PvE damage).
  • Applies a Metal Rod on hit.
Metal Rain (★★☆)
Metal rain
Unleash a rain of metal rods down below.

Metal Rain (★★☆)

Metal rain

Unleash a rain of metal rods down below.
50 Ether
Metal + Slash
30 Ironsing

Effect: Rain down a incredible amount of metal rods from the sky, dealing light damage rapidly.

  • Has a base damage of 0.8/1.8/2.8/3.8/4.8 per level, per hit with innate Bleed damage and 2.75 Ironsing scaling.
  • Deals 2 posture damage per hit.
  • Has around 23 hits total.
  • Has a windup of 1.2 seconds with a 20 second cooldown.
  • Has 9.18x PvE scaling (multiply damage dealt by 9.18 for PvE damage).
  • Doesn't apply parry stun to user.
  • Applies Metal Rods on hit.
  • Comparable to Thundercall's Bolt Piercer Mantra, and shares a cooldown with it.
  • Can be modified with Aeon/Eternal Logstones to extend its duration.
  • Can be modified with Crystal/Pefect Lenses to extend its range.
Oxidizing Rush (★★☆)
Oxidizing Rush
Conjure metal swords and rush forward with them.

Oxidizing Rush (★★☆)

Oxidizing Rush

Conjure metal swords and rush forward with them.
50 Ether
Metal + Slash + Bleed
30 Ironsing

Effect: Conjure a vortex of blades before rushing forward, dealing moderate damage.

  • Has a base damage of 2/3.25/4.5/5.75/7 damage per level, per hit (10) with innate Bleed damage and 2.75 Ironsing scaling.
  • Deals 1 posture damage per hit (10).
  • Has a windup of 0.5 seconds with a cooldown of 13 seconds.
  • Has 9.18x PvE scaling (multiply damage dealt by 9.18 for PvE damage).
  • Applies Metal Rods on hit.
  • Sends you 5 studs forward on cast
Iron Hug (★★★)
Iron Hug
Crush your opponents bones with an iron infused grab.

Iron Hug (★★★)

Iron Hug

Crush your opponents bones with an iron infused grab.
50 Ether
Metal + Slash + Bleed
50 Ironsing

Effect: Perform a short windup before tightly hugging the opponent, dealing damage before sending them away.

  • The grab has a base damage of 4/5/6/7/8 per level, per hit (4) before throwing them away with a base damage of 6.66/8.33/10/11.67/13.34 per level. Has innate Bleed and 2.75 Ironsing scaling.
  • Deals 10 posture damage, canceling entirely if blocked.
  • Has a windup of 0.8 seconds and a cooldown of 11 seconds.
  • Gives True Hyperarmor on use, also gives I-frames to victim and user during the grab animation.
  • Has 9.65x PvE scaling (multiply damage dealt by 9.65 for PvE damage).
  • Applies 1 Metal Rod per hit.
  • Can be upgraded with the Metal Absorption Talent, stealing a percentage of your opponent's armor durability on hit.
  • Shares a cooldown with all other grab Mantras.
Iron Slam (★★★)
Iron slam
Conjure a giant rod of metal and slam it down.

Iron Slam (★★★)

Iron slam

Conjure a giant rod of metal and slam it down.
40 Ether
Metal + Slash + Bleed
50 Ironsing

Effect: Form a large spiky iron rod before slamming it down forwards.

  • Has a base damage of 35/38.5/42/45.5/49 per level with innate Bleed damage and 2.75 Ironsing scaling.
  • Deals 16.5 posture damage at levels 1-4, guard breaks at level 5.
  • Has a windup of 0.73 seconds with a cooldown of 18 seconds.
  • Has 9.18X PvE scaling (58.6 DMG + 17.5 Bleed PVP, 537.98 DMG + 161.4 Bleed PVE)
  • Can be modified with Cloudstones and Stratus Stones to drastically increase the size of the rod.
Metal Armament (★★★)
Metal armament
Summon a blade of metal to swing alongside you.

Metal Armament (★★★)

Metal armament

Summon a blade of metal to swing alongside you.
40 Ether
Metal + Slash
50 Ironsing

Effect: Coat the character's body and weapon in iron sparks. While active, a greatsword is conjured and moves as light attacks are being performed with an attack interval of 3 seconds.

  • Has a base damage of 20, this does not increase with levels but has 2.75 Ironsing scaling.
  • Deals 4 posture damage.
  • Metal Armament lasts 20 seconds at level 5 with a 30 second cooldown.
  • Has a 0.6 second windup on attack, massively delaying the armament hit.
  • Has 5.15x PvE scaling (multiply damage dealt by 5.15 for PvE damage).
  • Applies very brief parry stun to user and gives very brief auto parry frames to opponent if parried.
  • Upgrading the level increases the duration of the Mantra.
  • The damage of this Mantra is increased by 50% if the Metal Greatsword is equipped.
  • Does not proc any "on hit" Deep Gems.
Metal Gatling (★★★)
Metal gatling
A deadly rush of several metallic rods.

Metal Gatling (★★★)

Metal gatling

A deadly rush of several metallic rods.
50 Ether
Metal + Slash
50 Ironsing

Effect: A gesture is performed on the right hand, causing a barrage of spikey metal beams to form from all angles and impale any nearby targets from all, dealing high damage.

  • Has a base damage of 5.5/6.5/7.5/8.5/9.5 per level, per hit (7) with 2.75 Ironsing scaling.
  • Deals 10.5 posture damage.
  • Has a windup of 0.85 seconds with a cooldown of 14 seconds.
  • Has 9.2x PVE scaling (multiply damage dealt by 9.2 for PvE damage).
  • If parried, this does not apply parry stun to the caster.
  • Applies Metal Rods on hit.
Rocket Lance (★★★)
Rocket Lance
Create a lance, impale your opponent, and send them flying.

Rocket Lance (★★★)

Rocket Lance

Create a lance, impale your opponent, and send them flying.
35 Ether
Metal + Slash + Bleed
50 Ironsing

Effect: After a small wind-up, conjure an iron claw on the character's left arm before thrusting forward, pushing back any targets in the way.

  • Has a base damage of 15/23/31/39/47 per level with innate Bleed damage and 2.75 Ironsing scaling.
  • Deals 10 posture damage.
  • Has a windup of 0.5 seconds with a cooldown of 13 seconds.
  • Has 9.2x PvE scaling (multiply damage dealt by 9.2 for PvE damage).
  • Comparable to Galebreathe's Gale Lunge Mantra and Frostdraw's Ice Lance Mantra.

Mobility Mantras []

Name
Ether Cost
Damage Type
Requirements
Ether Cost
Damage Type

Requirements
Metal Rampart (☆☆☆)
Metal Pillar
Summon a large metal pillar.

Metal Rampart (☆☆☆)

Metal Pillar

Summon a large metal pillar.
50 Ether
Metal + Blunt + Bleed
1 Ironsing

Effect: Form a pillar from below, causing the character to ascend upwards as the pillar forms.

  • Deals damage on placedown with a very small AoE.
  • Has a base damage of 10/14/18/22/26 with innate Bleed damage and 2.75 Ironsing scaling.
  • Deals 8 posture damage.
  • 0.5 second windup before damage is dealt, 1.5 second windup before the pillar is fully created.
  • The pillar lasts 6 seconds at base with a 15 second cooldown. The duration increases by 1 second per upgrade, reaching a total maximum of 10s.
  • Has 9.2x PvE scaling (multiply damage dealt by 9.2 for PvE damage).
  • The height of the pillar will depend on what is above the user.
  • Can be modified with Cloudstones/Stratus Stones to extend its width.
  • Can be modified with Aeon/Eternal Logstones to extend its duration.
Metal Ball (★★☆)
Metal ball
Create a metal ball and rush forward.

Metal Ball (★★☆)

Metal ball

Create a metal ball and rush forward.
40 Ether
Metal + Slash + Bleed
30 Ironsing

Effect: Encased in a metal ball, rush forward while knocking down any targets in the way.

  • Has a base damage of 18.75/20/21.25/22.5/23.75 with innate Bleed damage and 2.75 Ironsing scaling.
  • Deals 10 posture damage.
  • Has a windup of 0.5 seconds before the ball is created, and a 0.2 seconds to hit. Has a cooldown of 10.5 seconds.
  • Applies knockdown on hit for 0.5 seconds.
  • Has 9.3x PvE scaling (multiply damage dealt by 9.3 for PvE damage).
  • Covers 82 studs of distance, this can be increased with Aeon and Eternal Logstones.
  • Applies Metal Rods on hit.
  • Can be modified with Aeon/Eternal Logstones to presumably extend its duration. (The modified effect is very miniscule.)

Support Mantras []

Name
Ether Cost
Damage Type
Requirements
Ether Cost
Damage Type

Requirements
Chain Pull (★☆☆)
Chain Pull
Manifest chains to brutally pull enemies towards you.

Chain Pull (★☆☆)

Chain Pull

Manifest chains to brutally pull enemies towards you.
50 Ether
Metal + Blunt
20 Ironsing

Effect: Conjure a chain of metal from the right hand that pulls in any targets from the cursor.

  • Has a base damage of 20/22/24/26/28 per level with 2.75 Ironsing scaling.
  • Deals 5 posture damage.
  • Has a windup of 0.55 seconds with a 13 second cooldown.
  • Has 9.2x PVE scaling (multiply damage dealt by 9.2 for PvE damage).
  • Pulls opponents through invincibility frames.
  • Will not activate properly on certain enemies (namely The Ferryman), consuming Ether but still dealing small damage and instantly restoring the cooldown, allowing for it to be spammed until you run out of Ether.
  • Can be modified with Crystal and Perfect Lenses to increase its range.
  • Can be modified with a Reversal Spark, pushing your opponent away instead of pulling them.
Iron Skin (★☆☆)
The metal skin
Coat your skin with metal to reduce harm.

Iron Skin (★☆☆)

The metal skin

Coat your skin with metal to reduce harm.
20 Ether
N/A
20 Ironsing

Effect: Taking stance, the player's body is hardened like metal, negating 90% of damage taken during the entirety of the Mantra's duration.

  • The caster cannot move or act during the Mantra's duration.
  • Can be upgraded with Aeon/Eternal Logstones for increased duration.
  • Does not negate fall damage.
  • Duration scales on level.
  • Can be upgraded with the Intuitive Repairs Talent, causing you to regenerate your armor and natural armor for the Mantra's duration.
Metal Turret (★★☆)
Metal Turret
An automated turret that fires at targets that that cross its sight.

Metal Turret (★★☆)

Metal Turret

An automated turret that fires at targets that that cross its sight.
100 Ether
Metal
30 Ironsing

Effect: Perform a gesture on the ground, erecting a turret that continuously fires a projectile at any targets in its sight. Ritual Casted.

  • Has a base damage of 10/12/14/16/18 per level, per hit with 2.75 Ironsing scaling.
  • Deals 5 posture damage per hit.
  • Has a windup on placedown of 0.85 seconds and lasts 20 seconds with a 30 second cooldown. There is a 0.55 second delay in between each shot.
  • Has 9.4x PvE scaling (multiply damage dealt by 9.4 for PvE damage).
  • Cannot stun players. This Mantra is heavily incentivized for use in PvE.
  • Each shot applies a Metal Rod on hit
  • Turrets can be destroyed if hit enough times by the caster or their opponents.
  • Shares a cooldown with Firing Line.
  • Requires a ritual cast with two keys, adding duration modifiers increases the number of keys.
  • Can be modified with Aeon/Eternal Logstones to increase duration.
  • Can be modified with Drift/Rush Shards to make turret spin faster.
  • Can be modified with a Multiplying Spark to conjure two turrets instead of one
Metal Wisp (★★☆)
Metal wisp
A servant of metal.

Metal Wisp (★★☆)

Metal wisp

A servant of metal.
70 Ether
N/A
30 Ironsing

Effect: Conjure a metal wisp that regenerates armor durability. Ritual Casted.

  • Regenerates 2/4/6/8/10% armor per level on proc
  • Applies Metal Rod on vents.
  • Can be modified with Aeon/Eternal Logstones to increase duration.

Talents[]

Below is a list of all Ironsing exclusive Talents. Hybrid Talents are listed here.

These are Talents found in "Ironsinger" Category.

Media Talent Card Description Effect
Ironsing Ironsinger Grants you the ability to command Metal as an Ironsinger. Press X to Pull on Metal Rods. Press X to pull targets with Metal Rods towards you.
Ironsing Adept Ironsinger
(20 Ironsing)
You can now obtain 1-star Ironsinger mantras. N/A
Ironsing Expert Ironsinger
(30 Ironsing)
You can now obtain 2-star Ironsinger mantras. N/A
Ironsing Master Ironsinger
(50 Ironsing)
You can now obtain 3-star Ironsinger mantras. +5 Health FROM: Ironsinger
Ironsing Alloyblood
(100 Ironsing)
You don't Bleed like others do. Bleed damage is reduced by 30%. Blood loss is reduced by 75%. Alloyblood's effectiveness scales with your Ironsing investment, having less effectiveness if you do not meet the requirements for it. The slash damage visual effect is now light grey. Turns Bloodrend mantras blue-ish grey.
Ironsing Ironclad Punishment
(45 Ironsing)
Your Ironsing mantras deal more posture damage to enemies the more armor durability they have. The more % of armor enemy has the more posture buff is.
Each 1% of armor gives extra 0.15% posture DMG.
Ironsing Laced Traps
(Caltrops, 45 Ironsing)
People hit by your 'Caltrops' cannot jump and are slowed for a small duration. People hit by your 'Caltrops' Mantra cannot jump and are slowed for a small duration.
Ironsing Metal Shackles
(15 Strength, 45 Ironsing)
Guardbreaking an opponent prevents them from receiving speed boost for 5 seconds. Guardbreaking an opponent will prevents them from receiving speed boost for 5 seconds.
Ironsing Oh the Irony
(Taunt, 40 Charisma, 55 Ironsing)
Opponents affected by 'Taunt' receive double iron rods for the duration. The debuff given by the "Taunt" Mantra now doubles incoming iron rods.
Ironsing Piercing Metal
(POWER 13, 60 Ironsing)
Deal additional armor damage to enemies per metal rod affecting them. Deal 5% more armor damage to enemies per metal rod affecting them.
Ironsing Thornmail
(45 Ironsing)
Getting flourished applies a metal rod on your attacker. Apply rods on your attacker when you are flourished.

These are Talents found in "Adaptive Arsenal" Category.

Media Talent Card Description Effect
Ironsing An Ironsinger's Instinct
(75 Ironsing)
Successfully dodging an attack coats you in metal and reduces the damage of the next attack taken. Upon dodging, reduce the damage taken from the next attack by 60%.
Ironsing Exposed Durability
(60 Ironsing)
Deal 10% more damage to opponents with no armor durability left. Increased damage Talent
Ironsing Phantom Edge
(75 Ironsing)
Your weapon M1's have +0.25 range. Increased weapon range.

These are Talents found in "Metallurgist" Category.

Media Talent Card Description Effect
Ironsing Heavy Shoulders
(55 Ironsing)
If your opponent has 3 or more rods, their dodges are slower. Reduces roll distance by 30%
Ironsing Intuitive Repairs
(Iron Skin, 25 Ironsing)
Your 'Iron Skin' repairs armor while it's active. Iron Skin regenerates your regular armor's and your natural armor's durability(from Chitin and Exoskeleton).
Ironsing Metal Absorption
(Iron Hug, 45 Ironsing)
Your 'Iron Hug' also absorbs armor from the enemy. Landing the Iron Hug Mantra will absorb 15% of current enemy's armor durability.
Ironsing Metal Eater
(50 Ironsing)
When you have no Ether, consume Armor durability to cast your Ironsing mantras. Takes 30% armor to cast Ironsing mantra (Fixed % armor per metal eater proc)
Ironsing Metal Thief
(50 Ironsing)
Pulling an opponent absorbs a portion of their current Armor durability. Each individual rod absorbs 2% of current enemy's armor durability.
Ironsing Polished Armor
(75 Ironsing)
You receive 5% less damage when your Armor protects you from an attack and has over 90% durability. This 5% will scale up to 10% less damage at 100 MTL. Damage reduction starts at 5% damage reduction and gains 0.05% per point in Ironsing. This means that you'll have 8.75% damage reduction when meeting the requirements for this Talent.

These are Talents found in "Rending Needle" Category. (You can only have one of the Rare Talents, taking one prevents the others from appearing.)

Media Talent Card Description Effect
Ironsing Rending Needle: Augmenter
(90 Ironsing, 90 Weapon)
If an enemy has 5 or more rods, your Ironsing Pull will use their rods to form a powerful sword to attack with. This also makes your Metal Armament stronger while the weapon is equipped. Your weapon will be replaced with the Metal Greatsword for a few seconds. While active, your Metal Armament damage is increased by 50%.


Mutual Exclusives: Rending Needle: Conductor, Rending Needle: Impaler, Rending Needle: Jailer, Gilded Path: Scrapsinger

Ironsing Conductor's cable
(75 Ironsing)
Applying Conductor rods on opponents steals 10% of their current armor durability to you.
Ironsing Rending Needle: Conductor
(75 Ironsing)
5 metal rods will combine into a conductor rod. If the enemy uses any mantra other than Bloodrend, Ironsing, Attunementless, Oath Mantra, they're dealt their elemental back in turn. Mutual Exclusives: Rending Needle: Augmenter, Rending Needle: Impaler, Rending Needle: Jailer
Ironsing Rending Needle: Impaler
(75 Ironsing)
If an enemy is affected by 5 or more metal rods, your Ironsing Pull instead pulls out all of the rods for massive damage.
Mutual Exclusives: Rending Needle: Augmenter, Rending Needle: Conductor, Rending Needle: Jailer
Ironsing Rending Needle: Jailer
(75 Ironsing)
If an enemy has 5 or more rods, your Ironsing Pull will restrain them instead of pulling them. Mutual Exclusives: Rending Needle: Augmenter, Rending Needle: Conductor, Rending Needle: Impaler

These are Talents found in "Scrapsinger" Category.

Media Talent Card Description Effect
GildedIronsing Gilded Path: Scrapsinger
(35 Ironsing)
Flourishing an enemy consumes any rods they have and siphons their armor to you per rod. When flourishing an enemy, you consume any rod on they have and steal their armor. Also turns your Ironsing mantras gold / yellow.
GildedIronsing Artisan's Blade
(Gilded Path: Scrapsinger, 45 Ironsing)
Activating Scrapsinger forges a metal blade behind you for every 2 rods you consume. Metal blades will fire at a target upon landing an ironsing or metal infused attack. Activating Scrapsinger summons a metal blade for each 2 rod consumed that will fire at the target when landing an ironsing or a metal infused attack.
GildedIronsing Masterwork
(Artisan's Blade, 60 Ironsing)
Successful hits from Artisan's Blades will proc metal rods and deal 50% more damage.
GildedIronsing Refine and Reuse
(Gilded Path: Scrapsinger, 45 Ironsing)
Consuming rods with Scrapsinger reduces incoming PEN against you for 14 seconds. Each rod reduces PEN by 5% multiplicatively. When consuming an enemy's rod, their PEN against you is reduced for 14 seconds by 5% for each rod multiplicatively
GildedIronsing Songs Unforged
(Gilded Path: Scrapsinger, 50 Ironsing)
Your weapon criticals will now activate scrapsinger. Your weapon's critical attack activates Scrapsinger on hit, stealing armor and consuming Rods.
GildedIronsing Reshape and Remold
(All Scrapsinger Talents, 70 Ironsing)
Successful procs of Scrapsinger will increase the amount of armor damage your opponent takes. After hitting 10 stacks, the opponent will take +5% damage until the stacks drop below 10. On successful proc of Scrapsinger gain 25% extra armor drain multiplier. After reaching 10 metal rods, opponent will take extra 5% DMG until rod stacks will drop below 10.

Trivia[]

  • Ironsing was first accidentally leaked in a weekly update, and later confirmed to be an upcoming attunement by Arch_Mage in a bug report later that day.
    • Prior to the leak, Ironsing was originally supposed to be an Oath, as stated by Arch_Mage
  • Ironsing did not create the Ironclad. The Ironclad was constructed by shipwrights and shipped from The Central Luminant.
  • Iron Rods last 30 seconds each with no way to be refreshed unless removed and reapplied.
  • Iron Pull has a 0.1s animation with 0.4s endlag, though it is parryable.
  • On release, Ironsing had 12 mantras and 11 Talents, making it the most content lacking Attunement during its release.
  • Ironsing is the only Attunement to have five 3-star Mantras.
  • Needle Barrage is practically identical to Autumn Rain from Monad Studios' Rogue Lineage.
  • Firing Line could be a reference to Oda Nobunaga from the Fate/Series, in which her signature move being shooting a line of matchlock rifles towards her enemy.
    • It could also be a toned down version of an attack used by Gremmy Thoumeaux from the Bleach Series, where he summons an arsenal of guns behind him and shoots at an enemy.
  • Metal Gatling could be a reference to Katakuri's move called "Mochi Gatling" from the anime One Piece.
  • Ironsing is the fastest Attunement to obtain a Legendary Weapon, with the Ignition Deepcrusher released in the exact same update as Ironsing itself.
  • Ironsing is one of two Attunements that does not have a Hero Blade, with the only other being Bloodrend.
  • Alloyblood turns your Bloodrend mantras blue-ish grey.
  • Using ores actually gives you a buff; the only ones that you can use as of now are Gold, Irithine and Erisore, but only one has a known effect. This is a holdover from Ironsings development time as an Oath, being initially heavily inspired by "Allomancy" a magic system based on ingesting metals from Brandon Sandersons "Mistborn" Series of books.
    • Gold gives a 5% damage buff and a gold particle effect. DMG buff applies only to m1, not to any of mantras (Lasts 25 sec)
    • Using Irithine gives a green particle effect. Effects unknown.
  • Similarly to every other Wisp Mantra, Metal Wisp gives the player a finger on the hand that casts the Mantra.
  • Ferrofluid, the item required to train Ironsing, is an actual real-life fluid attracted to magnetic forces, created by suspending iron or other magnetically-affected particles in a solution, usually oil.
  • Caltrops in real life are small, spiked weapons originally used as early as the Roman times to be used against men and horses. Later versions of Caltrops were used in the second world war to deflate tires of automobiles.
  • The icons for Ironsing Talents formerly featured the symbol for Frostdraw. It was replaced with a unique icon during the 30th of August, 2024 update, 466 days after the attunement's release.
  • The support Mantra Iron Skin, especially the Scrapsinger variant, might or might not be a reference to "The Indestructible Virgin" from Scissor Seven. [1]
K1LLUA announcing the Ironsing path: Scrapsing in #polls, asking for either Trick or Treat.

K1LLUA announcing the Ironsing path: Scrapsing in #polls, asking for either Trick or Treat.

References[]

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