VESTRA CODAThe Codex
vestracoda.com ↗
PrecisionMeleeFastSlashOne HandedEvasion Focus

Dagger

The Duelist's edge — speed, crits, and a little of something else

A single dagger and a free hand. Seven quick cuts that flow into one another, a sidestep where a shield would be, and an arcane wave paid for in Precision.

Resource: Precision

Maximum
100
Regen / s
0
Out-of-combat decay / s
15
While you hold Precision
  • +10% crit chance
  • +25% crit multiplier

The held passive scales with how full the bar is.

Dodge

Distance
4 m
Duration
500 ms
Invulnerable
0 ms – 360 ms
Stamina cost
700

Combo graph

Abilities

9

Executions

Press E on a hostile player-shaped target below 20% health. This loadout draws one of these takes:

Animation set25 clip mappings · from daggers
Animation Library
Combat
Animation Source
daggers
Civilian Dodge Animations
Back
Dodge_Dodge__Dodge_B_180
Back Left
Dodge_Dodge__Dodge_B_L_45
Back Right
Dodge_Dodge__Dodge_B_R_45
Forward
Dodge_Dodge__Dodge_F_0
Forward Left
Dodge_Dodge__Dodge_F_L_45
Forward Right
Dodge_Dodge__Dodge_F_R_45
Left
Dodge_Dodge__Dodge_L_90
Right
Dodge_Dodge__Dodge_R_90
Civilian Dodge To Run Animations
Back
Dodge_Dodge_to_Run__Dodge_to_Run_B_180
Back Left
Dodge_Dodge_to_Run__Dodge_to_Run_B_L_45
Back Right
Dodge_Dodge_to_Run__Dodge_to_Run_B_R_45
Forward
Dodge_Dodge_to_Run__Dodge_to_Run_F_0
Forward Left
Dodge_Dodge_to_Run__Dodge_to_Run_F_L_45
Forward Right
Dodge_Dodge_to_Run__Dodge_to_Run_F_R_45
Left
Dodge_Dodge_to_Run__Dodge_to_Run_L_90
Right
Dodge_Dodge_to_Run__Dodge_to_Run_R_90
Civilian Hit Reactions
Air Back
Hit_Hit_Air__Hit_Air_B
Air Front
Hit_Hit_Air__Hit_Air_F
Air Large End
Hit_Hit_Air_Large_To_Floor__Hit_Air_Large_To_Floor_End
Air Large Loop
Hit_Hit_Air_Large_To_Floor__Hit_Air_Large_To_Floor_Loop
Air Large Start
Hit_Hit_Air_Large_To_Floor__Hit_Air_Large_To_Floor_Start
Air Left
Hit_Hit_Air__Hit_Air_L
Air Right
Hit_Hit_Air__Hit_Air_R
Back
Hit_Hit__Hit_B
Death
Hit_Hit__Hit_Death
Front
Hit_Hit__Hit_F
Getup
Hit_Knock_Down__Knock_Down_End
Knockdown Death
Hit_Knock_Down__Knock_Down_Death_F
Knockdown Death Back
Hit_Knock_Down__Knock_Down_Death_B
Knockdown Death Front
Hit_Knock_Down__Knock_Down_Death_F
Knockdown Loop
Hit_Knock_Down__Knock_Down_Loop
Knockdown Start
Hit_Knock_Down__Knock_Down_Start
Large Back
Hit_Hit_Large__Hit_Large_B
Large Death
Hit_Hit_Large__Hit_Large_Death
Large Front
Hit_Hit_Large__Hit_Large_F
Large Left
Hit_Hit_Large__Hit_Large_L
Large Right
Hit_Hit_Large__Hit_Large_R
Left
Hit_Hit__Hit_L
Right
Hit_Hit__Hit_R
Rise
Hit_Get_Up__Get_Up_F
Rise Back
Hit_Get_Up__Get_Up_B
Rise Front
Hit_Get_Up__Get_Up_F
Civilian Roll Animations
Back
Roll_Roll__Roll_B_180
Back Left
Roll_Roll__Roll_B_L_45
Back Right
Roll_Roll__Roll_B_R_45
Forward
Roll_Roll__Roll_F_0
Forward Left
Roll_Roll__Roll_F_L_45
Forward Right
Roll_Roll__Roll_F_R_45
Left
Roll_Roll__Roll_L_90
Right
Roll_Roll__Roll_R_90
Civilian Roll To Run Animations
Back
Roll_Roll_to_Run__Roll_to_Run_B_180
Back Left
Roll_Roll_to_Run__Roll_to_Run_B_L_45
Back Right
Roll_Roll_to_Run__Roll_to_Run_B_R_45
Forward
Roll_Roll_to_Run__Roll_to_Run_F_0
Forward Left
Roll_Roll_to_Run__Roll_to_Run_F_L_45
Forward Right
Roll_Roll_to_Run__Roll_to_Run_F_R_45
Left
Roll_Roll_to_Run__Roll_to_Run_L_90
Right
Roll_Roll_to_Run__Roll_to_Run_R_90
Combat Idle
Idle_Idle_Combat__Idle_Combat
Combat Locomotion
Run
Bwd
Run_Run_Combat__Run_Combat_Loop_B_180
Bwd Left
Run_Run_Combat__Run_Combat_Loop_B_L_45
Bwd Right
Run_Run_Combat__Run_Combat_Loop_B_R_45
Fwd
Run_Run_Combat__Run_Combat_Loop_F_0
Idle
Idle_Idle_Combat__Idle_Combat
Left
Run_Run_Combat__Run_Combat_Loop_F_L_90
Right
Run_Run_Combat__Run_Combat_Loop_F_R_90
Run Fast
Fwd
Run_Run_Combat__Run_Combat_Fast_Loop
Run Fast Start
Bwd Left
Run_Run_Combat__Run_Combat_Fast_Start_B_L
Bwd Right
Run_Run_Combat__Run_Combat_Fast_Start_B_R
Fwd
Run_Run_Combat__Run_Combat_Fast_Start
Left
Run_Run_Combat__Run_Combat_Fast_Start_L
Right
Run_Run_Combat__Run_Combat_Fast_Start_R
Run Fast Stop
Fwd
Run_Run_Combat__Run_Combat_Fast_Stop
Run Start
Bwd
Run_Run_Combat__Run_Combat_Start_B_180
Bwd Left
Run_Run_Combat__Run_Combat_Start_B_L_45
Bwd Right
Run_Run_Combat__Run_Combat_Start_B_R_45
Fwd
Run_Run_Combat__Run_Combat_Start_F_0
Fwd Left
Run_Run_Combat__Run_Combat_Start_F_L_45
Fwd Right
Run_Run_Combat__Run_Combat_Start_F_R_45
Left
Run_Run_Combat__Run_Combat_Start_F_L_90
Right
Run_Run_Combat__Run_Combat_Start_F_R_90
Run Stop
Bwd
Run_Run_Combat__Run_Combat_Stop_B_180
Bwd Left
Run_Run_Combat__Run_Combat_Stop_B_L_45
Bwd Right
Run_Run_Combat__Run_Combat_Stop_B_R_45
Fwd
Run_Run_Combat__Run_Combat_Stop_F_0
Fwd Left
Run_Run_Combat__Run_Combat_Stop_F_L_45
Fwd Right
Run_Run_Combat__Run_Combat_Stop_F_R_45
Left
Run_Run_Combat__Run_Combat_Stop_F_L_90
Right
Run_Run_Combat__Run_Combat_Stop_F_R_90
Walk
Bwd
Walk_Walk_Combat__Walk_Combat_Loop_B_180
Bwd Left
Walk_Walk_Combat__Walk_Combat_Loop_B_L_45
Bwd Right
Walk_Walk_Combat__Walk_Combat_Loop_B_R_45
Fwd
Walk_Walk_Combat__Walk_Combat_Loop_F_0
Fwd Left
Walk_Walk_Combat__Walk_Combat_Loop_F_L_45
Fwd Right
Walk_Walk_Combat__Walk_Combat_Loop_F_R_45
Idle
Idle_Idle_Combat__Idle_Combat
Left
Walk_Walk_Combat__Walk_Combat_Loop_F_L_90
Right
Walk_Walk_Combat__Walk_Combat_Loop_F_R_90
Walk Start
Bwd
Walk_Walk_Combat__Walk_Combat_Start_B_180
Bwd Left
Walk_Walk_Combat__Walk_Combat_Start_B_L_45
Bwd Right
Walk_Walk_Combat__Walk_Combat_Start_B_R_45
Fwd
Walk_Walk_Combat__Walk_Combat_Start_F_0
Fwd Left
Walk_Walk_Combat__Walk_Combat_Start_F_L_45
Fwd Right
Walk_Walk_Combat__Walk_Combat_Start_F_R_45
Left
Walk_Walk_Combat__Walk_Combat_Start_F_L_90
Right
Walk_Walk_Combat__Walk_Combat_Start_F_R_90
Walk Stop
Bwd
Walk_Walk_Combat__Walk_Combat_Stop_B_180
Bwd Left
Walk_Walk_Combat__Walk_Combat_Stop_B_L_45
Bwd Right
Walk_Walk_Combat__Walk_Combat_Stop_B_R_45
Fwd
Walk_Walk_Combat__Walk_Combat_Stop_F_0
Fwd Left
Walk_Walk_Combat__Walk_Combat_Stop_F_L_45
Fwd Right
Walk_Walk_Combat__Walk_Combat_Stop_F_R_45
Left
Walk_Walk_Combat__Walk_Combat_Stop_F_L_90
Right
Walk_Walk_Combat__Walk_Combat_Stop_F_R_90
Combat Turns
Idle Turn 180 Left
Turn_Turn__Turn_180_L
Idle Turn 180 Right
Turn_Turn__Turn_180_R
Idle Turn 90 Left
Turn_Turn__Turn_90_L
Idle Turn 90 Right
Turn_Turn__Turn_90_R
Turn 180 Left
Turn_Turn_Combat__Turn_Combat_180_L
Turn 180 Right
Turn_Turn_Combat__Turn_Combat_180_R
Turn 90 Left
Turn_Turn_Combat__Turn_Combat_90_L
Turn 90 Right
Turn_Turn_Combat__Turn_Combat_90_R
Crouch Animations
Enter
Idle_Idle__Idle_to_Idle_Crouch
Crouch Locomotion
Run
—
Run Fast
—
Run Fast Start
—
Run Fast Stop
—
Run Start
—
Run Stop
—
Walk
Bwd
Walk_Walk_Crouch__Walk_Crouch_Loop_B_180
Bwd Left
Walk_Walk_Crouch__Walk_Crouch_Loop_B_L_45
Bwd Right
Walk_Walk_Crouch__Walk_Crouch_Loop_B_R_45
Fwd
Walk_Walk_Crouch__Walk_Crouch_Loop_F_0
Fwd Left
Walk_Walk_Crouch__Walk_Crouch_Loop_F_L_45
Fwd Right
Walk_Walk_Crouch__Walk_Crouch_Loop_F_R_45
Idle
Idle_Idle_Crouch__Idle_Crouch
Left
Walk_Walk_Crouch__Walk_Crouch_Loop_F_L_90
Right
Walk_Walk_Crouch__Walk_Crouch_Loop_F_R_90
Walk Start
Bwd
Walk_Walk_Crouch__Walk_Crouch_Start_B_180
Bwd Left
Walk_Walk_Crouch__Walk_Crouch_Start_B_L_45
Bwd Right
Walk_Walk_Crouch__Walk_Crouch_Start_B_R_45
Fwd
Walk_Walk_Crouch__Walk_Crouch_Start_F_0
Fwd Left
Walk_Walk_Crouch__Walk_Crouch_Start_F_L_45
Fwd Right
Walk_Walk_Crouch__Walk_Crouch_Start_F_R_45
Left
Walk_Walk_Crouch__Walk_Crouch_Start_F_L_90
Right
Walk_Walk_Crouch__Walk_Crouch_Start_F_R_90
Walk Stop
Bwd
Walk_Walk_Crouch__Walk_Crouch_Stop_B_180
Bwd Left
Walk_Walk_Crouch__Walk_Crouch_Stop_B_L_45
Bwd Right
Walk_Walk_Crouch__Walk_Crouch_Stop_B_R_45
Fwd
Walk_Walk_Crouch__Walk_Crouch_Stop_F_0
Fwd Left
Walk_Walk_Crouch__Walk_Crouch_Stop_F_L_45
Fwd Right
Walk_Walk_Crouch__Walk_Crouch_Stop_F_R_45
Left
Walk_Walk_Crouch__Walk_Crouch_Stop_F_L_90
Right
Walk_Walk_Crouch__Walk_Crouch_Stop_F_R_90
Crouch Turns
Turn 180 Left
Turn_Turn_Crouch__Turn_Crouch_180_L
Turn 180 Right
Turn_Turn_Crouch__Turn_Crouch_180_R
Turn 90 Left
Turn_Turn_Crouch__Turn_Crouch_90_L
Turn 90 Right
Turn_Turn_Crouch__Turn_Crouch_90_R
Dash
Distance
5.5
Duration Ms
600
Enabled
—
I Frame End Ms
300
I Frame Start Ms
0
Stamina Cost
700
Dodge Animations
Back
Dodge_Dodge_Combat__Dodge_Combat_B_180
Back Left
Dodge_Dodge_Combat__Dodge_Combat_B_L_45
Back Right
Dodge_Dodge_Combat__Dodge_Combat_B_R_45
Forward
Dodge_Dodge_Combat__Dodge_Combat_F_0
Forward Left
Dodge_Dodge_Combat__Dodge_Combat_F_L_45
Forward Right
Dodge_Dodge_Combat__Dodge_Combat_F_R_45
Left
Dodge_Dodge_Combat__Dodge_Combat_L_90
Right
Dodge_Dodge_Combat__Dodge_Combat_R_90
Dodge To Run Animations
Back
Dodge_Dodge_Combat_to_Run__Dodge_Combat_to_Run_B_180
Back Left
Dodge_Dodge_Combat_to_Run__Dodge_Combat_to_Run_B_L_45
Back Right
Dodge_Dodge_Combat_to_Run__Dodge_Combat_to_Run_B_R_45
Forward
Dodge_Dodge_Combat_to_Run__Dodge_Combat_to_Run_F_0
Forward Left
Dodge_Dodge_Combat_to_Run__Dodge_Combat_to_Run_F_L_45
Forward Right
Dodge_Dodge_Combat_to_Run__Dodge_Combat_to_Run_F_R_45
Left
Dodge_Dodge_Combat_to_Run__Dodge_Combat_to_Run_L_90
Right
Dodge_Dodge_Combat_to_Run__Dodge_Combat_to_Run_R_90
Hit Reactions
Air Back
Hit_Hit_Combat_Air__Hit_Combat_Air_B
Air Front
Hit_Hit_Combat_Air__Hit_Combat_Air_F
Air Large End
Hit_Hit_Combat_Air_Large_To_Floor__Hit_Combat_Air_Large_To_Floor_End
Air Large Loop
Hit_Hit_Combat_Air_Large_To_Floor__Hit_Combat_Air_Large_To_Floor_Loop
Air Large Start
Hit_Hit_Combat_Air_Large_To_Floor__Hit_Combat_Air_Large_To_Floor_Start
Air Left
Hit_Hit_Combat_Air__Hit_Combat_Air_L
Air Right
Hit_Hit_Combat_Air__Hit_Combat_Air_R
Back
Hit_Hit_Combat__Hit_Combat_B
Death
Hit_Hit_Combat__Hit_Combat_Death
Front
Hit_Hit_Combat__Hit_Combat_F
Getup
Hit_Knock_Down_Combat__Knock_Down_Combat_End
Knockdown Death
Hit_Knock_Down_Combat__Knock_Down_Combat_Death_F
Knockdown Death Back
Hit_Knock_Down_Combat__Knock_Down_Combat_Death_B
Knockdown Death Front
Hit_Knock_Down_Combat__Knock_Down_Combat_Death_F
Knockdown Loop
Hit_Knock_Down_Combat__Knock_Down_Combat_Loop
Knockdown Start
Hit_Knock_Down_Combat__Knock_Down_Combat_Start
Large Back
Hit_Hit_Large_Combat__Hit_Combat_Large_B
Large Death
Hit_Hit_Large_Combat__Hit_Combat_Large_Death
Large Front
Hit_Hit_Large_Combat__Hit_Combat_Large_F
Large Left
Hit_Hit_Large_Combat__Hit_Combat_Large_L
Large Right
Hit_Hit_Large_Combat__Hit_Combat_Large_R
Left
Hit_Hit_Combat__Hit_Combat_L
Right
Hit_Hit_Combat__Hit_Combat_R
Rise
Hit_Get_Up__Get_Up_Combat_F
Rise Back
Hit_Get_Up__Get_Up_Combat_B
Rise Front
Hit_Get_Up__Get_Up_Combat_F
Idle Look
Offset Down Centre
Idle_Offset_Idle__Idle_Down_0
Offset Down Left
Idle_Offset_Idle__Idle_Down_L
Offset Down Right
Idle_Offset_Idle__Idle_Down_R
Offset Mid Centre
Idle_Offset_Idle__Idle_0
Offset Mid Left
Idle_Offset_Idle__Idle_L
Offset Mid Right
Idle_Offset_Idle__Idle_R
Offset Up Centre
Idle_Offset_Idle__Idle_Up_0
Offset Up Left
Idle_Offset_Idle__Idle_Up_L
Offset Up Right
Idle_Offset_Idle__Idle_Up_R
Idle Look Combat
Offset Down Centre
Idle_Offset_Idle_Combat__Idle_Combat_Down_0
Offset Down Left
Idle_Offset_Idle_Combat__Idle_Combat_Down_L
Offset Down Right
Idle_Offset_Idle_Combat__Idle_Combat_Down_R
Offset Mid Centre
Idle_Offset_Idle_Combat__Idle_Combat_0
Offset Mid Left
Idle_Offset_Idle_Combat__Idle_Combat_L
Offset Mid Right
Idle_Offset_Idle_Combat__Idle_Combat_R
Offset Up Centre
Idle_Offset_Idle_Combat__Idle_Combat_Up_0
Offset Up Left
Idle_Offset_Idle_Combat__Idle_Combat_Up_L
Offset Up Right
Idle_Offset_Idle_Combat__Idle_Combat_Up_R
Idle Look Crouch
Offset Down Centre
Idle_Offset_Idle_Crouch__Idle_Crouch_Down_0
Offset Down Left
Idle_Offset_Idle_Crouch__Idle_Crouch_Down_L
Offset Down Right
Idle_Offset_Idle_Crouch__Idle_Crouch_Down_R
Offset Mid Centre
Idle_Offset_Idle_Crouch__Idle_Crouch_0
Offset Mid Left
Idle_Offset_Idle_Crouch__Idle_Crouch_L
Offset Mid Right
Idle_Offset_Idle_Crouch__Idle_Crouch_R
Offset Up Centre
Idle_Offset_Idle_Crouch__Idle_Crouch_Up_0
Offset Up Left
Idle_Offset_Idle_Crouch__Idle_Crouch_Up_L
Offset Up Right
Idle_Offset_Idle_Crouch__Idle_Crouch_Up_R
Idle Transitions
From Combat
Idle_Idle_Combat__Idle_Combat_to_Idle
Run From Combat
Run_Run_Equip__Run_Combat_Equip_to_Run
Run To Combat
Run_Run_Equip__Run_Equip_to_Run_Combat
To Combat
Idle_Idle__Idle_to_Idle_Combat
Walk From Combat
Walk_Walk_Equip__Walk_Combat_Equip_to_Walk
Walk To Combat
Walk_Walk_Equip__Walk_Equip_to_Combat
Jump Animations
Back
Jump_Jump_Combat__Jump_Combat_Start_B_180
Double Back
Jump_Double_Jump_Combat__Double_Jump_Combat_B_180
Double Forward
Jump_Double_Jump_Combat__Double_Jump_Combat_F_0
Double Left
Jump_Double_Jump_Combat__Double_Jump_Combat_L_90
Double Neutral
Jump_Double_Jump_Combat__Double_Jump_Combat_0
Double Right
Jump_Double_Jump_Combat__Double_Jump_Combat_R_90
End
Jump_Jump_Combat__Jump_Combat_End_0
Forward
Jump_Jump_Combat__Jump_Combat_Start_F_0
Left
Jump_Jump_Combat__Jump_Combat_Start_L_90
Loop
Jump_Jump_Combat__Jump_Combat_Loop_0
Right
Jump_Jump_Combat__Jump_Combat_Start_R_90
Start
Jump_Jump_Combat__Jump_Combat_Start_0
Loadout Locomotion
Run
Bwd
Run_Run__Run_Loop_B_180
Bwd Left
Run_Run__Run_Loop_B_L_45
Bwd Right
Run_Run__Run_Loop_B_R_45
Fwd
Run_Run__Run_Loop_F_0
Idle
Idle_Idle__Idle
Left
Run_Run__Run_Loop_F_L_90
Right
Run_Run__Run_Loop_F_R_90
Run Fast
Fwd
Run_Run__Run_Fast_Loop
Run Fast Start
Bwd Left
Run_Run__Run_Start_Fast_B_L
Bwd Right
Run_Run__Run_Start_Fast_B_R
Fwd
Run_Run__Run_Fast_Start
Left
Run_Run__Run_Start_Fast_L
Right
Run_Run__Run_Start_Fast_R
Run Fast Stop
Fwd
Run_Run__Run_Fast_Stop
Run Start
Bwd
Run_Run__Run_Start_B_180
Bwd Left
Run_Run__Run_Start_B_L_45
Bwd Right
Run_Run__Run_Start_B_R_45
Fwd
Run_Run__Run_Start_F_0
Fwd Left
Run_Run__Run_Start_F_L_45
Fwd Right
Run_Run__Run_Start_F_R_45
Left
Run_Run__Run_Start_F_L_90
Right
Run_Run__Run_Start_F_R_90
Run Stop
Bwd
Run_Run__Run_Stop_B_180
Bwd Left
Run_Run__Run_Stop_B_L_45
Bwd Right
Run_Run__Run_Stop_B_R_45
Fwd
Run_Run__Run_Stop_F_0
Fwd Left
Run_Run__Run_Stop_F_L_45
Fwd Right
Run_Run__Run_Stop_F_R_45
Left
Run_Run__Run_Stop_F_L_90
Right
Run_Run__Run_Stop_F_R_90
Walk
Bwd
Walk_Walk__Walk_Loop_B_180
Bwd Left
Walk_Walk__Walk_Loop_B_L_45
Bwd Right
Walk_Walk__Walk_Loop_B_R_45
Fwd
Walk_Walk__Walk_Loop_F_0
Fwd Left
Walk_Walk__Walk_Loop_F_L_45
Fwd Right
Walk_Walk__Walk_Loop_F_R_45
Idle
Idle_Idle__Idle
Left
Walk_Walk__Walk_Loop_F_L_90
Right
Walk_Walk__Walk_Loop_F_R_90
Walk Start
Bwd
Walk_Walk__Walk_Start_B_180
Bwd Left
Walk_Walk__Walk_Start_B_L_45
Bwd Right
Walk_Walk__Walk_Start_B_R_45
Fwd
Walk_Walk__Walk_Start_F_0
Fwd Left
Walk_Walk__Walk_Start_F_L_45
Fwd Right
Walk_Walk__Walk_Start_F_R_45
Left
Walk_Walk__Walk_Start_F_L_90
Right
Walk_Walk__Walk_Start_F_R_90
Walk Stop
Bwd
Walk_Walk__Walk_Stop_B_180
Bwd Left
Walk_Walk__Walk_Stop_B_L_45
Bwd Right
Walk_Walk__Walk_Stop_B_R_45
Fwd
Walk_Walk__Walk_Stop_F_0
Fwd Left
Walk_Walk__Walk_Stop_F_L_45
Fwd Right
Walk_Walk__Walk_Stop_F_R_45
Left
Walk_Walk__Walk_Stop_F_L_90
Right
Walk_Walk__Walk_Stop_F_R_90
Roll Animations
Back
Roll_Roll_Combat__Roll_Combat_B_180
Back Left
Roll_Roll_Combat__Roll_Combat_B_L_45
Back Right
Roll_Roll_Combat__Roll_Combat_B_R_45
Forward
Roll_Roll_Combat__Roll_Combat_F_0
Forward Left
Roll_Roll_Combat__Roll_Combat_F_L_45
Forward Right
Roll_Roll_Combat__Roll_Combat_F_R_45
Left
Roll_Roll_Combat__Roll_Combat_L_90
Right
Roll_Roll_Combat__Roll_Combat_R_90
Roll To Run Animations
Back
Roll_Roll_Combat_to_Run__Roll_Combat_to_Run_B_180
Back Left
Roll_Roll_Combat_to_Run__Roll_Combat_to_Run_B_L_45
Back Right
Roll_Roll_Combat_to_Run__Roll_Combat_to_Run_B_R_45
Forward
Roll_Roll_Combat_to_Run__Roll_Combat_to_Run_F_0
Forward Left
Roll_Roll_Combat_to_Run__Roll_Combat_to_Run_F_L_45
Forward Right
Roll_Roll_Combat_to_Run__Roll_Combat_to_Run_F_R_45
Left
Roll_Roll_Combat_to_Run__Roll_Combat_to_Run_L_90
Right
Roll_Roll_Combat_to_Run__Roll_Combat_to_Run_R_90

Referenced by

1
Combo Graphs · 1
Full catalogue record56 fields · straight from the content catalogue
Ability Speed Modifier
0.81
Ability Unlocks
—
Aim Animations
—
Aim Locomotion
—
Animation Library
Combat
Animation Source
daggers
Animations
—
Block Animations
—
Block Locomotion
—
Block Turns
—
Civilian Dodge Animations
Back
Dodge_Dodge__Dodge_B_180
Back Left
Dodge_Dodge__Dodge_B_L_45
Back Right
Dodge_Dodge__Dodge_B_R_45
Forward
Dodge_Dodge__Dodge_F_0
Forward Left
Dodge_Dodge__Dodge_F_L_45
Forward Right
Dodge_Dodge__Dodge_F_R_45
Left
Dodge_Dodge__Dodge_L_90
Right
Dodge_Dodge__Dodge_R_90
Civilian Dodge To Run Animations
Back
Dodge_Dodge_to_Run__Dodge_to_Run_B_180
Back Left
Dodge_Dodge_to_Run__Dodge_to_Run_B_L_45
Back Right
Dodge_Dodge_to_Run__Dodge_to_Run_B_R_45
Forward
Dodge_Dodge_to_Run__Dodge_to_Run_F_0
Forward Left
Dodge_Dodge_to_Run__Dodge_to_Run_F_L_45
Forward Right
Dodge_Dodge_to_Run__Dodge_to_Run_F_R_45
Left
Dodge_Dodge_to_Run__Dodge_to_Run_L_90
Right
Dodge_Dodge_to_Run__Dodge_to_Run_R_90
Civilian Hit Reactions
Air Back
Hit_Hit_Air__Hit_Air_B
Air Front
Hit_Hit_Air__Hit_Air_F
Air Large End
Hit_Hit_Air_Large_To_Floor__Hit_Air_Large_To_Floor_End
Air Large Loop
Hit_Hit_Air_Large_To_Floor__Hit_Air_Large_To_Floor_Loop
Air Large Start
Hit_Hit_Air_Large_To_Floor__Hit_Air_Large_To_Floor_Start
Air Left
Hit_Hit_Air__Hit_Air_L
Air Right
Hit_Hit_Air__Hit_Air_R
Back
Hit_Hit__Hit_B
Death
Hit_Hit__Hit_Death
Front
Hit_Hit__Hit_F
Getup
Hit_Knock_Down__Knock_Down_End
Knockdown Death
Hit_Knock_Down__Knock_Down_Death_F
Knockdown Death Back
Hit_Knock_Down__Knock_Down_Death_B
Knockdown Death Front
Hit_Knock_Down__Knock_Down_Death_F
Knockdown Loop
Hit_Knock_Down__Knock_Down_Loop
Knockdown Start
Hit_Knock_Down__Knock_Down_Start
Large Back
Hit_Hit_Large__Hit_Large_B
Large Death
Hit_Hit_Large__Hit_Large_Death
Large Front
Hit_Hit_Large__Hit_Large_F
Large Left
Hit_Hit_Large__Hit_Large_L
Large Right
Hit_Hit_Large__Hit_Large_R
Left
Hit_Hit__Hit_L
Right
Hit_Hit__Hit_R
Rise
Hit_Get_Up__Get_Up_F
Rise Back
Hit_Get_Up__Get_Up_B
Rise Front
Hit_Get_Up__Get_Up_F
Civilian Jump Animations
—
Civilian Roll Animations
Back
Roll_Roll__Roll_B_180
Back Left
Roll_Roll__Roll_B_L_45
Back Right
Roll_Roll__Roll_B_R_45
Forward
Roll_Roll__Roll_F_0
Forward Left
Roll_Roll__Roll_F_L_45
Forward Right
Roll_Roll__Roll_F_R_45
Left
Roll_Roll__Roll_L_90
Right
Roll_Roll__Roll_R_90
Civilian Roll To Run Animations
Back
Roll_Roll_to_Run__Roll_to_Run_B_180
Back Left
Roll_Roll_to_Run__Roll_to_Run_B_L_45
Back Right
Roll_Roll_to_Run__Roll_to_Run_B_R_45
Forward
Roll_Roll_to_Run__Roll_to_Run_F_0
Forward Left
Roll_Roll_to_Run__Roll_to_Run_F_L_45
Forward Right
Roll_Roll_to_Run__Roll_to_Run_F_R_45
Left
Roll_Roll_to_Run__Roll_to_Run_L_90
Right
Roll_Roll_to_Run__Roll_to_Run_R_90
Combat Idle
Idle_Idle_Combat__Idle_Combat
Combat Locomotion
Run
Bwd
Run_Run_Combat__Run_Combat_Loop_B_180
Bwd Left
Run_Run_Combat__Run_Combat_Loop_B_L_45
Bwd Right
Run_Run_Combat__Run_Combat_Loop_B_R_45
Fwd
Run_Run_Combat__Run_Combat_Loop_F_0
Idle
Idle_Idle_Combat__Idle_Combat
Left
Run_Run_Combat__Run_Combat_Loop_F_L_90
Right
Run_Run_Combat__Run_Combat_Loop_F_R_90
Run Fast
Fwd
Run_Run_Combat__Run_Combat_Fast_Loop
Run Fast Start
Bwd Left
Run_Run_Combat__Run_Combat_Fast_Start_B_L
Bwd Right
Run_Run_Combat__Run_Combat_Fast_Start_B_R
Fwd
Run_Run_Combat__Run_Combat_Fast_Start
Left
Run_Run_Combat__Run_Combat_Fast_Start_L
Right
Run_Run_Combat__Run_Combat_Fast_Start_R
Run Fast Stop
Fwd
Run_Run_Combat__Run_Combat_Fast_Stop
Run Start
Bwd
Run_Run_Combat__Run_Combat_Start_B_180
Bwd Left
Run_Run_Combat__Run_Combat_Start_B_L_45
Bwd Right
Run_Run_Combat__Run_Combat_Start_B_R_45
Fwd
Run_Run_Combat__Run_Combat_Start_F_0
Fwd Left
Run_Run_Combat__Run_Combat_Start_F_L_45
Fwd Right
Run_Run_Combat__Run_Combat_Start_F_R_45
Left
Run_Run_Combat__Run_Combat_Start_F_L_90
Right
Run_Run_Combat__Run_Combat_Start_F_R_90
Run Stop
Bwd
Run_Run_Combat__Run_Combat_Stop_B_180
Bwd Left
Run_Run_Combat__Run_Combat_Stop_B_L_45
Bwd Right
Run_Run_Combat__Run_Combat_Stop_B_R_45
Fwd
Run_Run_Combat__Run_Combat_Stop_F_0
Fwd Left
Run_Run_Combat__Run_Combat_Stop_F_L_45
Fwd Right
Run_Run_Combat__Run_Combat_Stop_F_R_45
Left
Run_Run_Combat__Run_Combat_Stop_F_L_90
Right
Run_Run_Combat__Run_Combat_Stop_F_R_90
Walk
Bwd
Walk_Walk_Combat__Walk_Combat_Loop_B_180
Bwd Left
Walk_Walk_Combat__Walk_Combat_Loop_B_L_45
Bwd Right
Walk_Walk_Combat__Walk_Combat_Loop_B_R_45
Fwd
Walk_Walk_Combat__Walk_Combat_Loop_F_0
Fwd Left
Walk_Walk_Combat__Walk_Combat_Loop_F_L_45
Fwd Right
Walk_Walk_Combat__Walk_Combat_Loop_F_R_45
Idle
Idle_Idle_Combat__Idle_Combat
Left
Walk_Walk_Combat__Walk_Combat_Loop_F_L_90
Right
Walk_Walk_Combat__Walk_Combat_Loop_F_R_90
Walk Start
Bwd
Walk_Walk_Combat__Walk_Combat_Start_B_180
Bwd Left
Walk_Walk_Combat__Walk_Combat_Start_B_L_45
Bwd Right
Walk_Walk_Combat__Walk_Combat_Start_B_R_45
Fwd
Walk_Walk_Combat__Walk_Combat_Start_F_0
Fwd Left
Walk_Walk_Combat__Walk_Combat_Start_F_L_45
Fwd Right
Walk_Walk_Combat__Walk_Combat_Start_F_R_45
Left
Walk_Walk_Combat__Walk_Combat_Start_F_L_90
Right
Walk_Walk_Combat__Walk_Combat_Start_F_R_90
Walk Stop
Bwd
Walk_Walk_Combat__Walk_Combat_Stop_B_180
Bwd Left
Walk_Walk_Combat__Walk_Combat_Stop_B_L_45
Bwd Right
Walk_Walk_Combat__Walk_Combat_Stop_B_R_45
Fwd
Walk_Walk_Combat__Walk_Combat_Stop_F_0
Fwd Left
Walk_Walk_Combat__Walk_Combat_Stop_F_L_45
Fwd Right
Walk_Walk_Combat__Walk_Combat_Stop_F_R_45
Left
Walk_Walk_Combat__Walk_Combat_Stop_F_L_90
Right
Walk_Walk_Combat__Walk_Combat_Stop_F_R_90
Combat Turns
Idle Turn 180 Left
Turn_Turn__Turn_180_L
Idle Turn 180 Right
Turn_Turn__Turn_180_R
Idle Turn 90 Left
Turn_Turn__Turn_90_L
Idle Turn 90 Right
Turn_Turn__Turn_90_R
Turn 180 Left
Turn_Turn_Combat__Turn_Combat_180_L
Turn 180 Right
Turn_Turn_Combat__Turn_Combat_180_R
Turn 90 Left
Turn_Turn_Combat__Turn_Combat_90_L
Turn 90 Right
Turn_Turn_Combat__Turn_Combat_90_R
Crouch Animations
Enter
Idle_Idle__Idle_to_Idle_Crouch
Crouch Locomotion
Run
—
Run Fast
—
Run Fast Start
—
Run Fast Stop
—
Run Start
—
Run Stop
—
Walk
Bwd
Walk_Walk_Crouch__Walk_Crouch_Loop_B_180
Bwd Left
Walk_Walk_Crouch__Walk_Crouch_Loop_B_L_45
Bwd Right
Walk_Walk_Crouch__Walk_Crouch_Loop_B_R_45
Fwd
Walk_Walk_Crouch__Walk_Crouch_Loop_F_0
Fwd Left
Walk_Walk_Crouch__Walk_Crouch_Loop_F_L_45
Fwd Right
Walk_Walk_Crouch__Walk_Crouch_Loop_F_R_45
Idle
Idle_Idle_Crouch__Idle_Crouch
Left
Walk_Walk_Crouch__Walk_Crouch_Loop_F_L_90
Right
Walk_Walk_Crouch__Walk_Crouch_Loop_F_R_90
Walk Start
Bwd
Walk_Walk_Crouch__Walk_Crouch_Start_B_180
Bwd Left
Walk_Walk_Crouch__Walk_Crouch_Start_B_L_45
Bwd Right
Walk_Walk_Crouch__Walk_Crouch_Start_B_R_45
Fwd
Walk_Walk_Crouch__Walk_Crouch_Start_F_0
Fwd Left
Walk_Walk_Crouch__Walk_Crouch_Start_F_L_45
Fwd Right
Walk_Walk_Crouch__Walk_Crouch_Start_F_R_45
Left
Walk_Walk_Crouch__Walk_Crouch_Start_F_L_90
Right
Walk_Walk_Crouch__Walk_Crouch_Start_F_R_90
Walk Stop
Bwd
Walk_Walk_Crouch__Walk_Crouch_Stop_B_180
Bwd Left
Walk_Walk_Crouch__Walk_Crouch_Stop_B_L_45
Bwd Right
Walk_Walk_Crouch__Walk_Crouch_Stop_B_R_45
Fwd
Walk_Walk_Crouch__Walk_Crouch_Stop_F_0
Fwd Left
Walk_Walk_Crouch__Walk_Crouch_Stop_F_L_45
Fwd Right
Walk_Walk_Crouch__Walk_Crouch_Stop_F_R_45
Left
Walk_Walk_Crouch__Walk_Crouch_Stop_F_L_90
Right
Walk_Walk_Crouch__Walk_Crouch_Stop_F_R_90
Crouch Turns
Turn 180 Left
Turn_Turn_Crouch__Turn_Crouch_180_L
Turn 180 Right
Turn_Turn_Crouch__Turn_Crouch_180_R
Turn 90 Left
Turn_Turn_Crouch__Turn_Crouch_90_L
Turn 90 Right
Turn_Turn_Crouch__Turn_Crouch_90_R
Dash
Distance
5.5
Duration Ms
600
Enabled
—
I Frame End Ms
300
I Frame Start Ms
0
Stamina Cost
700
Defense
Can Guard
no
Can Parry
no
Guard Speed Multiplier
—
Guard Type
—
Description
A single dagger and a free hand. Seven quick cuts that flow into one another, a sidestep where a shield would be, and an arcane wave paid for in Precision.
Dodge
Distance
4
Duration Ms
500
Enabled
—
I Frame End Ms
360
I Frame Start Ms
0
Stamina Cost
700
Dodge Animations
Back
Dodge_Dodge_Combat__Dodge_Combat_B_180
Back Left
Dodge_Dodge_Combat__Dodge_Combat_B_L_45
Back Right
Dodge_Dodge_Combat__Dodge_Combat_B_R_45
Forward
Dodge_Dodge_Combat__Dodge_Combat_F_0
Forward Left
Dodge_Dodge_Combat__Dodge_Combat_F_L_45
Forward Right
Dodge_Dodge_Combat__Dodge_Combat_F_R_45
Left
Dodge_Dodge_Combat__Dodge_Combat_L_90
Right
Dodge_Dodge_Combat__Dodge_Combat_R_90
Dodge To Run Animations
Back
Dodge_Dodge_Combat_to_Run__Dodge_Combat_to_Run_B_180
Back Left
Dodge_Dodge_Combat_to_Run__Dodge_Combat_to_Run_B_L_45
Back Right
Dodge_Dodge_Combat_to_Run__Dodge_Combat_to_Run_B_R_45
Forward
Dodge_Dodge_Combat_to_Run__Dodge_Combat_to_Run_F_0
Forward Left
Dodge_Dodge_Combat_to_Run__Dodge_Combat_to_Run_F_L_45
Forward Right
Dodge_Dodge_Combat_to_Run__Dodge_Combat_to_Run_F_R_45
Left
Dodge_Dodge_Combat_to_Run__Dodge_Combat_to_Run_L_90
Right
Dodge_Dodge_Combat_to_Run__Dodge_Combat_to_Run_R_90
Equipment
Main Hand
Animation Source
—
Required
yes
Type
—
Weapon Class
dagger
Off Hand
Animation Source
—
Required
no
Type
—
Weapon Class
—
Face Crosshair On Attack
no
Guard Raise Speed
—
Hit Reactions
Air Back
Hit_Hit_Combat_Air__Hit_Combat_Air_B
Air Front
Hit_Hit_Combat_Air__Hit_Combat_Air_F
Air Large End
Hit_Hit_Combat_Air_Large_To_Floor__Hit_Combat_Air_Large_To_Floor_End
Air Large Loop
Hit_Hit_Combat_Air_Large_To_Floor__Hit_Combat_Air_Large_To_Floor_Loop
Air Large Start
Hit_Hit_Combat_Air_Large_To_Floor__Hit_Combat_Air_Large_To_Floor_Start
Air Left
Hit_Hit_Combat_Air__Hit_Combat_Air_L
Air Right
Hit_Hit_Combat_Air__Hit_Combat_Air_R
Back
Hit_Hit_Combat__Hit_Combat_B
Death
Hit_Hit_Combat__Hit_Combat_Death
Front
Hit_Hit_Combat__Hit_Combat_F
Getup
Hit_Knock_Down_Combat__Knock_Down_Combat_End
Knockdown Death
Hit_Knock_Down_Combat__Knock_Down_Combat_Death_F
Knockdown Death Back
Hit_Knock_Down_Combat__Knock_Down_Combat_Death_B
Knockdown Death Front
Hit_Knock_Down_Combat__Knock_Down_Combat_Death_F
Knockdown Loop
Hit_Knock_Down_Combat__Knock_Down_Combat_Loop
Knockdown Start
Hit_Knock_Down_Combat__Knock_Down_Combat_Start
Large Back
Hit_Hit_Large_Combat__Hit_Combat_Large_B
Large Death
Hit_Hit_Large_Combat__Hit_Combat_Large_Death
Large Front
Hit_Hit_Large_Combat__Hit_Combat_Large_F
Large Left
Hit_Hit_Large_Combat__Hit_Combat_Large_L
Large Right
Hit_Hit_Large_Combat__Hit_Combat_Large_R
Left
Hit_Hit_Combat__Hit_Combat_L
Right
Hit_Hit_Combat__Hit_Combat_R
Rise
Hit_Get_Up__Get_Up_Combat_F
Rise Back
Hit_Get_Up__Get_Up_Combat_B
Rise Front
Hit_Get_Up__Get_Up_Combat_F
Hitstop Crawl
0.5
Id
Dagger
Idle Look
Offset Down Centre
Idle_Offset_Idle__Idle_Down_0
Offset Down Left
Idle_Offset_Idle__Idle_Down_L
Offset Down Right
Idle_Offset_Idle__Idle_Down_R
Offset Mid Centre
Idle_Offset_Idle__Idle_0
Offset Mid Left
Idle_Offset_Idle__Idle_L
Offset Mid Right
Idle_Offset_Idle__Idle_R
Offset Up Centre
Idle_Offset_Idle__Idle_Up_0
Offset Up Left
Idle_Offset_Idle__Idle_Up_L
Offset Up Right
Idle_Offset_Idle__Idle_Up_R
Idle Look Combat
Offset Down Centre
Idle_Offset_Idle_Combat__Idle_Combat_Down_0
Offset Down Left
Idle_Offset_Idle_Combat__Idle_Combat_Down_L
Offset Down Right
Idle_Offset_Idle_Combat__Idle_Combat_Down_R
Offset Mid Centre
Idle_Offset_Idle_Combat__Idle_Combat_0
Offset Mid Left
Idle_Offset_Idle_Combat__Idle_Combat_L
Offset Mid Right
Idle_Offset_Idle_Combat__Idle_Combat_R
Offset Up Centre
Idle_Offset_Idle_Combat__Idle_Combat_Up_0
Offset Up Left
Idle_Offset_Idle_Combat__Idle_Combat_Up_L
Offset Up Right
Idle_Offset_Idle_Combat__Idle_Combat_Up_R
Idle Look Crouch
Offset Down Centre
Idle_Offset_Idle_Crouch__Idle_Crouch_Down_0
Offset Down Left
Idle_Offset_Idle_Crouch__Idle_Crouch_Down_L
Offset Down Right
Idle_Offset_Idle_Crouch__Idle_Crouch_Down_R
Offset Mid Centre
Idle_Offset_Idle_Crouch__Idle_Crouch_0
Offset Mid Left
Idle_Offset_Idle_Crouch__Idle_Crouch_L
Offset Mid Right
Idle_Offset_Idle_Crouch__Idle_Crouch_R
Offset Up Centre
Idle_Offset_Idle_Crouch__Idle_Crouch_Up_0
Offset Up Left
Idle_Offset_Idle_Crouch__Idle_Crouch_Up_L
Offset Up Right
Idle_Offset_Idle_Crouch__Idle_Crouch_Up_R
Idle Transitions
From Combat
Idle_Idle_Combat__Idle_Combat_to_Idle
Run From Combat
Run_Run_Equip__Run_Combat_Equip_to_Run
Run To Combat
Run_Run_Equip__Run_Equip_to_Run_Combat
To Combat
Idle_Idle__Idle_to_Idle_Combat
Walk From Combat
Walk_Walk_Equip__Walk_Combat_Equip_to_Walk
Walk To Combat
Walk_Walk_Equip__Walk_Equip_to_Combat
Impact Trauma
0.1
Inherits From
—
Input
—
Jump Animations
Back
Jump_Jump_Combat__Jump_Combat_Start_B_180
Double Back
Jump_Double_Jump_Combat__Double_Jump_Combat_B_180
Double Forward
Jump_Double_Jump_Combat__Double_Jump_Combat_F_0
Double Left
Jump_Double_Jump_Combat__Double_Jump_Combat_L_90
Double Neutral
Jump_Double_Jump_Combat__Double_Jump_Combat_0
Double Right
Jump_Double_Jump_Combat__Double_Jump_Combat_R_90
End
Jump_Jump_Combat__Jump_Combat_End_0
Forward
Jump_Jump_Combat__Jump_Combat_Start_F_0
Left
Jump_Jump_Combat__Jump_Combat_Start_L_90
Loop
Jump_Jump_Combat__Jump_Combat_Loop_0
Right
Jump_Jump_Combat__Jump_Combat_Start_R_90
Start
Jump_Jump_Combat__Jump_Combat_Start_0
Loadout Locomotion
Run
Bwd
Run_Run__Run_Loop_B_180
Bwd Left
Run_Run__Run_Loop_B_L_45
Bwd Right
Run_Run__Run_Loop_B_R_45
Fwd
Run_Run__Run_Loop_F_0
Idle
Idle_Idle__Idle
Left
Run_Run__Run_Loop_F_L_90
Right
Run_Run__Run_Loop_F_R_90
Run Fast
Fwd
Run_Run__Run_Fast_Loop
Run Fast Start
Bwd Left
Run_Run__Run_Start_Fast_B_L
Bwd Right
Run_Run__Run_Start_Fast_B_R
Fwd
Run_Run__Run_Fast_Start
Left
Run_Run__Run_Start_Fast_L
Right
Run_Run__Run_Start_Fast_R
Run Fast Stop
Fwd
Run_Run__Run_Fast_Stop
Run Start
Bwd
Run_Run__Run_Start_B_180
Bwd Left
Run_Run__Run_Start_B_L_45
Bwd Right
Run_Run__Run_Start_B_R_45
Fwd
Run_Run__Run_Start_F_0
Fwd Left
Run_Run__Run_Start_F_L_45
Fwd Right
Run_Run__Run_Start_F_R_45
Left
Run_Run__Run_Start_F_L_90
Right
Run_Run__Run_Start_F_R_90
Run Stop
Bwd
Run_Run__Run_Stop_B_180
Bwd Left
Run_Run__Run_Stop_B_L_45
Bwd Right
Run_Run__Run_Stop_B_R_45
Fwd
Run_Run__Run_Stop_F_0
Fwd Left
Run_Run__Run_Stop_F_L_45
Fwd Right
Run_Run__Run_Stop_F_R_45
Left
Run_Run__Run_Stop_F_L_90
Right
Run_Run__Run_Stop_F_R_90
Walk
Bwd
Walk_Walk__Walk_Loop_B_180
Bwd Left
Walk_Walk__Walk_Loop_B_L_45
Bwd Right
Walk_Walk__Walk_Loop_B_R_45
Fwd
Walk_Walk__Walk_Loop_F_0
Fwd Left
Walk_Walk__Walk_Loop_F_L_45
Fwd Right
Walk_Walk__Walk_Loop_F_R_45
Idle
Idle_Idle__Idle
Left
Walk_Walk__Walk_Loop_F_L_90
Right
Walk_Walk__Walk_Loop_F_R_90
Walk Start
Bwd
Walk_Walk__Walk_Start_B_180
Bwd Left
Walk_Walk__Walk_Start_B_L_45
Bwd Right
Walk_Walk__Walk_Start_B_R_45
Fwd
Walk_Walk__Walk_Start_F_0
Fwd Left
Walk_Walk__Walk_Start_F_L_45
Fwd Right
Walk_Walk__Walk_Start_F_R_45
Left
Walk_Walk__Walk_Start_F_L_90
Right
Walk_Walk__Walk_Start_F_R_90
Walk Stop
Bwd
Walk_Walk__Walk_Stop_B_180
Bwd Left
Walk_Walk__Walk_Stop_B_L_45
Bwd Right
Walk_Walk__Walk_Stop_B_R_45
Fwd
Walk_Walk__Walk_Stop_F_0
Fwd Left
Walk_Walk__Walk_Stop_F_L_45
Fwd Right
Walk_Walk__Walk_Stop_F_R_45
Left
Walk_Walk__Walk_Stop_F_L_90
Right
Walk_Walk__Walk_Stop_F_R_90
Mechanics
—
Metadata
—
Moveset
Abilities
Basic
combat/abilities/melee/dagger/basic.yaml
Attack Pattern
sequential
Base Combo File
combat/combos/dagger_unarmed.combo.yaml
Chain Delay Ms
0
Name
Dagger
Requirements
—
Resource
Build
—
Decay Out Of Combat Per Sec
15
Held Passive
  1. Ability Filter
    none
    Amount
    0
    Condition
    —
    Damage Type
    —
    On Attacks
    —
    Pause Duration
    —
    Percent
    10
    Range
    —
    Stack Threshold
    —
    Tag
    —
    Threshold
    —
    Type
    crit_chance
  2. Ability Filter
    none
    Amount
    0
    Condition
    —
    Damage Type
    —
    On Attacks
    —
    Pause Duration
    —
    Percent
    25
    Range
    —
    Stack Threshold
    —
    Tag
    —
    Threshold
    —
    Type
    crit_multiplier
Max
100
Regen Per Sec
0
Type
precision
Rmb Behavior
none
Roll Animations
Back
Roll_Roll_Combat__Roll_Combat_B_180
Back Left
Roll_Roll_Combat__Roll_Combat_B_L_45
Back Right
Roll_Roll_Combat__Roll_Combat_B_R_45
Forward
Roll_Roll_Combat__Roll_Combat_F_0
Forward Left
Roll_Roll_Combat__Roll_Combat_F_L_45
Forward Right
Roll_Roll_Combat__Roll_Combat_F_R_45
Left
Roll_Roll_Combat__Roll_Combat_L_90
Right
Roll_Roll_Combat__Roll_Combat_R_90
Roll To Run Animations
Back
Roll_Roll_Combat_to_Run__Roll_Combat_to_Run_B_180
Back Left
Roll_Roll_Combat_to_Run__Roll_Combat_to_Run_B_L_45
Back Right
Roll_Roll_Combat_to_Run__Roll_Combat_to_Run_B_R_45
Forward
Roll_Roll_Combat_to_Run__Roll_Combat_to_Run_F_0
Forward Left
Roll_Roll_Combat_to_Run__Roll_Combat_to_Run_F_L_45
Forward Right
Roll_Roll_Combat_to_Run__Roll_Combat_to_Run_F_R_45
Left
Roll_Roll_Combat_to_Run__Roll_Combat_to_Run_L_90
Right
Roll_Roll_Combat_to_Run__Roll_Combat_to_Run_R_90
Schema
Loadout
Tags
melee, fast, slash, one_handed, evasion_focus
Theme
The Duelist's edge — speed, crits, and a little of something else
Version
1