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Melee

Close-range physical combat — swords, axes, maces, and more

Mastery reward · Melee Master's Regalia

Glowing warrior armor with dynamic weapon trail effects. Attacks leave visible slash trails in the air. The color of trails matches equipped weapon's tier. Armor override: visible only in non-combat areas (cities, safe zones). Mount override: visible anywhere.

Kind
Armor Override
Activation
Spell
Applies to
Armor, Cape, Mount

How to gain experience

1
ActivityWhat it is
Deal Melee DamageXP granted for damage dealt with melee weapons

Unlocks by level

23
LevelUnlockKindEffect
5Skill Tree Point 1Skill Point—
10Skill Tree Point 2Skill Point—
12Battle Hardened IPassive+5% melee damage
15Skill Tree Point 3Skill Point—
20Skill Tree Point 4Skill Point—
25Skill Tree Point 5Skill Point—
30Skill Tree Point 6Skill Point—
35Skill Tree Point 7Skill Point—
40Skill Tree Point 8Skill Point—
44Battle Hardened IIPassive+10% melee damage (total)
45Skill Tree Point 9Skill Point—
50Skill Tree Point 10Skill Point—
55Skill Tree Point 11Skill Point—
60Skill Tree Point 12Skill Point—
65Skill Tree Point 13Skill Point—
70Skill Tree Point 14Skill Point—
72Battle Hardened IIIPassive+15% melee damage (total)
75Skill Tree Point 15Skill Point—
80Skill Tree Point 16Skill Point—
85Skill Tree Point 17Skill Point—
90Skill Tree Point 18Skill Point—
95Skill Tree Point 19Skill Point—
100Skill Tree Point 20Skill Point—

Combat techniques

LevelTechniqueInputEffect
1Basic AttackLMBStandard attack with equipped weapon
12-Hit ComboLMB -> LMBChain two attacks together · Damage Bonus 5%
5Heavy AttackRMB (hold)Charged heavy strike. +35% more damage. · Charge Time Ms 400 · Damage Modifier 1.35 · Stamina Cost 1.5
103-Hit ComboLMB -> LMB -> LMBThree attack chain, third hit has bonus damage · Damage Bonus 10%
15Dodge AttackDodge -> LMBQuick strike out of a dodge. Bonus crit chance. · Crit Chance Bonus 15%
204-Hit Combo (Max)LMB -> LMB -> LMB -> LMBFull combo chain. Fourth hit is a finisher. · Damage Bonus 15% · Finisher true
25Running AttackSprint -> LMBMomentum strike. Distance traveled increases damage. · Damage Per Distance Unit 2%
30Jump AttackJump -> LMBAerial strike. Good for initiating. · Aoe Radius 2
35ThrustW + RMBForward thrust attack. Extended reach. · Range Bonus 1.5
40Retreat StrikeS + RMBAttack while stepping backward. Creates distance. · Backstep Distance 3
45Savage BlowLMB + RMB (simultaneous)Both mouse buttons together. High stamina, high damage. · Damage Modifier 1.5 · Stamina Cost 2.5
50SweepA/D + RMBSide step with sweeping attack. Hits multiple targets. · Aoe Angle 180
60Combo BreakerLMB -> LMB -> RMBBranch combo into heavy finisher mid-chain. · Damage Modifier 1.25
70Perfect TimingAny attack with precise timingAttacks with perfect timing deal 15% more damage. · Damage Bonus 15% · Window Ms 100
80Combo CancelDodge during comboCancel combo recovery with a dodge. Enables new chains.
90Weapon MasteryUnlock weapon-specific special moves. · Note Each weapon type has a unique mastery move

Equipment progression

LevelMaterialNotes
1CopperDagger 1, sword/mace 2, hatchet/warhammer 3, greatsword 4, scythe 5
5BronzeDagger 5, sword/mace 6, hatchet/warhammer 7, greatsword 8, scythe 9
10IronDagger 10, sword/mace 11, hatchet/warhammer 12, greatsword 13, scythe 14
20SteelDagger 20, sword/mace 21, hatchet/warhammer 22, greatsword 23, scythe 24
30CobaltDagger 30, sword/mace 31, hatchet/warhammer 32, greatsword 33, scythe 34
45AstraliteDagger 45, sword/mace 46, hatchet/warhammer 47, greatsword 48, scythe 49 (arcane)
45DraconicDagger 45, sword/mace 46, hatchet/warhammer 47, greatsword 48, scythe 49 (physical)
60AetheriumDagger 60, sword/mace 61, hatchet/warhammer 62, greatsword 63, scythe 64 (arcane)
60VoidstoneDagger 60, sword/mace 61, hatchet/warhammer 62, greatsword 63, scythe 64 (physical)

Passive tree

115 nodes
Points
1 point every 5 levels
Points at max level
20
Nodes
92
How the tree works

Three full trees, each with 30 nodes. Only 20 points available, creating meaningful build choices at every level.

Pre-gateway: Each tree has a free starting node + 3 branches (2×3 + 1×4 = 10 nodes). A player can fill all 3 branches of one tree for 10 points without committing to a gateway.

Gateways are optional but powerful. Taking one locks out the other two. Post-gateway content is stronger per-point but requires the gateway investment.

Players who skip gateways can spread 20 points across pre-gateway branches of all 3 trees (30 pre-gateway nodes available, 20 points), gaining broad flexibility at the cost of depth.

Players who take a gateway spend 1 point + ~9-10 pre-gateway + ~8-10 post-gateway to specialize deeply.

Gateways

Gateway nodes are build-defining commitments with significant trade-offs. They sit after the pre-gateway section (10 nodes) and connect to the starting node. Taking a Gateway locks out the other Gateways.

Pre-gateway content is accessible without any commitment. A player can spend all 20 points pre-gateway without ever taking a gateway. Gateways and post-gateway nodes are stronger per-point given the tradeoff.

Similar to PoE Keystones — powerful but restrictive.

Brutality

Raw physical damage — hit harder, bleed deeper, finish wounded targets

Brutality is for players who want pure physical destruction. No magic, no tricks — just overwhelming force and blood. Gateway locks out magic damage for maximum physical impact and exclusive access to enhanced Bleed effects.

Starting node
Warrior's Training Rootfree
+2% increased physical damage
Branch A
Brutal Force I Minor
+3% increased physical damage
Inner Strength Minor
+2% increased physical damage
Brutal Force II Minor
+3% increased physical damage
Crushing Blows Minor Keystone
+5% increased physical damage. +2 flat physical attack.
Branch B
Bloodletter I Minor
+8% bleed chance on hit
Sharpened Edge Minor
+5% increased bleed damage
Requires Bloodletter I
Bloodletter II Minor
+10% increased bleed damage
Requires Bloodletter I
Deep Wounds Minor Keystone
+8% bleed chance. +10% increased bleed damage.
Branch C
Heavy Handed I Minor
+5% increased stagger damage
Staggering Blow Minor
+3% increased stagger damage
Heavy Handed II Minor
+5% increased stagger damage
Concussive Force Minor
Your ailments last 10% longer
Bone Breaker Minor Keystone
+8% increased stagger damage. Staggered targets lose 3 armor for 4s.
Gateway
Primal Fury Gateway
+3% more physical damage. +3% armor penetration. Cannot deal magic damage (the magic portion of any hit is lost). +25% more Bleed damage.
Beyond the gateway · I
Savage Strikes I Minor
+4% increased physical damage
Requires Primal Fury
Savage Strikes II Minor
+4% increased physical damage
Close Quarters Minor
+3% increased damage to targets within 5m
Broad Power Minor
+2 flat physical attack. +2% increased physical damage.
Ruthless Might Notable
+3% physical damage. +2% armor penetration.
Requires Broad Power
Pulverize Notable
+3% increased physical damage. +2 flat physical attack.
Overwhelming Force Keystone
+3% more physical damage. Targets hit have -3 armor for 4s.
Requires Pulverize
Beyond the gateway · II
Finishing Blow I Minor
+4% increased damage to targets below 50% HP
Requires Primal Fury
Finishing Blow II Minor
+4% increased damage to targets below 50% HP
Killing Momentum Minor
Kills restore 8 stamina
Scent of Blood Minor
+3% increased damage to targets below 60% HP
Bloodlust Notable
+5% increased damage for 4s after a kill.
Executioner Notable
+6% increased damage to targets below 25% HP
Culling Strike Keystone
+12% more damage to targets below 25% HP.
Requires Executioner
Beyond the gateway · III
Serrated Edge I Minor
+15% increased bleed damage
Requires Primal Fury
Serrated Edge II Minor
+15% increased bleed damage
Enduring Bleeds Minor
Bleed duration +2s
Hemorrhage Minor
+10% bleed chance
Persistent Bleeding Minor
+5% bleed chance
Requires Hemorrhage
Crimson Tide Notable
+10% bleed damage. +5% bleed chance.
Butcher Notable
Bleeds can stack up to 3 times on a single target
Sanguine Fury Keystone
+100% more bleed damage. Bleed ticks can critically strike.
Requires Butcher

Finesse

Speed, crits, dual wielding — precision IS your power

Finesse rewards precise, sustained engagement and critical strikes. Dual wielding, positioning bonuses, and combo mastery. Gateway grants crit mastery but locks out two-handed weapons.

Starting node
Duelist's Training Rootfree
+10% increased crit chance
Branch A
Keen Strikes I Minor
+10% increased crit chance
Precision Minor
+10% increased crit multiplier
Keen Strikes II Minor
+20% increased crit multiplier
Surgical Precision Minor Keystone
+10% increased crit chance. +20% increased crit multiplier.
Branch B
Fleet Foot I Minor
+3% movement speed in combat
Nimble Strikes Minor
+2% longer dodge i-frames
Requires Fleet Foot I
Quick Hands Minor
+3% longer dodge i-frames
Requires Fleet Foot I
Blade Dancer Minor Keystone
+3% longer dodge i-frames. Dodges cost 4% less stamina.
Requires Quick Hands
Branch C
Evasive I Minor
+4% increased damage for 2s after dodging
Reactive Momentum Minor
+3% increased damage after dodge
Requires Evasive I
Evasive II Minor
+4% increased damage for 2s after dodging
Requires Evasive I
Quick Recovery Minor
Dodge stamina cost -10%
Requires Evasive II
Slippery Minor Keystone
Dodge i-frames extended 30ms. +5% increased damage for 2s after dodging.
Gateway
Way of the Blade Gateway
+25% increased crit chance. +15% more crit damage. Unlocks dual wielding (sword + sword, dagger + dagger). Cannot use two-handed weapons.
Beyond the gateway · I
Twin Strikes I Minor
+4% increased damage while dual wielding
Twin Strikes II Minor
+4% increased damage while dual wielding
Off-hand Mastery Minor
Off-hand damage penalty reduced by 15%
Rapid Strikes Minor
+20% increased crit chance while dual wielding
Razor's Edge Notable
+15% crit chance. Critical strikes restore 3 stamina.
Requires Rapid Strikes
Flurry Notable
+15% increased damage and +15% increased crit chance while dual wielding.
Whirlwind of Steel Keystone
+6% more damage while dual wielding.
Requires Flurry
Beyond the gateway · II
Combo Flow I Minor
Combo finishers deal +4% increased damage
Combo Flow II Minor
Abilities during active combo deal +3% increased damage
Requires Combo Flow I
Chain Extension Minor
+5% attack speed
Requires Combo Flow II
Efficient Combos Minor
Combo finishers cost 5 less stamina
Fluid Motion Notable
+3% damage on kill. Dodges cost 4% less stamina.
Combo Payoff Notable
Completing a full combo: +5% increased damage for 3s
Requires Combo Flow II
Perfect Chains Keystone
+3% more combo finisher damage. Full combo completion restores 8 stamina.
Requires Combo Payoff
Beyond the gateway · III
Exploit Opening I Minor
+4% increased damage when attacking from behind
Exploit Opening II Minor
+4% increased damage when attacking from behind
Flanking Expert Minor
+15% increased crit chance when attacking from behind
Field Advantage Minor
+2% movement speed in combat
Shadow Dance Minor
+3% increased damage after dodge
Phantom Step Notable
+8% increased damage after dodge. Dodges cost 10% less stamina.
Requires Shadow Dance
Backstab Notable
+25% increased damage from behind. +15% crit chance from behind.
Death by a Thousand Cuts Keystone
Each consecutive hit on same target: +1% more damage. Stacks up to 10 times (+10%). Resets on miss.
Requires Backstab

Arcane Edge

Magic-infused melee, hybrid damage, rune synergy — every strike carries arcane power

Arcane Edge blends physical and magical damage through weapon runes. Converts physical damage to magic, amplifies rune effects. Gateway commits to hybrid damage but reduces pure physical output.

Starting node
Runic Training Rootfree
+3% increased magic damage from melee attacks
Branch A
Arcane Affinity I Minor
5% of physical damage is converted to magic damage
Mystic Touch Minor
+2% increased magic damage from melee
Arcane Affinity II Minor
Additional 5% physical to magic conversion (10% total)
Elemental Weapon Minor Keystone
+5% physical to magic conversion (15% total). +3% increased magic damage from melee.
Branch B
Rune Attunement I Minor
+8% increased rune ability damage
Rune Resonance Minor
+5% increased rune ability damage
Rune Attunement II Minor
+8% increased rune ability damage
Runeweaver Minor Keystone
+10% increased rune ability damage. +15% increased crit chance for rune abilities.
Branch C
Arcane Strike I Minor
+2 magic attack
Spark Minor
+1 magic attack
Arcane Strike II Minor
+2 magic attack
Conduit Minor
Melee attacks deal additional magic damage equal to 5% of weapon damage
Arcane Resonance Minor Keystone
Gain 5% of physical damage as extra magic damage. +5% magic penetration.
Requires Conduit
Gateway
Arcane Convergence Gateway
35% of physical damage is converted to magic damage (stacks with pre-gateway conversion for up to 50% total). -15% less physical damage (before conversion). +5% magic penetration.
Beyond the gateway · I
Arcane Force I Minor
+4% increased magic damage from melee attacks
Arcane Force II Minor
+4% increased magic damage from melee attacks
Arcane Penetration Minor
+3% magic penetration
Hybrid Power Minor
+2% increased physical damage. +2% increased magic damage from melee.
Arcane Infusion Notable
+4% magic damage from melee. +3% magic penetration.
Requires Hybrid Power
Spell Blade Notable
+3% increased magic damage from melee. Hits reduce target magic resistance by 2 for 4s.
Arcane Supremacy Keystone
+3% more magic damage from melee. Hits reduce target magic resistance by 3 for 4s.
Requires Spell Blade
Beyond the gateway · II
Rune Power I Minor
+10% increased weapon rune ability damage
Rune Power II Minor
+10% increased weapon rune ability damage
Requires Rune Power I
Rune Refresh Minor
Rune abilities cost 10% less stamina
Requires Rune Power II
Rune Efficiency Minor
Weapon rune abilities cost 10% less stamina
Requires Rune Refresh
Rune Cascade Notable
+15% increased rune ability damage. Rune abilities cost 5% less stamina.
Rune Surge Notable
Rune abilities cost 15% less stamina. +10% increased rune ability damage.
Requires Rune Power II
Grand Runemaster Keystone
+3% more rune ability damage. Rune abilities have a 15% chance to echo at 40% damage.
Requires Rune Surge
Beyond the gateway · III
Arcane Conditioning I Minor
+3% increased physical damage. +2% increased magic damage from melee.
Arcane Conditioning II Minor
+3% increased physical damage. +2% increased magic damage from melee.
Mana Siphon Minor
Magic damage from melee restores 2 stamina on hit
Balanced Power Minor
+3% increased physical damage
Requires Mana Siphon
Resonant Strikes Minor
+2% increased physical damage. +2% magic damage from melee.
Equilibrium Notable
+3% increased physical damage. +5% increased elemental damage.
Arcane Overcharge Notable
Converted damage is 10% more efficient (deals 110% instead of 100%). +3% increased magic damage from melee.
Unity of Steel and Spell Keystone
+3% more damage when an attack deals both physical and magic damage.

Capstone (shared)

Shared by all three paths — reached from any keystone.

Capstone
Honed Edge AutoAuto
Auto-unlocks when any keystone is allocated. +2% increased physical damage.
Martial Mastery Minor
+2% increased physical damage. Melee abilities cost 3% less stamina.
Requires Honed Edge
Warrior's Discipline Minor Capstone
+3% increased physical damage. Melee abilities cost 5% less stamina.
Apex Warrior Capstone
After killing an enemy, deal +8% more damage for 4s.

Everything that names this skill

437
Items · 431
Skills · 1
The Arena · 1
Full catalogue record18 fields · straight from the content catalogue
Category
combat
Combat Unlocks
Level 1
  1. Description
    Standard attack with equipped weapon
    Id
    basic_attack
    Input
    LMB
    Name
    Basic Attack
  2. Damage Bonus
    0.05
    Description
    Chain two attacks together
    Id
    basic_combo_2
    Input
    LMB -> LMB
    Name
    2-Hit Combo
Level 10
  1. Damage Bonus
    0.1
    Description
    Three attack chain, third hit has bonus damage
    Id
    basic_combo_3
    Input
    LMB -> LMB -> LMB
    Name
    3-Hit Combo
Level 15
  1. Crit Chance Bonus
    0.15
    Description
    Quick strike out of a dodge. Bonus crit chance.
    Id
    dodge_attack
    Input
    Dodge -> LMB
    Name
    Dodge Attack
Level 20
  1. Damage Bonus
    0.15
    Description
    Full combo chain. Fourth hit is a finisher.
    Finisher
    yes
    Id
    basic_combo_4
    Input
    LMB -> LMB -> LMB -> LMB
    Name
    4-Hit Combo (Max)
Level 25
  1. Damage Per Distance Unit
    0.02
    Description
    Momentum strike. Distance traveled increases damage.
    Id
    running_attack
    Input
    Sprint -> LMB
    Name
    Running Attack
Level 30
  1. Aoe Radius
    2
    Description
    Aerial strike. Good for initiating.
    Id
    jump_attack
    Input
    Jump -> LMB
    Name
    Jump Attack
Level 35
  1. Description
    Forward thrust attack. Extended reach.
    Id
    direction_attack_forward
    Input
    W + RMB
    Name
    Thrust
    Range Bonus
    1.5
Level 40
  1. Backstep Distance
    3
    Description
    Attack while stepping backward. Creates distance.
    Id
    direction_attack_back
    Input
    S + RMB
    Name
    Retreat Strike
Level 45
  1. Damage Modifier
    1.5
    Description
    Both mouse buttons together. High stamina, high damage.
    Id
    simultaneous_attack
    Input
    LMB + RMB (simultaneous)
    Name
    Savage Blow
    Stamina Cost
    2.5
Level 5
  1. Charge Time Ms
    400
    Damage Modifier
    1.35
    Description
    Charged heavy strike. +35% more damage.
    Id
    heavy_attack
    Input
    RMB (hold)
    Name
    Heavy Attack
    Stamina Cost
    1.5
Level 50
  1. Aoe Angle
    180
    Description
    Side step with sweeping attack. Hits multiple targets.
    Id
    direction_attack_sides
    Input
    A/D + RMB
    Name
    Sweep
Level 60
  1. Damage Modifier
    1.25
    Description
    Branch combo into heavy finisher mid-chain.
    Id
    combo_branch_heavy
    Input
    LMB -> LMB -> RMB
    Name
    Combo Breaker
Level 70
  1. Damage Bonus
    0.15
    Description
    Attacks with perfect timing deal 15% more damage.
    Id
    perfect_timing
    Input
    Any attack with precise timing
    Name
    Perfect Timing
    Window Ms
    100
Level 80
  1. Description
    Cancel combo recovery with a dodge. Enables new chains.
    Id
    combo_cancel
    Input
    Dodge during combo
    Name
    Combo Cancel
Level 90
  1. Description
    Unlock weapon-specific special moves.
    Id
    weapon_mastery
    Name
    Weapon Mastery
    Note
    Each weapon type has a unique mastery move
Description
Close-range physical combat — swords, axes, maces, and more
Equipment Progression
  1. Description
    Dagger 1, sword/mace 2, hatchet/warhammer 3, greatsword 4, scythe 5
    Level
    1
    Material
    copper
    Unlocks
    none
  2. Description
    Dagger 5, sword/mace 6, hatchet/warhammer 7, greatsword 8, scythe 9
    Level
    5
    Material
    bronze
    Unlocks
    none
  3. Description
    Dagger 10, sword/mace 11, hatchet/warhammer 12, greatsword 13, scythe 14
    Level
    10
    Material
    iron
    Unlocks
    none
  4. Description
    Dagger 20, sword/mace 21, hatchet/warhammer 22, greatsword 23, scythe 24
    Level
    20
    Material
    steel
    Unlocks
    none
  5. Description
    Dagger 30, sword/mace 31, hatchet/warhammer 32, greatsword 33, scythe 34
    Level
    30
    Material
    cobalt
    Unlocks
    none
  6. Description
    Dagger 45, sword/mace 46, hatchet/warhammer 47, greatsword 48, scythe 49 (arcane)
    Level
    45
    Material
    astralite
    Unlocks
    none
  7. Description
    Dagger 45, sword/mace 46, hatchet/warhammer 47, greatsword 48, scythe 49 (physical)
    Level
    45
    Material
    draconic
    Unlocks
    none
  8. Description
    Dagger 60, sword/mace 61, hatchet/warhammer 62, greatsword 63, scythe 64 (arcane)
    Level
    60
    Material
    aetherium
    Unlocks
    none
  9. Description
    Dagger 60, sword/mace 61, hatchet/warhammer 62, greatsword 63, scythe 64 (physical)
    Level
    60
    Material
    voidstone
    Unlocks
    none
Extends
_base_skill
Id
melee
Levels
Max
100
Start
1
Xp Curve
scaled_exponential
Xp To Max
25,000,000
Mastery Reward
Activation
spell
Applies To
armor, cape, mount
Description
Glowing warrior armor with dynamic weapon trail effects. Attacks leave visible slash trails in the air. The color of trails matches equipped weapon's tier. Armor override: visible only in non-combat areas (cities, safe zones). Mount override: visible anywhere.
Name
Melee Master's Regalia
Type
armor_override
Visibility
Armor
non_combat_areas_only
Cape
non_combat_areas_only
Mount
anywhere
Name
Melee
Resources
none
Scaling
—
Schema
MeleeSkill
Skill Tree
Design Philosophy
Three full trees, each with 30 nodes. Only 20 points available, creating meaningful build choices at every level. Pre-gateway: Each tree has a free starting node + 3 branches (2×3 + 1×4 = 10 nodes). A player can fill all 3 branches of one tree for 10 points without committing to a gateway. Gateways are optional but powerful. Taking one locks out the other two. Post-gateway content is stronger per-point but requires the gateway investment. Players who skip gateways can spread 20 points across pre-gateway branches of all 3 trees (30 pre-gateway nodes available, 20 points), gaining broad flexibility at the cost of depth. Players who take a gateway spend 1 point + ~9-10 pre-gateway + ~8-10 post-gateway to specialize deeply.
Gateway Design
Gateway nodes are build-defining commitments with significant trade-offs. They sit after the pre-gateway section (10 nodes) and connect to the starting node. Taking a Gateway locks out the other Gateways. Pre-gateway content is accessible without any commitment. A player can spend all 20 points pre-gateway without ever taking a gateway. Gateways and post-gateway nodes are stronger per-point given the tradeoff. Similar to PoE Keystones — powerful but restrictive.
Has Tree
yes
Points Per Levels
5
Total Nodes
92
Total Points At Max
20
Tree Id
melee_tree
Trees
  1. Color
    #C41E3A
    Description
    Brutality is for players who want pure physical destruction. No magic, no tricks — just overwhelming force and blood. Gateway locks out magic damage for maximum physical impact and exclusive access to enhanced Bleed effects.
    Id
    brutality
    Name
    Brutality
    Theme
    Raw physical damage — hit harder, bleed deeper, finish wounded targets
  2. Color
    #1E90FF
    Description
    Finesse rewards precise, sustained engagement and critical strikes. Dual wielding, positioning bonuses, and combo mastery. Gateway grants crit mastery but locks out two-handed weapons.
    Id
    finesse
    Name
    Finesse
    Theme
    Speed, crits, dual wielding — precision IS your power
  3. Color
    #9932CC
    Description
    Arcane Edge blends physical and magical damage through weapon runes. Converts physical damage to magic, amplifies rune effects. Gateway commits to hybrid damage but reduces pure physical output.
    Id
    arcane_edge
    Name
    Arcane Edge
    Theme
    Magic-infused melee, hybrid damage, rune synergy — every strike carries arcane power
Skill Tree Nodes
Arcane Edge
Branch A
  1. Description
    5% of physical damage is converted to magic damage
    Effects
    1. Type
      physical_to_magic_conversion
      Value
      5
    Id
    Arcane Affinity I
    Name
    Arcane Affinity I
    Requires
    Runic Training
    Type
    minor
  2. Description
    +2% increased magic damage from melee
    Effects
    1. Type
      increased_magic_damage_on_melee
      Value
      2
    Id
    Mystic Touch
    Name
    Mystic Touch
    Requires
    Arcane Affinity I
    Type
    minor
  3. Description
    Additional 5% physical to magic conversion (10% total)
    Effects
    1. Type
      physical_to_magic_conversion
      Value
      5
    Id
    Arcane Affinity II
    Name
    Arcane Affinity II
    Requires
    Arcane Affinity I
    Type
    minor
  4. Description
    +5% physical to magic conversion (15% total). +3% increased magic damage from melee.
    Effects
    1. Type
      physical_to_magic_conversion
      Value
      5
    2. Type
      increased_magic_damage_on_melee
      Value
      3
    Id
    Elemental Weapon
    Name
    Elemental Weapon
    Requires
    Arcane Affinity II
    Type
    minor_keystone
Branch B
  1. Description
    +8% increased rune ability damage
    Effects
    1. Type
      increased_rune_ability_damage
      Value
      8
    Id
    Rune Attunement I
    Name
    Rune Attunement I
    Requires
    Runic Training
    Type
    minor
  2. Description
    +5% increased rune ability damage
    Effects
    1. Type
      increased_rune_ability_damage
      Value
      5
    Id
    Rune Resonance
    Name
    Rune Resonance
    Requires
    Rune Attunement I
    Type
    minor
  3. Description
    +8% increased rune ability damage
    Effects
    1. Type
      increased_rune_ability_damage
      Value
      8
    Id
    Rune Attunement II
    Name
    Rune Attunement II
    Requires
    Rune Attunement I
    Type
    minor
  4. Description
    +10% increased rune ability damage. +15% increased crit chance for rune abilities.
    Effects
    1. Type
      increased_rune_ability_damage
      Value
      10
    2. Type
      increased_rune_ability_crit_chance
      Value
      15
    Id
    Runeweaver
    Name
    Runeweaver
    Requires
    Rune Attunement II
    Type
    minor_keystone
Branch C
  1. Description
    +2 magic attack
    Effects
    1. Type
      flat_magic_damage
      Value
      2
    Id
    Arcane Strike I
    Name
    Arcane Strike I
    Requires
    Runic Training
    Type
    minor
  2. Description
    +1 magic attack
    Effects
    1. Type
      flat_magic_damage
      Value
      1
    Id
    Spark
    Name
    Spark
    Requires
    Arcane Strike I
    Type
    minor
  3. Description
    +2 magic attack
    Effects
    1. Type
      flat_magic_damage
      Value
      2
    Id
    Arcane Strike II
    Name
    Arcane Strike II
    Requires
    Arcane Strike I
    Type
    minor
  4. Description
    Melee attacks deal additional magic damage equal to 5% of weapon damage
    Effects
    1. Type
      gain_physical_as_magic
      Value
      5
    Id
    Conduit
    Name
    Conduit
    Requires
    Arcane Strike II
    Type
    minor
  5. Description
    Gain 5% of physical damage as extra magic damage. +5% magic penetration.
    Effects
    1. Type
      gain_physical_as_magic
      Value
      5
    2. Type
      pen_magic
      Value
      5
    Id
    Arcane Resonance
    Name
    Arcane Resonance
    Requires
    Conduit
    Type
    minor_keystone
Gateway
Description
35% of physical damage is converted to magic damage (stacks with pre-gateway conversion for up to 50% total). -15% less physical damage (before conversion). +5% magic penetration.
Effects
  1. Type
    physical_to_magic_conversion
    Value
    35
  2. Type
    less_physical_damage
    Value
    15
  3. Type
    pen_magic
    Value
    5
Exclusive With
Primal Fury, Way of the Blade
Id
Arcane Convergence
Name
Arcane Convergence
Requires Any
Elemental Weapon, Runeweaver, Arcane Resonance
Type
gateway
Post 1
  1. Description
    +4% increased magic damage from melee attacks
    Effects
    1. Type
      increased_magic_damage_on_melee
      Value
      4
    Id
    Arcane Force I
    Name
    Arcane Force I
    Requires
    Arcane Convergence
    Type
    minor
  2. Description
    +4% increased magic damage from melee attacks
    Effects
    1. Type
      increased_magic_damage_on_melee
      Value
      4
    Id
    Arcane Force II
    Name
    Arcane Force II
    Requires
    Arcane Force I
    Type
    minor
  3. Description
    +3% magic penetration
    Effects
    1. Type
      pen_magic
      Value
      3
    Id
    Arcane Penetration
    Name
    Arcane Penetration
    Requires
    Arcane Force I
    Type
    minor
  4. Description
    +2% increased physical damage. +2% increased magic damage from melee.
    Effects
    1. Type
      increased_physical_damage
      Value
      2
    2. Type
      increased_magic_damage_on_melee
      Value
      2
    Id
    Hybrid Power
    Name
    Hybrid Power
    Requires
    Arcane Penetration
    Type
    minor
  5. Description
    +4% magic damage from melee. +3% magic penetration.
    Effects
    1. Type
      increased_magic_damage_on_melee
      Value
      4
    2. Type
      pen_magic
      Value
      3
    Id
    Arcane Infusion
    Name
    Arcane Infusion
    Requires
    Hybrid Power
    Type
    notable
  6. Description
    +3% increased magic damage from melee. Hits reduce target magic resistance by 2 for 4s.
    Effects
    1. Type
      increased_magic_damage_on_melee
      Value
      3
    2. Duration
      4
      Type
      pen_magic
      Value
      2
    Id
    Spell Blade
    Name
    Spell Blade
    Requires
    Arcane Force II
    Type
    notable
  7. Description
    +3% more magic damage from melee. Hits reduce target magic resistance by 3 for 4s.
    Effects
    1. Type
      more_magic_damage_on_melee
      Value
      3
    2. Duration
      4
      Type
      pen_magic
      Value
      3
    Id
    Arcane Supremacy
    Name
    Arcane Supremacy
    Requires
    Spell Blade
    Type
    keystone
Post 2
  1. Description
    +10% increased weapon rune ability damage
    Effects
    1. Type
      increased_rune_ability_damage
      Value
      10
    Id
    Rune Power I
    Name
    Rune Power I
    Requires
    Arcane Convergence
    Type
    minor
  2. Description
    +10% increased weapon rune ability damage
    Effects
    1. Type
      increased_rune_ability_damage
      Value
      10
    Id
    Rune Power II
    Name
    Rune Power II
    Requires
    Rune Power I
    Type
    minor
  3. Description
    Rune abilities cost 10% less stamina
    Effects
    1. Type
      increased_rune_stamina_efficiency
      Value
      10
    Id
    Rune Refresh
    Name
    Rune Refresh
    Requires
    Rune Power II
    Type
    minor
  4. Description
    Weapon rune abilities cost 10% less stamina
    Effects
    1. Type
      increased_rune_stamina_efficiency
      Value
      10
    Id
    Rune Efficiency
    Name
    Rune Efficiency
    Requires
    Rune Refresh
    Type
    minor
  5. Description
    +15% increased rune ability damage. Rune abilities cost 5% less stamina.
    Effects
    1. Type
      increased_rune_ability_damage
      Value
      15
    2. Type
      increased_rune_stamina_efficiency
      Value
      5
    Id
    Rune Cascade
    Name
    Rune Cascade
    Requires
    Rune Efficiency
    Type
    notable
  6. Description
    Rune abilities cost 15% less stamina. +10% increased rune ability damage.
    Effects
    1. Type
      increased_rune_stamina_efficiency
      Value
      15
    2. Type
      increased_rune_ability_damage
      Value
      10
    Id
    Rune Surge
    Name
    Rune Surge
    Requires
    Rune Power II
    Type
    notable
  7. Description
    +3% more rune ability damage. Rune abilities have a 15% chance to echo at 40% damage.
    Effects
    1. Type
      more_rune_ability_damage
      Value
      3
    2. Type
      flat_rune_echo_chance
      Value
      15
    3. Type
      flat_rune_echo_percent
      Value
      40
    Id
    Grand Runemaster
    Name
    Grand Runemaster
    Requires
    Rune Surge
    Type
    keystone
Post 3
  1. Description
    +3% increased physical damage. +2% increased magic damage from melee.
    Effects
    1. Type
      increased_physical_damage
      Value
      3
    2. Type
      increased_magic_damage_on_melee
      Value
      2
    Id
    Arcane Conditioning I
    Name
    Arcane Conditioning I
    Requires
    Arcane Convergence
    Type
    minor
  2. Description
    +3% increased physical damage. +2% increased magic damage from melee.
    Effects
    1. Type
      increased_physical_damage
      Value
      3
    2. Type
      increased_magic_damage_on_melee
      Value
      2
    Id
    Arcane Conditioning II
    Name
    Arcane Conditioning II
    Requires
    Arcane Conditioning I
    Type
    minor
  3. Description
    Magic damage from melee restores 2 stamina on hit
    Effects
    1. Type
      flat_stamina_on_magic_hit
      Value
      2
    Id
    Mana Siphon
    Name
    Mana Siphon
    Requires
    Arcane Conditioning II
    Type
    minor
  4. Description
    +3% increased physical damage
    Effects
    1. Type
      increased_physical_damage
      Value
      3
    Id
    Balanced Power
    Name
    Balanced Power
    Requires
    Mana Siphon
    Type
    minor
  5. Description
    +2% increased physical damage. +2% magic damage from melee.
    Effects
    1. Type
      increased_physical_damage
      Value
      2
    2. Type
      increased_magic_damage_on_melee
      Value
      2
    Id
    Resonant Strikes
    Name
    Resonant Strikes
    Requires
    Balanced Power
    Type
    minor
  6. Description
    +3% increased physical damage. +5% increased elemental damage.
    Effects
    1. Type
      increased_physical_damage
      Value
      3
    2. Type
      increased_elemental_damage
      Value
      5
    Id
    Equilibrium
    Name
    Equilibrium
    Requires
    Resonant Strikes
    Type
    notable
  7. Description
    Converted damage is 10% more efficient (deals 110% instead of 100%). +3% increased magic damage from melee.
    Effects
    1. Type
      increased_elemental_damage
      Value
      10
    2. Type
      increased_magic_damage_on_melee
      Value
      3
    Id
    Arcane Overcharge
    Name
    Arcane Overcharge
    Requires
    Arcane Conditioning II
    Type
    notable
  8. Description
    +3% more damage when an attack deals both physical and magic damage.
    Effects
    1. Condition
      hit_deals_both_types
      Type
      more_physical_damage
      Value
      3
    Id
    Unity of Steel and Spell
    Name
    Unity of Steel and Spell
    Requires
    Arcane Overcharge
    Type
    keystone
Starting Node
Cost
0
Description
+3% increased magic damage from melee attacks
Effects
  1. Type
    increased_magic_damage_on_melee
    Value
    3
Id
Runic Training
Name
Runic Training
Type
root
Brutality
Branch A
  1. Description
    +3% increased physical damage
    Effects
    1. Type
      increased_physical_damage
      Value
      3
    Id
    Brutal Force I
    Name
    Brutal Force I
    Requires
    Warrior's Training
    Type
    minor
  2. Description
    +2% increased physical damage
    Effects
    1. Type
      increased_physical_damage
      Value
      2
    Id
    Inner Strength
    Name
    Inner Strength
    Requires
    Brutal Force I
    Type
    minor
  3. Description
    +3% increased physical damage
    Effects
    1. Type
      increased_physical_damage
      Value
      3
    Id
    Brutal Force II
    Name
    Brutal Force II
    Requires
    Brutal Force I
    Type
    minor
  4. Description
    +5% increased physical damage. +2 flat physical attack.
    Effects
    1. Type
      increased_physical_damage
      Value
      5
    2. Type
      flat_physical_damage
      Value
      2
    Id
    Crushing Blows
    Name
    Crushing Blows
    Requires
    Brutal Force II
    Type
    minor_keystone
Branch B
  1. Description
    +8% bleed chance on hit
    Effects
    1. Type
      flat_bleed_chance
      Value
      8
    Id
    Bloodletter I
    Name
    Bloodletter I
    Requires
    Warrior's Training
    Type
    minor
  2. Description
    +5% increased bleed damage
    Effects
    1. Type
      increased_bleed_damage
      Value
      5
    Id
    Sharpened Edge
    Name
    Sharpened Edge
    Requires
    Bloodletter I
    Type
    minor
  3. Description
    +10% increased bleed damage
    Effects
    1. Type
      increased_bleed_damage
      Value
      10
    Id
    Bloodletter II
    Name
    Bloodletter II
    Requires
    Bloodletter I
    Type
    minor
  4. Description
    +8% bleed chance. +10% increased bleed damage.
    Effects
    1. Type
      flat_bleed_chance
      Value
      8
    2. Type
      increased_bleed_damage
      Value
      10
    Id
    Deep Wounds
    Name
    Deep Wounds
    Requires
    Bloodletter II
    Type
    minor_keystone
Branch C
  1. Description
    +5% increased stagger damage
    Effects
    1. Type
      increased_poise_damage
      Value
      5
    Id
    Heavy Handed I
    Name
    Heavy Handed I
    Requires
    Warrior's Training
    Type
    minor
  2. Description
    +3% increased stagger damage
    Effects
    1. Type
      increased_poise_damage
      Value
      3
    Id
    Staggering Blow
    Name
    Staggering Blow
    Requires
    Heavy Handed I
    Type
    minor
  3. Description
    +5% increased stagger damage
    Effects
    1. Type
      increased_poise_damage
      Value
      5
    Id
    Heavy Handed II
    Name
    Heavy Handed II
    Requires
    Heavy Handed I
    Type
    minor
  4. Description
    Your ailments last 10% longer
    Effects
    1. Type
      increased_ailment_duration
      Value
      10
    Id
    Concussive Force
    Name
    Concussive Force
    Requires
    Heavy Handed II
    Type
    minor
  5. Description
    +8% increased stagger damage. Staggered targets lose 3 armor for 4s.
    Effects
    1. Type
      increased_poise_damage
      Value
      8
    2. Duration
      4
      Type
      pen_physical
      Value
      3
    Id
    Bone Breaker
    Name
    Bone Breaker
    Requires
    Concussive Force
    Type
    minor_keystone
Gateway
Description
+3% more physical damage. +3% armor penetration. Cannot deal magic damage (the magic portion of any hit is lost). +25% more Bleed damage.
Effects
  1. Type
    more_physical_damage
    Value
    3
  2. Type
    pen_physical
    Value
    3
  3. Type
    disable_magic_damage
    Value
    yes
  4. Type
    more_bleed_damage
    Value
    25
Exclusive With
Way of the Blade, Arcane Convergence
Id
Primal Fury
Name
Primal Fury
Requires Any
Crushing Blows, Deep Wounds, Bone Breaker
Type
gateway
Post 1
  1. Description
    +4% increased physical damage
    Effects
    1. Type
      increased_physical_damage
      Value
      4
    Id
    Savage Strikes I
    Name
    Savage Strikes I
    Requires
    Primal Fury
    Type
    minor
  2. Description
    +4% increased physical damage
    Effects
    1. Type
      increased_physical_damage
      Value
      4
    Id
    Savage Strikes II
    Name
    Savage Strikes II
    Requires
    Savage Strikes I
    Type
    minor
  3. Description
    +3% increased damage to targets within 5m
    Effects
    1. Condition
      within_distance
      Distance
      5
      Type
      increased_physical_damage
      Value
      3
    Id
    Close Quarters
    Name
    Close Quarters
    Requires
    Savage Strikes I
    Type
    minor
  4. Description
    +2 flat physical attack. +2% increased physical damage.
    Effects
    1. Type
      flat_physical_damage
      Value
      2
    2. Type
      increased_physical_damage
      Value
      2
    Id
    Broad Power
    Name
    Broad Power
    Requires
    Close Quarters
    Type
    minor
  5. Description
    +3% physical damage. +2% armor penetration.
    Effects
    1. Type
      increased_physical_damage
      Value
      3
    2. Type
      pen_physical
      Value
      2
    Id
    Ruthless Might
    Name
    Ruthless Might
    Requires
    Broad Power
    Type
    notable
  6. Description
    +3% increased physical damage. +2 flat physical attack.
    Effects
    1. Type
      increased_physical_damage
      Value
      3
    2. Type
      flat_physical_damage
      Value
      2
    Id
    Pulverize
    Name
    Pulverize
    Requires
    Savage Strikes II
    Type
    notable
  7. Description
    +3% more physical damage. Targets hit have -3 armor for 4s.
    Effects
    1. Type
      more_physical_damage
      Value
      3
    2. Duration
      4
      Type
      pen_physical
      Value
      3
    Id
    Overwhelming Force
    Name
    Overwhelming Force
    Requires
    Pulverize
    Type
    keystone
Post 2
  1. Description
    +4% increased damage to targets below 50% HP
    Effects
    1. Condition
      vs_low_hp
      Threshold
      50
      Type
      increased_physical_damage
      Value
      4
    Id
    Finishing Blow I
    Name
    Finishing Blow I
    Requires
    Primal Fury
    Type
    minor
  2. Description
    +4% increased damage to targets below 50% HP
    Effects
    1. Condition
      vs_low_hp
      Threshold
      50
      Type
      increased_physical_damage
      Value
      4
    Id
    Finishing Blow II
    Name
    Finishing Blow II
    Requires
    Finishing Blow I
    Type
    minor
  3. Description
    Kills restore 8 stamina
    Effects
    1. Type
      flat_stamina_on_kill
      Value
      8
    Id
    Killing Momentum
    Name
    Killing Momentum
    Requires
    Finishing Blow I
    Type
    minor
  4. Description
    +3% increased damage to targets below 60% HP
    Effects
    1. Condition
      vs_low_hp
      Threshold
      60
      Type
      increased_physical_damage
      Value
      3
    Id
    Scent of Blood
    Name
    Scent of Blood
    Requires
    Killing Momentum
    Type
    minor
  5. Description
    +5% increased damage for 4s after a kill.
    Effects
    1. Condition
      on_kill
      Duration
      4
      Type
      increased_physical_damage
      Value
      5
    Id
    Bloodlust
    Name
    Bloodlust
    Requires
    Scent of Blood
    Type
    notable
  6. Description
    +6% increased damage to targets below 25% HP
    Effects
    1. Condition
      vs_low_hp
      Threshold
      25
      Type
      increased_physical_damage
      Value
      6
    Id
    Executioner
    Name
    Executioner
    Requires
    Finishing Blow II
    Type
    notable
  7. Description
    +12% more damage to targets below 25% HP.
    Effects
    1. Condition
      vs_low_hp
      Threshold
      25
      Type
      more_physical_damage
      Value
      12
    Id
    Culling Strike
    Name
    Culling Strike
    Requires
    Executioner
    Type
    keystone
Post 3
  1. Description
    +15% increased bleed damage
    Effects
    1. Type
      increased_bleed_damage
      Value
      15
    Id
    Serrated Edge I
    Name
    Serrated Edge I
    Requires
    Primal Fury
    Type
    minor
  2. Description
    +15% increased bleed damage
    Effects
    1. Type
      increased_bleed_damage
      Value
      15
    Id
    Serrated Edge II
    Name
    Serrated Edge II
    Requires
    Serrated Edge I
    Type
    minor
  3. Description
    Bleed duration +2s
    Effects
    1. Type
      increased_bleed_duration
      Value
      2
    Id
    Enduring Bleeds
    Name
    Enduring Bleeds
    Requires
    Serrated Edge I
    Type
    minor
  4. Description
    +10% bleed chance
    Effects
    1. Type
      flat_bleed_chance
      Value
      10
    Id
    Hemorrhage
    Name
    Hemorrhage
    Requires
    Enduring Bleeds
    Type
    minor
  5. Description
    +5% bleed chance
    Effects
    1. Type
      flat_bleed_chance
      Value
      5
    Id
    Persistent Bleeding
    Name
    Persistent Bleeding
    Requires
    Hemorrhage
    Type
    minor
  6. Description
    +10% bleed damage. +5% bleed chance.
    Effects
    1. Type
      increased_bleed_damage
      Value
      10
    2. Type
      flat_bleed_chance
      Value
      5
    Id
    Crimson Tide
    Name
    Crimson Tide
    Requires
    Persistent Bleeding
    Type
    notable
  7. Description
    Bleeds can stack up to 3 times on a single target
    Effects
    1. Type
      flat_bleed_max_stacks
      Value
      3
    Id
    Butcher
    Name
    Butcher
    Requires
    Serrated Edge II
    Type
    notable
  8. Description
    +100% more bleed damage. Bleed ticks can critically strike.
    Effects
    1. Type
      more_bleed_damage
      Value
      100
    2. Type
      enable_bleed_crit
      Value
      yes
    Id
    Sanguine Fury
    Name
    Sanguine Fury
    Requires
    Butcher
    Type
    keystone
Starting Node
Cost
0
Description
+2% increased physical damage
Effects
  1. Type
    increased_physical_damage
    Value
    2
Id
Warrior's Training
Name
Warrior's Training
Type
root
Capstone
  1. Auto Allocate
    yes
    Description
    Auto-unlocks when any keystone is allocated. +2% increased physical damage.
    Effects
    1. Type
      increased_physical_damage
      Value
      2
    Id
    Honed Edge
    Name
    Honed Edge
    Requires Any
    Overwhelming Force, Culling Strike, Sanguine Fury, Whirlwind of Steel, Perfect Chains, Death by a Thousand Cuts, Arcane Supremacy, Grand Runemaster, Unity of Steel and Spell
    Type
    auto
  2. Description
    +2% increased physical damage. Melee abilities cost 3% less stamina.
    Effects
    1. Type
      increased_physical_damage
      Value
      2
    2. Type
      increased_melee_stamina_efficiency
      Value
      3
    Id
    Martial Mastery
    Name
    Martial Mastery
    Requires
    Honed Edge
    Type
    minor
  3. Description
    +3% increased physical damage. Melee abilities cost 5% less stamina.
    Effects
    1. Type
      increased_physical_damage
      Value
      3
    2. Type
      increased_melee_stamina_efficiency
      Value
      5
    Id
    Warrior's Discipline
    Name
    Warrior's Discipline
    Requires
    Martial Mastery
    Type
    minor_capstone
  4. Description
    After killing an enemy, deal +8% more damage for 4s.
    Effects
    1. Condition
      on_kill
      Duration
      4
      Type
      more_physical_damage
      Value
      8
    Id
    Apex Warrior
    Name
    Apex Warrior
    Requires
    Warrior's Discipline
    Type
    capstone
Finesse
Branch A
  1. Description
    +10% increased crit chance
    Effects
    1. Type
      increased_crit_chance
      Value
      10
    Id
    Keen Strikes I
    Name
    Keen Strikes I
    Requires
    Duelist's Training
    Type
    minor
  2. Description
    +10% increased crit multiplier
    Effects
    1. Type
      increased_crit_multiplier
      Value
      10
    Id
    Precision
    Name
    Precision
    Requires
    Keen Strikes I
    Type
    minor
  3. Description
    +20% increased crit multiplier
    Effects
    1. Type
      increased_crit_multiplier
      Value
      20
    Id
    Keen Strikes II
    Name
    Keen Strikes II
    Requires
    Keen Strikes I
    Type
    minor
  4. Description
    +10% increased crit chance. +20% increased crit multiplier.
    Effects
    1. Type
      increased_crit_chance
      Value
      10
    2. Type
      increased_crit_multiplier
      Value
      20
    Id
    Surgical Precision
    Name
    Surgical Precision
    Requires
    Keen Strikes II
    Type
    minor_keystone
Branch B
  1. Description
    +3% movement speed in combat
    Effects
    1. Type
      increased_move_speed_in_combat
      Value
      3
    Id
    Fleet Foot I
    Name
    Fleet Foot I
    Requires
    Duelist's Training
    Type
    minor
  2. Description
    +2% longer dodge i-frames
    Effects
    1. Type
      increased_dodge_iframe_duration
      Value
      2
    Id
    Nimble Strikes
    Name
    Nimble Strikes
    Requires
    Fleet Foot I
    Type
    minor
  3. Description
    +3% longer dodge i-frames
    Effects
    1. Type
      increased_dodge_iframe_duration
      Value
      3
    Id
    Quick Hands
    Name
    Quick Hands
    Requires
    Fleet Foot I
    Type
    minor
  4. Description
    +3% longer dodge i-frames. Dodges cost 4% less stamina.
    Effects
    1. Type
      increased_dodge_iframe_duration
      Value
      3
    2. Type
      increased_dodge_stamina_efficiency
      Value
      4
    Id
    Blade Dancer
    Name
    Blade Dancer
    Requires
    Quick Hands
    Type
    minor_keystone
Branch C
  1. Description
    +4% increased damage for 2s after dodging
    Effects
    1. Condition
      after_dodge
      Duration
      2
      Type
      increased_physical_damage
      Value
      4
    Id
    Evasive I
    Name
    Evasive I
    Requires
    Duelist's Training
    Type
    minor
  2. Description
    +3% increased damage after dodge
    Effects
    1. Condition
      after_dodge
      Duration
      2
      Type
      increased_physical_damage
      Value
      3
    Id
    Reactive Momentum
    Name
    Reactive Momentum
    Requires
    Evasive I
    Type
    minor
  3. Description
    +4% increased damage for 2s after dodging
    Effects
    1. Condition
      after_dodge
      Duration
      2
      Type
      increased_physical_damage
      Value
      4
    Id
    Evasive II
    Name
    Evasive II
    Requires
    Evasive I
    Type
    minor
  4. Description
    Dodge stamina cost -10%
    Effects
    1. Type
      increased_dodge_stamina_efficiency
      Value
      10
    Id
    Quick Recovery
    Name
    Quick Recovery
    Requires
    Evasive II
    Type
    minor
  5. Description
    Dodge i-frames extended 30ms. +5% increased damage for 2s after dodging.
    Effects
    1. Type
      flat_dodge_iframe_ms
      Value
      30
    2. Condition
      after_dodge
      Duration
      2
      Type
      increased_physical_damage
      Value
      5
    Id
    Slippery
    Name
    Slippery
    Requires
    Quick Recovery
    Type
    minor_keystone
Gateway
Description
+25% increased crit chance. +15% more crit damage. Unlocks dual wielding (sword + sword, dagger + dagger). Cannot use two-handed weapons.
Effects
  1. Type
    increased_crit_chance
    Value
    25
  2. Type
    more_crit_multiplier
    Value
    15
  3. Type
    enable_dual_wield
    Value
    yes
  4. Type
    disable_two_handed
    Value
    yes
Exclusive With
Primal Fury, Arcane Convergence
Id
Way of the Blade
Name
Way of the Blade
Requires Any
Surgical Precision, Blade Dancer, Slippery
Type
gateway
Post 1
  1. Description
    +4% increased damage while dual wielding
    Effects
    1. Condition
      dual_wielding
      Type
      increased_physical_damage
      Value
      4
    Id
    Twin Strikes I
    Name
    Twin Strikes I
    Requires
    Way of the Blade
    Type
    minor
  2. Description
    +4% increased damage while dual wielding
    Effects
    1. Condition
      dual_wielding
      Type
      increased_physical_damage
      Value
      4
    Id
    Twin Strikes II
    Name
    Twin Strikes II
    Requires
    Twin Strikes I
    Type
    minor
  3. Description
    Off-hand damage penalty reduced by 15%
    Effects
    1. Type
      increased_off_hand_damage
      Value
      15
    Id
    Off-hand Mastery
    Name
    Off-hand Mastery
    Requires
    Twin Strikes I
    Type
    minor
  4. Description
    +20% increased crit chance while dual wielding
    Effects
    1. Condition
      dual_wielding
      Type
      increased_crit_chance
      Value
      20
    Id
    Rapid Strikes
    Name
    Rapid Strikes
    Requires
    Off-hand Mastery
    Type
    minor
  5. Description
    +15% crit chance. Critical strikes restore 3 stamina.
    Effects
    1. Type
      increased_crit_chance
      Value
      15
    2. Type
      flat_stamina_on_crit
      Value
      3
    Id
    Razor's Edge
    Name
    Razor's Edge
    Requires
    Rapid Strikes
    Type
    notable
  6. Description
    +15% increased damage and +15% increased crit chance while dual wielding.
    Effects
    1. Condition
      dual_wielding
      Type
      increased_physical_damage
      Value
      3
    2. Condition
      dual_wielding
      Type
      increased_crit_chance
      Value
      15
    Id
    Flurry
    Name
    Flurry
    Requires
    Twin Strikes II
    Type
    notable
  7. Description
    +6% more damage while dual wielding.
    Effects
    1. Condition
      dual_wielding
      Type
      more_physical_damage
      Value
      6
    Id
    Whirlwind of Steel
    Name
    Whirlwind of Steel
    Requires
    Flurry
    Type
    keystone
Post 2
  1. Description
    Combo finishers deal +4% increased damage
    Effects
    1. Type
      increased_finisher_damage
      Value
      4
    Id
    Combo Flow I
    Name
    Combo Flow I
    Requires
    Way of the Blade
    Type
    minor
  2. Description
    Abilities during active combo deal +3% increased damage
    Effects
    1. Condition
      during_combo
      Type
      increased_physical_damage
      Value
      3
    Id
    Combo Flow II
    Name
    Combo Flow II
    Requires
    Combo Flow I
    Type
    minor
  3. Description
    +5% attack speed
    Effects
    1. Type
      attack_speed
      Value
      5
    Id
    Chain Extension
    Name
    Chain Extension
    Requires
    Combo Flow II
    Type
    minor
  4. Description
    Combo finishers cost 5 less stamina
    Effects
    1. Type
      increased_finisher_stamina_efficiency
      Value
      5
    Id
    Efficient Combos
    Name
    Efficient Combos
    Requires
    Chain Extension
    Type
    minor
  5. Description
    +3% damage on kill. Dodges cost 4% less stamina.
    Effects
    1. Condition
      on_kill
      Type
      increased_physical_damage
      Value
      3
    2. Type
      increased_dodge_stamina_efficiency
      Value
      4
    Id
    Fluid Motion
    Name
    Fluid Motion
    Requires
    Efficient Combos
    Type
    notable
  6. Description
    Completing a full combo: +5% increased damage for 3s
    Effects
    1. Condition
      after_combo_completion
      Duration
      3
      Type
      increased_physical_damage
      Value
      5
    Id
    Combo Payoff
    Name
    Combo Payoff
    Requires
    Combo Flow II
    Type
    notable
  7. Description
    +3% more combo finisher damage. Full combo completion restores 8 stamina.
    Effects
    1. Type
      more_finisher_damage
      Value
      3
    2. Type
      flat_stamina_on_combo_completion
      Value
      8
    Id
    Perfect Chains
    Name
    Perfect Chains
    Requires
    Combo Payoff
    Type
    keystone
Post 3
  1. Description
    +4% increased damage when attacking from behind
    Effects
    1. Condition
      from_behind
      Type
      increased_physical_damage
      Value
      4
    Id
    Exploit Opening I
    Name
    Exploit Opening I
    Requires
    Way of the Blade
    Type
    minor
  2. Description
    +4% increased damage when attacking from behind
    Effects
    1. Condition
      from_behind
      Type
      increased_physical_damage
      Value
      4
    Id
    Exploit Opening II
    Name
    Exploit Opening II
    Requires
    Exploit Opening I
    Type
    minor
  3. Description
    +15% increased crit chance when attacking from behind
    Effects
    1. Condition
      from_behind
      Type
      increased_crit_chance
      Value
      15
    Id
    Flanking Expert
    Name
    Flanking Expert
    Requires
    Exploit Opening II
    Type
    minor
  4. Description
    +2% movement speed in combat
    Effects
    1. Type
      increased_move_speed_in_combat
      Value
      2
    Id
    Field Advantage
    Name
    Field Advantage
    Requires
    Flanking Expert
    Type
    minor
  5. Description
    +3% increased damage after dodge
    Effects
    1. Condition
      after_dodge
      Duration
      2
      Type
      increased_physical_damage
      Value
      3
    Id
    Shadow Dance
    Name
    Shadow Dance
    Requires
    Field Advantage
    Type
    minor
  6. Description
    +8% increased damage after dodge. Dodges cost 10% less stamina.
    Effects
    1. Condition
      after_dodge
      Duration
      2
      Type
      increased_physical_damage
      Value
      8
    2. Type
      increased_dodge_stamina_efficiency
      Value
      10
    Id
    Phantom Step
    Name
    Phantom Step
    Requires
    Shadow Dance
    Type
    notable
  7. Description
    +25% increased damage from behind. +15% crit chance from behind.
    Effects
    1. Condition
      from_behind
      Type
      increased_physical_damage
      Value
      5
    2. Condition
      from_behind
      Type
      increased_crit_chance
      Value
      15
    Id
    Backstab
    Name
    Backstab
    Requires
    Exploit Opening II
    Type
    notable
  8. Description
    Each consecutive hit on same target: +1% more damage. Stacks up to 10 times (+10%). Resets on miss.
    Effects
    1. Condition
      per_consecutive_hit
      Type
      more_physical_damage
      Value
      1
    2. Type
      flat_max_consecutive_stacks
      Value
      10
    Id
    Death by a Thousand Cuts
    Name
    Death by a Thousand Cuts
    Requires
    Backstab
    Type
    keystone
Starting Node
Cost
0
Description
+10% increased crit chance
Effects
  1. Type
    increased_crit_chance
    Value
    10
Id
Duelist's Training
Name
Duelist's Training
Type
root
Training Methods
none
Unlocks
  1. Description
    —
    Effects
    none
    Id
    skill_tree_point_1
    Level
    5
    Name
    Skill Tree Point 1
    Provided By
    —
    Unlock Type
    skill_point
  2. Description
    —
    Effects
    none
    Id
    skill_tree_point_2
    Level
    10
    Name
    Skill Tree Point 2
    Provided By
    —
    Unlock Type
    skill_point
  3. Description
    —
    Effects
    none
    Id
    skill_tree_point_3
    Level
    15
    Name
    Skill Tree Point 3
    Provided By
    —
    Unlock Type
    skill_point
  4. Description
    —
    Effects
    none
    Id
    skill_tree_point_4
    Level
    20
    Name
    Skill Tree Point 4
    Provided By
    —
    Unlock Type
    skill_point
  5. Description
    —
    Effects
    none
    Id
    skill_tree_point_5
    Level
    25
    Name
    Skill Tree Point 5
    Provided By
    —
    Unlock Type
    skill_point
  6. Description
    —
    Effects
    none
    Id
    skill_tree_point_6
    Level
    30
    Name
    Skill Tree Point 6
    Provided By
    —
    Unlock Type
    skill_point
  7. Description
    —
    Effects
    none
    Id
    skill_tree_point_7
    Level
    35
    Name
    Skill Tree Point 7
    Provided By
    —
    Unlock Type
    skill_point
  8. Description
    —
    Effects
    none
    Id
    skill_tree_point_8
    Level
    40
    Name
    Skill Tree Point 8
    Provided By
    —
    Unlock Type
    skill_point
  9. Description
    —
    Effects
    none
    Id
    skill_tree_point_9
    Level
    45
    Name
    Skill Tree Point 9
    Provided By
    —
    Unlock Type
    skill_point
  10. Description
    —
    Effects
    none
    Id
    skill_tree_point_10
    Level
    50
    Name
    Skill Tree Point 10
    Provided By
    —
    Unlock Type
    skill_point
  11. Description
    —
    Effects
    none
    Id
    skill_tree_point_11
    Level
    55
    Name
    Skill Tree Point 11
    Provided By
    —
    Unlock Type
    skill_point
  12. Description
    —
    Effects
    none
    Id
    skill_tree_point_12
    Level
    60
    Name
    Skill Tree Point 12
    Provided By
    —
    Unlock Type
    skill_point
  13. Description
    —
    Effects
    none
    Id
    skill_tree_point_13
    Level
    65
    Name
    Skill Tree Point 13
    Provided By
    —
    Unlock Type
    skill_point
  14. Description
    —
    Effects
    none
    Id
    skill_tree_point_14
    Level
    70
    Name
    Skill Tree Point 14
    Provided By
    —
    Unlock Type
    skill_point
  15. Description
    —
    Effects
    none
    Id
    skill_tree_point_15
    Level
    75
    Name
    Skill Tree Point 15
    Provided By
    —
    Unlock Type
    skill_point
  16. Description
    —
    Effects
    none
    Id
    skill_tree_point_16
    Level
    80
    Name
    Skill Tree Point 16
    Provided By
    —
    Unlock Type
    skill_point
  17. Description
    —
    Effects
    none
    Id
    skill_tree_point_17
    Level
    85
    Name
    Skill Tree Point 17
    Provided By
    —
    Unlock Type
    skill_point
  18. Description
    —
    Effects
    none
    Id
    skill_tree_point_18
    Level
    90
    Name
    Skill Tree Point 18
    Provided By
    —
    Unlock Type
    skill_point
  19. Description
    —
    Effects
    none
    Id
    skill_tree_point_19
    Level
    95
    Name
    Skill Tree Point 19
    Provided By
    —
    Unlock Type
    skill_point
  20. Description
    —
    Effects
    none
    Id
    skill_tree_point_20
    Level
    100
    Name
    Skill Tree Point 20
    Provided By
    —
    Unlock Type
    skill_point
  21. Description
    +5% melee damage
    Effects
    1. Modifier
      Ability Filter
      melee
      Amount
      0
      Condition
      —
      Damage Type
      —
      On Attacks
      —
      Pause Duration
      —
      Percent
      5
      Range
      —
      Stack Threshold
      —
      Tag
      physical
      Threshold
      —
      Type
      increased_damage
      Type
      modifier
    Id
    battle_hardened_1
    Level
    12
    Name
    Battle Hardened I
    Provided By
    —
    Unlock Type
    passive
  22. Description
    +10% melee damage (total)
    Effects
    1. Modifier
      Ability Filter
      melee
      Amount
      0
      Condition
      —
      Damage Type
      —
      On Attacks
      —
      Pause Duration
      —
      Percent
      5
      Range
      —
      Stack Threshold
      —
      Tag
      physical
      Threshold
      —
      Type
      increased_damage
      Type
      modifier
    Id
    battle_hardened_2
    Level
    44
    Name
    Battle Hardened II
    Provided By
    —
    Unlock Type
    passive
  23. Description
    +15% melee damage (total)
    Effects
    1. Modifier
      Ability Filter
      melee
      Amount
      0
      Condition
      —
      Damage Type
      —
      On Attacks
      —
      Pause Duration
      —
      Percent
      5
      Range
      —
      Stack Threshold
      —
      Tag
      physical
      Threshold
      —
      Type
      increased_damage
      Type
      modifier
    Id
    battle_hardened_3
    Level
    72
    Name
    Battle Hardened III
    Provided By
    —
    Unlock Type
    passive
Version
2
Xp Sources
  1. Action Type
    deal_melee_damage
    Description
    XP granted for damage dealt with melee weapons
    Formula
    floor(damage_dealt / 10) * 2
    Notes
    This is the only source of Melee XP. Higher damage per hit = more XP per hit. AoE attacks that hit multiple targets grant XP per target hit.