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Masteries

Options you choose on mastery passives. Each option is listed once, with the number of tree nodes that offer it; open an option for its full description and where to find it.

Adrenaline and Trinkets

Option Effect Nodes
Flash Response Activating a trinket charges your next attack (2 s cooldown)
×0.7 trinket duration
Activating a trinket charges your next attack. The charge is spent when the attack is performed, even if it misses. Cooldown: 2 s.
4
Shared Fervour Transfer 50% of your activated trinket effect duration to linked allies instead of receiving it yourself
Part of your trinket's effect goes to your linked ally instead of you.
4
Trinket in the Free Hand +1 trinket slot while your shield hand is available
The extra trinket slot occupies the left hand only while it is filled. An empty slot leaves the hand free.
4
Trinkets Become Auras Activated trinkets grant their native effects and activation affixes to allies in your aura
Base trinket aura radius: 6 m
On activation, trinket effects and activation affixes also affect nearby allies for the effect duration.
4

Aftershocks

Option Effect Nodes
Echo of the Breach +100% attack aftershock chance against enemies with broken armour on hit
An attack causes an aftershock if the target's armour is fully broken after it hits. The hit that finishes breaking the armour also counts. One attack creates at most one source aftershock, regardless of the number of targets, projectiles and hits.
4
Gathered Rumble ×0.9 aftershock area of effect
15% increased stagger build-up with aftershocks
4
Shifted Aftershock Aftershocks erupt at the far end of your fault line instead of at its centre. 4
Slam Echo +16% slam aftershock chance 4

Ailment Resistance

Option Effect Nodes
Buildup Barrier At full rune shield, redirect 50% of incoming ailment build-up into shield cost
Spend 1 rune shield per redirected point
While your rune shield is full, part of incoming ailment build-up drains the shield instead. What the shield cannot cover applies normally.
2
Careful Blood Your reduced bleeding build-up shortens bleeding duration instead. 2
Clean Parry On Parry, remove 1 ailment from yourself
Clean Parry cooldown: 12 s
A successful parry removes one ailment from you. Has a cooldown.
2
Shared Cleanse Your cleanse removes 1 ailment from each linked ally instead of you
When triggered by Clean Parry, shares its 12 s cooldown
Your cleanses apply to your linked ally instead of you, with the same cooldown.
2

Airborne

Option Effect Nodes
Aerial Recoil Airborne casts push you backwards at 0.6 m/s per eitr spent
Casting while airborne pushes you away from where you aim. The eitr cost and the shot direction set the impulse.
1
Option Effect Nodes
Allied Adrenaline Actions of linked allies that grant adrenaline also grant it to the link holder. Allies keep their own gain; forwarding along a chain is not possible. 4
Companion Link Your link staff can link your designated companion instead of a player. Ordinary pets and minions cannot be linked. 4
Share the Pace +25% of modifiers shared of base attack speed bonuses
×0.5 attack speed for linked allies
4
Team Springboard A willing linked ally hitting your raised shield is launched at 12 m/s in their chosen direction
Team Springboard cooldown: 6 s
When a linked ally hits your raised shield, they are launched where they aim instead of damaging you. Has a cooldown.
4

Alternative Attacks

Option Effect Nodes
Alternate Leads An alternative attack before a primary attack moves your attack charge to the primary attack. 3
Claim the Space Replace 30% of your extra melee damage with knockback
Gain 1 knockback per damage exchanged
Part of your additional melee damage becomes knockback instead.
2
Rolling Charge Performing a dodge roll charges your next attack (2 s cooldown; a perfect dodge ignores it and always charges)
Performing a dodge roll charges the next attack. The charge is consumed when that attack is performed, even if it misses; spells do not consume it. Cooldown: 2 s; a perfect dodge ignores it and always charges the attack.
2
Second edge An alternative attack hit charges your next attack (2 s cooldown)
Your alternative attack hitting an enemy charges your next attack. The charge is consumed when that attack is performed, even if it misses; spells do not consume it. Cooldown: 2 s.
3
Shift of Focus Primary attacks reserve 30% of their stagger build-up for your next alternative attack
Maximum stored bonus: +90% alternative attack stagger build-up; storage duration: 4 s
An alternative attack right after a primary hit carries part of that hit's stagger build-up, but the primary hit builds less.
3

Area

Option Effect Nodes
Corridor Circular areas become a 90° cone with twice the original radius
Your circular areas become a cone of the same size in front of you.
2
Twin Edges Split your area into 2 zones, each with 50% of its area
Your areas split into two smaller zones. An enemy caught in both is hit only once.
2

Armour

Option Effect Nodes
Rune Tempering Convert 50% of rune shield to armour on helmet or body armour
The specified share of rune shield from the helmet and chest piece becomes armour at the inverse defence-base ratio. The transferred rune shield is lost. Incompatible with Plates and Runes.
2
Tempered Guard +1 fortification on block 2

Armour Break

Option Effect Nodes
Armour Shards Completely breaking armour creates an Armour Shard
Base Armour Shard limit: 3; lifetime: 8 s
Hitting the shard triggers an explosion: 100% of its burst strength; base radius: 3 m
The explosion breaks 30% of affected enemies’ armour
Breaking armour leaves a shard on the ground. Hit it with an attack or spell to set it off.
5
Bared to the Bone Armour broken to the bone staggers the target 5
Cleaving Breach Your final slashing damage can also build armour break alongside blunt damage. It keeps its bleeding build-up; damage is neither converted nor duplicated. 5
Jagged Breach Gain 22.5% of blunt damage as extra slashing on your next hit against broken armour 5
Wedge the Armour 25% increased armour break build-up per impale on the target 5

Attributes

Option Effect Nodes
+2 to all attributes +2 Strength
+2 Dexterity
+2 Intelligence
3
Blood Strength Each point of Strength raises your endurance threshold by 0.0575
Part of the maximum health you gain from strength raises your endurance threshold instead.
2
Dexterity +5 Dexterity 186
Dexterity +5 Dexterity 103
Intelligence +5 Intelligence 186
Intelligence +5 Intelligence 103
Shifted Requirements 50% of your Strength also counts towards Dexterity requirements of compatible two-handed weapons
Strength covers part of the dexterity requirement of compatible two-handed weapons.
2
Strength +5 Strength 186
Strength +5 Strength 103

Auras

Option Effect Nodes
Guarding Pulse While blocking, your aura pulses at ×1.6 strength for 3 s
Aura pulse cooldown: 10 s
Your aura is no longer constant. Instead, blocking releases it as a stronger short burst. Has a cooldown.
2
Remote Bearer Your aura is centred on your linked companion instead of you. 2

Axes

Option Effect Nodes
Bloodied Charge 150% increased bleed build-up with axes with charged attacks 2
Throw the Axe The alternate attack throws the axe as a projectile. At the end of its flight it falls to the ground. A return is available in the throwing weapon mastery. 2

Bleeding

Option Effect Nodes
Blood Burst On death, a bleeding enemy explodes for 50% of its remaining Bleeding as physical damage within 4 m 5
Blood in Motion ×1.5 bleed damage against moving targets 5
Unclosing Wound Bleeding on an enemy does not decay while it moves, on its own or from external forces including knockback. Decay resumes when the target stops. This effect does not apply bleeding by itself. 5
Wound Transfer Primary attack killing blows spread 50% of remaining Bleeding to another enemy
Bleeding transfer target range: 6 m
A killing blow with a primary attack passes part of the target's remaining bleeding to a new enemy.
5
Wound to the Ground Cleansing your Bleeding creates ground that carries 50% of the remaining Bleeding
Bleeding ground base radius: 1.5 m; duration: 4 s
Bleeding cleansed from you is partly left on the ground as a bleeding area.
5

Blocking

Option Effect Nodes
Challenger Your hits provoke enemies for 15 s
Your hits provoke the enemy for 15 s: it attacks only you
5
Shield Charge Sprint while blocking to perform Shield Charge
Shield Charge deals 0.8 blunt damage and 1 knockback per point of block power
×2 Shield Charge stagger build-up
Shield Charge costs 12 stamina per second
Shield Charge speed: ×1.1 sprint speed; 15% additional acceleration over 1.6 s
Shield Charge can hit the same target every 0.75 s; attack speed shortens this interval
Shield Charge deals 0.8 chop damage per point of block power; tool tier 2
After crashing into an obstacle, Shield Charge cannot restart for 1 s
Sprint with your shield raised to charge forward, dealing blunt damage to each enemy in the way once. Damage scales with block power, builds extra stagger and costs stamina. Lowering the shield ends it.
5
Shield Instead of Blade Your alternative attack becomes Shield Bash: 1 blunt damage per point of block power
With a one-handed weapon and a shield, your alternative attack becomes a shield bash. Damage scales with block power.
5
Shield Throw With no other available weapon in your hands, attacks throw your shield
Thrown shields deal 1 blunt damage per point of block power
Thrown shield stamina cost: ×1 the spear-throw cost
With no other weapon ready, your attack throws your shield. It deals blunt damage from block power and counts as a thrown projectile. After the flight it drops to be picked up; a return effect brings the same shield back to its slot.
5
Spiked Shield On a successful shield block, deal 150% of your thorns damage to the attacker
A successful shield block deals 150% of your thorns damage to the attacker
5
Two Shields You can wield 2 shields at the same time; both contribute to blocking
A shield in each hand: both of them block, and their block power adds up
5

Blunt Damage

Option Effect Nodes
Ember of the Maul Gain 27% of blunt damage as extra fire on your next hit after parrying
×0.55 stagger build-up on your next hit after parrying
2
Split the Blow 50% blunt damage converted to slashing 2
Steel Ablaze 50% blunt damage converted to fire with attacks 2

Bombs

Option Effect Nodes
Carpet Bombing While airborne, drop a carried bomb every 1.6 s
While you are in the air, a random bomb falls from your pack every 1.6 s
6
Impact Detonation Each bomb ricochet detonates and spends 35% of the bomb’s remaining explosion power
A bouncing bomb explodes where it touches and keeps flying. Later explosions share the power of the original bomb.
6
Parting Gift On Dodge, throw a random carried bomb at a nearby enemy within 12 m
Inventory bomb throw cooldown: 1.8 s
Throw one random carried bomb at a random enemy within 12 m. Cooldown: 1.8 seconds. Requires a real bomb in the inventory. on dodge
6
Planted Charge Thrown bombs become mines that last 45 s
A thrown bomb settles as a mine and waits for an enemy to come close
6
Returning fuse After its first explosion, the bomb returns and explodes again for 100% of its damage
Bombs fly back after exploding and explode again; your own blasts and effects also hit you
6
Sticky Charge The first enemy hit attaches the bomb to the target; it explodes after 1.2 s
A bomb's first hit on an enemy attaches it until it explodes. An attached bomb no longer bounces.
6

Bows

Option Effect Nodes
Charged Volley +1 bow projectiles per shot or throw with charged attacks 3
Hold the Draw Drawing a bow while airborne suspends you until 0.3 s after the shot
Hovering costs 8 stamina per second
While drawing a bow in the air you hover, spending stamina. Releasing the string or a dodge roll ends the hover.
3
Keep the Tension A dodge roll keeps the draw you reached on your bow; holding it still drains stamina. 3

Carry Capacity

Option Effect Nodes
Unbending Bearer Give up 20% of your maximum carry weight
Gain 0.25 endurance threshold per carry weight given up
Trades part of your maximum carry weight for a higher endurance threshold.
2
Weight Behind the Shield Shield Charge knockback equals 0.15 per maximum carry weight instead of scaling with block power
Your shield rush knockback scales with maximum carry weight instead of block power.
2

Charged Attacks

Option Effect Nodes
Choose the Spend Charges are spent only by alternative attacks. Primary attacks keep the charge but gain nothing from it. 1

Clubs

Option Effect Nodes
Precise Butt Primary club hits against Primed enemies exchange 50% of their knockback for stagger build-up
Stagger multiplier gains +2% per exchanged point of knockback
Primary club hits on enemies primed for a heavy stagger trade part of their knockback for extra stagger build-up, without losing damage.
3
Rumbling Charge +100% club aftershock chance with charged attacks 3
Sparking Club 50% blunt damage converted to fire with clubs 3

Comfort and Rest

Option Effect Nodes
Camp Hearth +2 Comfort while holding a lit torch
Holding a lit torch grants comfort and lets your comfort count outside shelter.
2
Comfort in the Ranks Transfer 50% of your current Comfort to one linked ally instead of retaining it yourself
Part of your comfort goes to one linked ally instead of you.
2
Preserve Rest Your Rested timer pauses while you are heavily staggered. 2
Short Sound Sleep ×0.85 Rested duration
12.5% increased Rested effect
2

Companions

Option Effect Nodes
Shield Mark Your alternative attack with a raised shield marks an enemy as your companion's target. 1

Critical strikes

Option Effect Nodes
Critical Charge A critical hit charges your next attack (0.2 s cooldown)
Your critical hit charges your next attack. The charge is consumed when that attack is performed, even if it misses; spells do not consume it. Cooldown: 0.2 s.
1

Crossbows

Option Effect Nodes
Piercing Charge +1 crossbow projectile chain with charged attacks 1

Damage Resistances

Option Effect Nodes
Residual Resistance Excess resistance reduces matching ailment duration by 1% per percentage point above the cap
Ailment duration cannot fall below 25% of its ordinary duration
Resistance above its cap shortens matching ailments.
2
Runic Ward +11.25% damage resistance at full rune shield
×0.89 damage resistance while your rune shield is empty
2

Dodge Rolls

Option Effect Nodes
Slide Crouching at 85% of sprint speed starts a slide
×1.15 speed when a momentum slide starts
Slide input window after landing: 0.4 s
Slide loses 3.5 m/s of speed per second on level ground
Momentum slide cooldown: 1 s
Crouch while running fast or right after landing a jump to slide along the ground, keeping your speed; on a slope you ride down faster than you run.
1

Dual Wielding

Option Effect Nodes
Free Pair You can wield compatible one-handed weapons in both hands
Off-hand strikes deal 50% of that weapon’s damage
Add 50% of the off-hand attack’s stamina cost to the swing
You can hold a compatible one-handed weapon in each hand. Two staves cannot be used together.
1

Endurance

Option Effect Nodes
Rune Line Endurance checks your current rune shield instead of your health, with the same threshold. Requires a rune shield; it adds no second reduction. 2
Unshaken While Endurance is active, its damage reduction also reduces the incoming stagger build-up left after your stagger resistance. 2

Evasion

Option Effect Nodes
Countermove After evading a hit, your next primary attack sidesteps 2.2 m away from the incoming blow
Countermove expires after 4 s
After you evade a hit, your next primary attack also sidesteps away from the incoming blow.
1

Fire and Burning

Option Effect Nodes
Ash to Ash On Kill, spread 50% of the target’s remaining Burning to a nearby enemy
Burning transfer target range: 6 m
When a burning enemy dies, part of its remaining burning spreads to a nearby enemy.
2
Ember Trail While Burning, sprinting leaves a burning patch every 0.5 s
Each patch consumes 10% of your remaining Burning; its damage equals ×1 the amount consumed
Burning patch base radius: 1.5 m; duration: 4 s
While you are burning, sprinting leaves burning ground behind you, using up part of your burning.
2
Flare Alternative attack hits consume 40% of your remaining Burning on the target and deal it immediately
Alternative attack hits consume part of the burning on the enemy and deal it at once, shortening the burn.
2
Molten Strike Gain 6% of physical damage as extra fire 2

Fists

Option Effect Nodes
Dash Punch Fist attacks dash towards the aimed target within 7 m
Without an aimed target, fist attacks step 2 m forward
Fist and unarmed attacks dash towards the aimed target, stopping at striking range when the hit is released. Obstacles stop the dash; area modifiers do not increase its range.
3
Phantom Fist +100% Phantom strike chance with fists with charged attacks 3

Food

Option Effect Nodes
Other Food Convert 30% of maximum health from active food to rune shield
Part of the health your active food gives becomes rune shield instead.
2
Undying Meal Food retains 100% of its resource bonuses until it expires
Food retains its full bonuses until it expires
2

Fortification

Option Effect Nodes
Moving Rampart Fortification does not decay while you dodge roll. Hits and spending still reduce it. 2
Recoil Bulwark Alternative attack hits spend 25% of your Fortification to knock the target back
Gain 2 knockback per Fortification spent
Alternative attack hits spend part of your fortification to knock enemies back.
2

Glancing Blows

Option Effect Nodes
Edge of the Block If your raised block fails to stop a hit, the damage left after the block can still become a glancing blow at your usual chance and strength. One check per hit. 2
Sharp Reply After a Glancing Blow, add 50% of prevented damage to your next primary hit
Stored damage limit: 200; expires after 4 s
Part of the damage prevented by glancing blows is added to your next primary hit. Expires after a short time.
2

Healing

Option Effect Nodes
Battle Medic After blocking, your next shield alternative attack heals allies instead of dealing damage
Restore 0.5 health per point of block power; base cone length: 6 m
After a block, your next shield alternative attack heals allies in a cone instead of dealing damage.
2
Give the Excess Distribute 100% of excess healing between your linked allies, scaled by link effectiveness
Overhealing you receive goes to your linked ally.
2

Health

Option Effect Nodes
Saved for Later Gain 1 Fortification per excess health restored
Healing beyond full health becomes fortification, if you already have a source of fortification.
1

Ice Crystals

Option Effect Nodes
Ice Barrier Your ice crystals stop enemy movement. Knocking an enemy into a crystal can stagger it; hits and spells shatter the crystal. 2
Shatter the Ice Ice crystal explosions also build stagger at ×1.5 their burst strength
An ice crystal's burst also builds stagger. Blunt damage dealt to the crystal increases this build-up instead of its cold damage.
2

Immobilize

Option Effect Nodes
Choking Roots 200% increased poison build-up against immobilized enemies 2
Rootburst Immobilized enemies explode with poison when they die, dealing 5% of their maximum life to enemies within 4 m 2

Impale

Option Effect Nodes
Pinned +2 impale limit 1

Jumping

Option Effect Nodes
Roll Leap Jumping after 0.35 s of a dodge roll carries its horizontal momentum into the jump
Jumping at the end of a manual dodge roll keeps its horizontal momentum. Jump height and jump range still apply.
3
Second Tremor +1 additional jump while airborne
Double Jump: press [Space] again in mid-air
3
Wall Rebound Wall rebound: press [Space] near a wall in mid-air; once before landing 3

Knives

Option Effect Nodes
Behind the Guard Attacking from block with a charged knife teleports you behind the aimed nearby enemy
Attacking from block with a charged knife teleports you behind the aimed nearby enemy with knives with charged attacks
2
Dagger throw Your equipped knife’s alternative attack becomes a weapon throw. The actual knife falls on the ground unless a weapon-return effect brings it back. 2

Knockback

Option Effect Nodes
Knockback Wave Your knockback pushes enemies within a base radius of 3.5 m at 50% of its strength
The shove catches whoever stands beside the target
3
Recoil Impulse Your knockbacks pull enemies towards the source of the impulse; for a slam that is the centre of its area. Knockback power strengthens the pull. Immunity to displacement is kept. 3
Toppling Blow Hits with at least 40 outgoing knockback knock enemies off balance
A strong shove knocks the target off its feet
3

Knockback Resistance

Option Effect Nodes
Braced While blocking, store up to 200 incoming knockback for your next shield push
Stored knockback lasts 3 s
Knockback you take while your shield is raised is stored for a short time and added to your next shield push.
2
Grounded Recoil While stationary, crossbow recoil creates a ground crack instead of moving you
The crack deals 40% of bolt damage; base radius: 2.5 m
While standing still, crossbow recoil no longer pushes you back. Instead it cracks the ground in front of you.
2

Meads

Option Effect Nodes
Measured Sip Restore a mead’s recovery evenly over 6 s instead of its ordinary delivery
Instant mead restoration is spread over a short time instead.
2
Shared Sip Transfer 40% of a consumed mead’s healing to linked allies instead of receiving it yourself
Part of your mead's healing goes to your linked ally instead of you.
2

Minions

Option Effect Nodes
Last Service A killing blow on your minion first drains your rune shield by the rest of its damage. If the shield runs out, the minion falls. 2
Shared Rune After blocking, your rune shield absorbs 30% of your minions’ incoming damage for 3 s
While you block, part of the damage your minions take goes to your rune shield. An empty shield takes nothing.
2

Movement

Option Effect Nodes
Build Momentum Jumping exchanges 35% of horizontal sprint momentum for upward momentum
Gain 0.8 upward momentum per horizontal momentum exchanged
Jumping turns part of your sprint momentum into jump height, shortening horizontal travel.
4
Gather Speed Raising your block preserves sprint momentum for 0.35 s
Raising your block does not stop a sprint at once: the remaining momentum carries you briefly forward while blocking.
4
Walk Under Load 50% increased movement speed while encumbered 4

One-Handed Weapons

Option Effect Nodes
Interception After blocking, your next primary attack deals 30% of its damage through the shield
After a successful block, your next primary attack deals part of its damage with your shield.
2
Light Hand One-handed alternative attacks step 1.8 m towards your aim
One-handed alternative attacks include a short step towards where you aim.
2

Parrying

Option Effect Nodes
Barbed Riposte ×2.5 parry response thorns 7
Projectile Reflection Parrying a projectile reflects it towards the attacker
Reflected projectile speed: 25 m/s, accelerating by 60 m/s each second up to 80 m/s
A parried enemy projectile flies back at its attacker with 100% of its damage
7
Quick riposte A parry gives back 15% of the health you lost recently 7
Ready Answer A successful parry charges your next attack (2 s cooldown)
Charge your next attack on parry
7
Stunning Answer A parry staggers everything around you 7

Pickaxes

Option Effect Nodes
Crumble the Ice Pickaxe hits shatter created ice crystals in one hit
×0.6 burst damage from crystals shattered by a pickaxe
Pickaxes shatter created ice crystals in a single hit, though the burst deals less than usual.
2
Hook Alternative attack hits with a pickaxe pull you towards the target. 2

Poison and Poisoning

Option Effect Nodes
Venom in the Blood +2.5% poison from health 1

Projectiles

Option Effect Nodes
Shotgun A cast's projectiles may all strike the same target 1

Quivers

Option Effect Nodes
Bolt Quiver Numeric combat affixes of the bow-and-arrow quiver also apply to crossbows and bolts. Projectile count, capacity and unique rules are not copied. 2
Heavy Fletching The quiver's projectile speed bonus instead grants the same amount of increased knockback for compatible arrows and bolts. Other speed sources are kept. 2

Rage

Option Effect Nodes
Strikes Kindle Rage +2 rage gained when hit 1

Reflection

Option Effect Nodes
Clean Mirror Reflected damage can apply ailments, but no longer triggers your on hit, on crit or on kill effects. 1

Rune shield

Option Effect Nodes
Between Wound and Rune +10% of maximum health becomes rune shield 4
Keep the Rune After evading a hit, preserve rune shield recovery for 3 additional seconds
Evading a hit keeps your rune shield's recovery from resetting for longer. A manual dodge roll is a different action.
4
Plates and Runes Convert 50% of armour to rune shield on helmet or body armour
The listed share of armour from the helmet and body armour becomes rune shield at the defence base ratio. The converted armour is lost. Incompatible with Rune Tempering.
4
Runic Mending Redirect 100% of health regeneration to rune shield instead of health
Health regeneration restores rune shield instead of health
4

Slams

Option Effect Nodes
Fault Line Slams cover a line with a base width of 1.4 m instead of a circle, preserving total area
Your slams hit a narrow line ahead of you instead of a circle, covering the same area.
3
Ground Strike Heavy melee weapons replace their alternative attack with a ground slam
Base slam radius for weapons without an area attack: 3 m
Heavy melee weapons replace their alternative attack with a ground slam, without the leap.
3
Raise the Earth Slamming your created object consumes it and raises an impassable ridge for 4 s
Base ridge length: 3.5 m
×0.7 area with the slam that raises the ridge
Slamming one of your own created objects consumes it and leaves a brief impassable ridge. That slam's area is smaller. Buildings are not damaged.
3

Spells

Option Effect Nodes
Anchored Cast Starting a cast with your shield raised preserves blocking until the spell is released
×1.25 eitr cost with anchored casts
Starting a cast with your shield raised keeps the block until the spell is released, at a higher eitr cost. It does not block from every side.
4
Chain Through Targets Projectile chains can pick spores, ice crystals and other battle targets created by you and your allies. The hit triggers the target's usual reaction. 5
Charged Casts Spells can spend an attack charge and become charged casts 4
Return Path Your last ricochet sends the projectile back to you. A returning projectile does not harm its owner and no longer ricochets. 5
Spell Echo +100% staff repeat chance when casting with charged attacks
+0.2 staff s repeat delay when casting with charged attacks
4
Spell Primes the Strike Casting a spell charges your next weapon attack (2 s cooldown)
Charge your next attack on spell cast
4
Wall to Target A ricochet off the ground or a wall spends one available bounce and heads for the nearest valid target instead of reflecting normally. 5
◇ Free option 1 Theme reserve. No gameplay effect yet.
Unimplemented
18
◇ Free option 2 Theme reserve. No gameplay effect yet.
Unimplemented
5

Spores

Option Effect Nodes
Chain Burst Bursting Spores trigger your other Spores within ×1.5 their burst radius
When your spore bursts, it also bursts your other spores nearby. Each spore bursts once per chain and spreads its ailments; the chain creates no new spores.
2
Sow with a Strike Attacks and spells hitting terrain or obstacles create a Spore
Base Spore limit: 3; lifetime: 12 s
Spore poison deals ×2 ailment damage
Spore presence emits 8% of its strength as poison every 2 s in a base radius of 2.5 m
Spore destruction spreads its ailments and bursts for 100% of its strength as poison
Base burst radius: ×1.4 presence radius; elemental hits anchor 50% of their component on the Spore
Your attacks, shots and spells that hit the ground, walls, trees and other obstacles grow a spore there. Hitting a living target does not.
2

Stagger

Option Effect Nodes
Crushing Blow Your first primary hit against an enemy with at least 60% stagger build-up triggers Heavy Stagger
×0.6 damage with the hit that triggers Crushing Blow
Your first primary hit on an enemy primed for a heavy stagger triggers the heavy stagger, but that hit deals less damage.
2
Precise Control Heavy Stagger ends 1.6 times faster
After Heavy Stagger, the enemy retains at least 50% of its stagger threshold
Your heavy staggers are shorter, but afterwards the enemy's stagger build-up lingers briefly for you and your allies.
2

Stagger Resistance

Option Effect Nodes
Hold the Line Fortification does not decay while you are heavily staggered. Hits still reduce it. 2
Shift the Footing While blocking, redirect 50% of incoming stagger build-up to stamina cost
Spend 0.5 stamina per redirected point of stagger build-up
Part of the stagger you take while blocking drains stamina instead. Without enough stamina, the rest fills your stagger bar.
2

Stamina

Option Effect Nodes
Second Breath Parry stamina recovery restores eitr instead, at 1 eitr per stamina
Stamina you would recover from parrying restores eitr instead.
2
Stamina Debt When you lack stamina to block, pay 1 health per missing stamina
Requires health above 30% of maximum health; cooldown: 5 s
When you lack stamina to block, the missing cost is paid with health. Not used when health is too low. Has a cooldown.
2

Stealth

Option Effect Nodes
Hide Your Intent Killing a target that has not noticed the attacker does not reveal stealth to nearby enemies through the sound of that blow alone. Other means of detection still apply. 2
Vanish in Motion Dodging within 3 s after a kill silences movement for 4 s
A dodge roll after a kill briefly silences your movement. Attacking or casting ends it.
2

Strikes

Option Effect Nodes
All on One Target Additional strikes may hit the original target at 50% of their usual damage
All additional strikes of an attack can hit its first target, one after another, each for 50% of its damage. They stop if the target dies.
2
Double on Crit Critical strikes double the additional strikes of that attack: ×2
A critical strike hit doubles the additional strikes of that attack, once per attack. Strikes already made count towards the doubled number.
2

Swimming

Option Effect Nodes
Combat in the Depths You can hold and strike in melee in water and underwater 1

Swords

Option Effect Nodes
Elemental Edge 60% increased elemental damage with swords with charged attacks 2
Runed Edge 50% slashing damage converted to lightning with swords 2

Thorns

Option Effect Nodes
Cleaving Thorns 50% thorns piercing damage converted to slashing 2
Thorny Carapace On contact, deal your thorns damage to an enemy; each enemy can take this damage once every 0.75 s
Body contact deals thorns damage, at most once every 0.75 seconds per enemy.
2

Throwing Weapons

Option Effect Nodes
Weapon Return Thrown weapons return after their flight; automatic turnaround after 1.4 s
Returning throws deal 30% of outgoing damage
Your thrown weapon comes back once its flight is over: after its chains, pierces and ricochets, when it strikes something or after 1.4 s of flight - faster throws fly farther. On the way back it pierces enemies. Its slot stays reserved until it returns; extra projectiles vanish. Arrows and bolts do not return.
2

Torches

Option Effect Nodes
Torch as a Club The torch counts as a club: every club node, affix and mastery applies to it 1

Tower Shields

Option Effect Nodes
Open the Gap After blocking with a tower shield, your next alternative attack pulls enemies towards the shield's edge instead of knocking them back. Does not affect bosses. 2
Sealed Wall Tower shields can block direct spell projectiles
×1.5 stamina cost when blocking spell projectiles
Tower shields can block direct spell projectiles at a higher stamina cost. Ground effects and damage over time are not blocked.
2

Two-Handed Weapons

Option Effect Nodes
Free Off Hand 15% increased two-handed knockback with alternative attacks while your off hand is free
×0.93 two-handed attack speed with primary attacks while your off hand is free
2

Weapon Oils

Option Effect Nodes
Oil on the Move Weapon oils can be applied while moving. 4
Oiled Clubs Weapon oils can be applied to clubs. 4
Oiled Fists Weapon oils can be applied to fists. 4

Data from Path of Valheiman 5.1.0, extracted 2026-10-19.