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 |
Ally Links¶
| 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.