More skill trees??? Yes, that's right you better believe it! With a whopping
17 weapon skills planned (that's a lot!), we're taking another big bite today with the
Axes and
Daggers skill trees.
Not all the skill tree changes are described below. You must try them in game to see everything for yourself (someday the game shall have a complete wiki and/or guide).
Save files from version 0.5.13 are compatible, but it’s always a good idea to back up your saves just in case. If you'd like to continue playing 0.5.13, you can select it in Steam options under betas.
Daggers
The reimagined Daggers skill tree introduces 7 new ability upgrades maintaining daggers emphasis on speed, repeat attacks, and stacking on-hit effects.
Thousand Cuts remains a signature ability of daggers, allowing you to release a devastating multi-hit attack.
Pair it with
Piercing Wounds upgrade to shred enemy armor, or
Relentless Tempo for cooldown reduction, allowing insane combos.
Those seeking mobility will find the
Shadowstride upgrade for
Vicious Lunge a highlight. This upgrade grants brief invisibility after lunging, perfect for repositioning or setting up devastating combos.
The Daggers tree now offers more options to tailor your playstyle, whether you favor critical strikes, bleeds, or mobility.
Need to reset your skill tree?
Daggers skill should reset upon loading any v0.5.13 save, refunding your focus points.
If necessary, you can manually reset your Daggers skill or any other skill using cheats:
- Enable debug mode in Options -> General
- Open console commands using F8 or ~, and enter the command "skillreset <skill>", e.g. "skillreset daggers", to refund your spent focus points.
- It's recommended to turn off debug mode after.
Axes
The Axes skill tree emphasizes overwhelming force and battlefield dominance, with new upgrades that enhance its defining traits: climatic moments of massive damage, area attacks, and bleed-centric tactics.
The upgrade
Blood Splatter turns every kill into a spectacle of carnage, causing enemies to explode and damage surrounding foes.
For those who enjoy imposing control on the battlefield,
Dreadful Impact marks tiles as "Dread Zones" after using
Terrifying Cleave, applying true damage and lowering enemy accuracy, allowing you to gain control over the battlefield.
Balance Changes
- Fatal Undercut -> Reduced focus point cost from 3 to 2; increased crit reduction from 25% to 100%.
- Debilitating Slash -> Increased cooldown from 3 to 6.
- Perfect Finish -> Reduced focus point cost from 4 to 3.
- Decisive Edge -> Nerfed bleed damage per level from 0.50 to 0.20. (it's still quite strong).
Other Changes
- Added a console command "ignore abilityrequirements." When enabled, ability unlock requirements are ignored, allowing you to unlock any abilities in the skill tree as long as you have the focus points.
- Added a new "combat log file" option. When enabled, this creates a 'combat_log.txt' file in the game folder with detailed combat information.
- Removed the "performance log" option, which was not fully supported.
- Improved HUD rendering performance, particularly for the hotbar which now caches and reuses icon graphics (please report if you encounter any visual glitches).
Bug Fixes
- Creature behavior - Fixed Vile Gremlin not running away when fleeing.
- Abilities - Fixed Cluster Volley 2 & 3 unable to select target area.
- Abilities - Fixed Achilles' Bane not consuming ammo.
- Abilities - Fixed Zero Hesitation status effect not stacking properly.
- UI - Fixed uncentered screen graphics on higher resolutions.
- UI - Fixed deaths from poison, bleed, or other status effects displaying as 'killed by unknown.'
- UI - Fixed mouse cursor remaining as attack or other icon when moving mouse cursor from the world onto a UI.
- Fixed "Inept" status effect incorrectly applying when equipping a weapon leads to weapon mastery unlock.
- Fixed reflection stat deal reflection damage on ranged attacks.
- Fixed hit splashes stacking on top of each other instead of spreading to multiple positions, causing damage numbers to sometimes be visible only briefly.
- Fixed healing efficiency not applying correctly to Potions, LifeSteal, Fountains, and the "Healing Attunement" passive.
What's Next?
With this update, all blade skills (Blades, Swords, Daggers, and Axes) are now finalized in the skill tree format, which represents 1/4th of the planned weapons.
Did you know every weapon in the game has its own unique color and theme? Check out the
Weapon Color Wheel below to see how the different weapons are connected and what makes each of them special.
Map of all weapons —
click for full size.
Looking ahead, you can expect more skill trees to arrive soon, including the Bludgeons and Ranged groups. Our goal is to complete the majority of weapon skills by the end of the year. That said, the next update will take a break from skill trees and focus on something a little different.
And don’t forget to check out the
Roadmap for more details on future updates!