TOOSIN : 투신 · published · build 25199836

Hello, this is TEAM NIRIZ.
Update v1.3.1 introduces 20 new perks and improves the activation rules, stacking behavior, and descriptions of existing perks. Build new combinations around light and heavy attacks, parries, positioning, status effects, and blood contracts.
The table below distinguishes gameplay changes from description corrections.
PerkChange TypeDetails
Combo MasterActivation fixFixed combo stacks building from missed swings or simply chaining attacks. Stacks now build when a light attack actually deals HP damage to an enemy, up to 5 combo stacks. With 3 perk stacks, attack speed increases by up to +15%; at 5 combo stacks, your next heavy attack deals +50% damage.
Giant's GripEffect adjustmentDefense now increases by +3% at 1 stack, +6% at 2 stacks, and +6% at 3 stacks. At 3 stacks, the existing 20% chance to gain Super Armor for 1 second when hit also applies.
LifestealDescription correctionClarified the actual effect: +3 percentage points of lifesteal per stack, with an additional +15 percentage points on critical hits at 3 stacks. Healing is based on actual HP damage dealt. Corrected the inaccurate description about an overhealing barrier.
ThunderboltDescription correctionClarified that the perk grants +5 percentage points of armor penetration per stack and, starting at 1 stack, a 15% chance to deal 1.2x damage on a hit.
Sturdy GuardDescription correctionCorrected the displayed reduction in SP consumed when guarding: 5% at 1 stack, 10% at 2 stacks, and 30% at 3 stacks.
Combo Master's combo stacks carry over after a normal combo ends. Existing reset conditions, such as taking a hit or explicitly canceling, still apply.
Entries marked Description correction clarify existing effects; they do not increase or decrease their values. Percentage points are added to the existing rate.
Every new perk can be acquired up to 3 times. Reaching 3 stacks activates both the final base-effect value and the additional bonus. No fourth acquisition is required.
Values below show the final effect at 1, 2, and 3 stacks. For example, 10% / 15% / 20% means 20% at 3 stacks, not the sum of all three values. SP means stamina.
PerkBase Effect — 1 / 2 / 3 StacksAdditional Bonus at 3 Stacks
Collapse PursuitYour first direct hit within 3 seconds against an enemy whose guard you broke deals +10% / +15% / +20% damage.If that follow-up is a heavy attack, refund 25% of its actual SP cost.
Combat RhythmAlternating light and heavy hits against the same enemy within 3 seconds deals +5% / +8% / +12% damage.Every 3 alternating hits, the next attack that hits refunds 25% of its actual SP cost.
Weighted StrikeFully charged attacks deal +10% / +20% / +30% poise damage.After a fully charged direct hit, your first light attack within 3 seconds deals +25% damage.
Pursuer's BreathThe first attack that hits within 1.5 seconds after a dodge refunds 10% / 15% / 20% of its actual SP cost.If that attack critically hits, gain +15% movement speed toward enemies for 2 seconds.
Two-Sided PressureDirect attacks from the side or rear deal +6% / +9% / +12% damage.After a rear hit, your first frontal attack against the same enemy within 3 seconds deals +35% poise damage.
Running BladeAfter moving continuously under your own control for 2 seconds, your next attack deals +6% / +10% / +14% damage.After the empowered attack hits, gain +15% movement speed for 2 seconds.
Riposte BreathYour first attack within 3 seconds after a parry costs 10% / 15% / 20% less SP.After that attack hits, your next guard within 3 seconds costs 25% less SP. Applies once.
Critical HarvestCritical hits deal +10% / +15% / +20% poise damage.Every 3 critical hits, your next heavy attack deals +30% guard SP damage.
Echo RecoveryFor 4 seconds after directly using a special ability, weapon hits reduce its cooldown by 0.2 / 0.35 / 0.5 seconds. Once per weapon attack, up to 3 times per ability use.Landing all 3 hits grants your next directly used special ability +20% poise damage. Reproductions are excluded.
Frontline PressureA heavy attack deals +5% / +8% / +10% poise damage per distinct enemy directly hit, counting up to 3 enemies in that attack.Directly hitting at least 2 enemies with a heavy attack grants your next light attack +25% damage.
Wound TrackingYour first direct hit within 4 seconds against an enemy that dealt HP damage to you deals +8% / +12% / +16% damage. Self-damage is excluded.The empowered hit grants +25% natural SP recovery for 3 seconds. Cooldown: 6 seconds.
Blood RefinementFinal lifesteal healing from direct weapon hits, after contract modifiers, is multiplied by 1.10 / 1.20 / 1.30. No effect if existing lifesteal is 0 or lower.Gain an additional barrier equal to 20% of HP actually restored by lifesteal. This perk's barrier is capped at 5% of maximum HP and has a base duration of 6 seconds.
Barrier TrainingA successful parry grants a barrier equal to 2% / 3% / 4% of maximum HP for 4 seconds. Cooldown: 8 seconds.While you have a barrier, your first heavy attack deals +30% poise damage. Cooldown: 6 seconds.
Precipice BreathAt 30% HP or lower, attacks cost 8% / 12% / 16% less SP.Parrying at that low-HP threshold grants +40% natural SP recovery for 3 seconds. Cooldown: 8 seconds.
Purifying ReprisalAfter a harmful status is removed or expires naturally, direct attack damage increases by 6% / 9% / 12% for 4 seconds. Cooldown: 6 seconds.Your first heavy attack during the buff deals +30% poise damage. Contract penalties are not removed.
Ember WedgeDirect attacks against burning enemies deal +6% / +9% / +12% damage. Does not increase burn damage over time.Heavy attacks against burning enemies deal +30% poise damage. Cooldown: 4 seconds.
Frost ShatterDeal +10% / +15% / +20% poise damage to enemies with reduced movement or attack speed.Your first heavy attack against a frozen enemy deals +25% damage. Cooldown: 6 seconds per target. Does not extend the freeze duration.
Current RecoveryDirect attacks against enemies at 30% SP or lower deal +6% / +9% / +12% damage.A heavy hit against an enemy meeting that condition refunds 25% of the attack's actual SP cost. Cooldown: 6 seconds.
Small VesselIf your SP is at least 80% when an attack starts, before its cost is paid, that attack deals +6% / +9% / +12% damage. Uses your final maximum SP.The empowered hit refunds 15% of the attack's actual SP cost. Cooldown: 3 seconds.
Oath SealGain +2% / +3% / +4% poise damage per distinct contract you hold. Up to 5 contracts count.Your first parry of the round grants a barrier equal to 1% of maximum HP per contract for 5 seconds, up to 5%.
Guard break, guard SP damage, and poise damage are separate conditions and effects. Collapse Pursuit strengthens attacks after a guard break; it does not automatically break guards.
Weighted Strike enters the normal reward pool once charged attacks are unlocked. Oath Seal enters the pool when you hold at least 1 contract. Temporary buffs and target-specific records reset between rounds, while owned perk stacks are retained.
Try different perk combinations and develop your own fighting style.
Please share any issues or balance feedback on the Steam Community. Your feedback helps guide future improvements. Thank you for playing.
TEAM NIRIZ