Bloodline

# **Bloodline Skills**

Your created character starts at level 1 with 0 skill points and every level up you obtain 4 skill points which can only be allocated to the first three trees. The bloodline trees are INFINITELY valuable. It is possible to reset your skills but it will cost you in game currencies to do so. Check out Reseting skills for more information.

There are four different categories:

**Anger** increases your weapon choice's damage, Crit Damage , Crit Chances, General weapon damage, Poison and Bleed Damage.

**Vitality** affects your Vampire's overall health, starting and maximum focus, increases focus regen. magically adds armor, increases magical damage and increases Crit chance of spells.

**Deceit** allows your Vampire to benefit more from battle: nets you extra gold and experience, capability to hold heavier equipment, Vampire's dodging capabilities, shield blocking and retaliation abilities. Outside of battle you gain utilities such as: extra crafting slot and extra potion carrying capacity

**Legendary** bloodlines is a skill tree of 25 skills, added with 1.6.182 game update. Currently available at level 60 whereby you get your first Legendary Skill point in addition to your usual skill points. Leveling up gives one legendary bloodline point for each level. Legendary Skill points can additionally be earned through Dungeons therefore all Legendary skills can be maximized eventually.

Here is a listing of all the Trees and what each skill does in the tree (all bonuses will display the value of adding one skill point):

## **Anger**

* **Hard Hitter** [1/3]: +1 Max DMG with weapons
* **Precise Hitter** [1/20]: +0.3% Crit Chance
* **Hard Precise Hitter** [1/30]: +2% Critical hit dmg
* **Stunning Strike** [1/10]: +1% Chance for critical hits to stun (blunt weapons only)
* **Piercing Expert** [1/30]: +3% Damage with piercing weapons
* **Blunt Expert** [1/30]: +3% Damage with blunt weapons
* **Slash Expert** [1/30]: +3% Damage with slash weapons
* **Poison Expert** [1/15]: +8% Poison Damage per tick

* **Poison Mastery** [1/20]: +2% Crit chance per poison tick

* **Bleed Expert** [1/15]: +6% Bleed Dump/Hemorrhage Damage

* **Bleed Mastery** [1/20]: +2% Crit chance for Bleed Dump/Hemorrhage Damage
* **Harder Hitter** [1/10]: +1 Max Damage with weapons
* **Berserker** [1/20]: +5% Damage (HP needs to be under 25%)

## **Vitality**

* **Lesser Health** [1/3]: +2 Max HP
* **Minor Health** [1/25]: +3 Max HP
* **Major Health** [1/25]: +5 Max HP
* **Greater Health** [1/30]: +0.5 Max HP for each player level
* **Refreshing Combo** [1/15]: +1.5 Focus regenerated on Combo turn
* **Healthy Combo** [1/20]: +1 HP regeneration on Combo turn
* **An Extra Combo** [1/10]: +5% Chance to add one free basic attack at the end of Combo turn
* **Arcane Armor** [1/10]: +2% Armor
* **Arcane Damage** [1/20]: +6% Conjure and Bat Swarm Damage
* **Arcane Mastery** [1/20]: +3% Conjure and Bat Swarm Crit Chance
* **Vampiric Touch** [1/10]: Heal 2% any Damage. (**Limit**: 5% MAX HP up to 300 HP per turn)

## **Deceit**

* **Dodge** [1/3]: +1% Chance to dodge enemy attacks
* **Refreshing Dodge** [1/20]: +2 Focus when successfully dodging an attack
* **Greater Dodge** [1/30]: +0.5% Chance to dodge enemy attacks
* **Dodging Death** [1/10]: +5% Chance to keep 1 HP when an enemy strike would kill
* **Shield Mastery** [1/15]: +1% all Chance to block with shield
* **Ranged Defender** [1/20]: +1.5% Chance to block ranged attacks with shield
* **Opportunist** [1/20]: +1% Chance to counter-attack a blocked melee attack. (Guaranteed hit)
* **Gold Fever** [1/10]: +3% more gold from enemies
* **Experience Fever** [1/10]: +5% more XP from enemies
* **Strong Back** [1/15]: +2 Max equip load
* **Extra Pocket** [1/1]: +1 extra slot for crafting potions
* **Backpacker** [1/1]: +1 extra slot for potions in inventory

## **Legendary**

* **Vampiric Bats** (1/10): Bat Swarm heals for 3% of damage. (**Limit**: 3% MAX HP up to 300 per turn)
* **Arcane Explosion** (1/5): Conjure deals an additional 10% damage, over three turns
* **Arcane Triggers** (1/6): Melee attacks have a 2% chance to trigger Conjure for free
* **Arcane Spellsword** (1/6): Melee attacks +4% damage while enemy is afflicted with Bat Swarm
* **Arcane Cleanse** (1/1): Applying Fortify removes one turn from random debuff on self

* **Hungry** (1/8): Bite heals for an extra 5% (Increases **BOTH** Upper and Lower ranges)
* **Mastermind** (1/6): Focus regeneration increased by 5% for three turns after Focus bar is 0
* **Reanimate** (1/5): Thrown weapons have a 15% chance of returning at the start of a combo turn
* **Extractor** (1/10): If an enemy is killed with a thrown weapon, increase xp reward 15%
* **Disrupt** (1/1): Applying Petrify removes one turn from random buff on enemy

* **Tank** (1/10): 3% more HP ***OR*** with shield equipped 5% more HP
* **Pragmatic** (1/1): With a shield is equipped Dual hits twice with weapon. Costs 2 less focus
* **Havel** (1/10): *Increased weight penalty gives increased stun chance*. Maximum 1%
* **Prepared** (1/5): Buffed with Fortify increases melee block chance by 1%
* **Sabotage** (1/5): Enemy debuffed by Fracture reduces the damage of the enemy by 4%

* **Evasive** (1/5): When wielding two weapons, 8% chance to dodge ranged attacks
* **Strong Dual** (1/5): When wielding two weapons, Dual deals 7% more damage
* **Swift** (1/10): When wielding two weapons, +1% chance to dodge
* **Dualist** (1/5): When wielding two weapons, +2% Crit Chance
* **Stab Stab** (1/5): (*Backstab guarantees two hits*) +1.5% chance of triggering another hit

* **Synergy** (1/10): Poison and bleed do 7% extra damage when *both* are applied
* **Razor Sharp** (1/5): Sharpen increases weapon damage by an additional 2%
* **Hemorrhage** (1/1): Bleed Damages on opponent action. (*Takes 1%/turn. +Bleed% = +Damage*)
* **Infected** (1/6): Poisoned enemies heal for 10% less than normal
* **Two Cuts** (1/8): When wielding two weapons, Dual applies bleed & poison +9%