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Guides/Starter builds/Bleed Elf Shadow (starter build)

Bleed Elf Shadow

Wiki starter build, based on these sourcesNight's Whisperbleedcritburst

Vanishing Strike opens from stealth and stacks Bleeding from behind. Shadow Convergence consumes that Bleeding for a large hit, and Harvesting Convergence turns a full stack into a burst on the whole pack. Many-Cut Phantom adds a clone strike each time you leave stealth on a target that already bleeds.

The build

Race and classNight's Whisper
Level25
Skill points60 of 60

Open this build in the planner

The planner opens Night's Whisper with the tree and the attributes of this guide. Its Damage tab gives a damage per second estimate for your own gear and target.

Level 25 gives 48 points; the last 12 come from first boss kills.

Why the wiki picked this build

Elf Shadow is the race and class pair players name most, and Shadow Convergence is the Elf Shadow spell they bring up most in the build channels. Five community builds on our builds page use it, and several Elf Shadow video guides pair it with Rending Vanish and Harvesting Convergence. The trees in the Discord posts were mostly shared as pictures, so this is the wiki's own starter tree built on the same core, not a copy of one player's tree.

  • Discord messages that pair the Elf race with the Shadow class, build and balance channels: 97
  • Messages in the build and balance channels that name Shadow Convergence: 28
  • Messages in the build and balance channels that talk about bleed: 395

Counted on our copy of the official Dimraeth Discord, bot messages left out. A count shows how much players talk about a build, not how strong it is.

Why it works

The nodes that make it work

The first line under each node is the game text.

  • Rending VanishVanishing Strike applies 2 Bleeding to enemies hit. If Vanishing Strike hits an enemy from behind, it applies 5 Bleeding instead.Your main Bleeding source. Always land the recast from behind.
  • Flickering VanishVanishing Strike's recast teleports you behind the nearest enemy near your target location and strikes them.The recast teleports you behind the nearest enemy, so the hit from behind is easy to land.
  • Relentless ConvergenceShadow Convergence can store up to 2 charges. Each charge creates only 1 Shadow Clone instead of 2, and Shadow Clone strikes deal 15% less damage.Two charges of the big hit. A community build reports running two charges.
  • Harvesting ConvergenceIf the player's Shadow Convergence strike consumes at least 8 Bleeding from an enemy, that enemy becomes Ruptured for 3 seconds. When Ruptured expires, it bursts, dealing Thrust Damage to nearby enemies equal to 25% of the player's Shadow Convergence damage dealt to the Ruptured target. Each Shadow Clone that hits the Ruptured target with Shadow Convergence increases the Rupture burst damage by 10%, up to 40%.With enough Bleeding the target Ruptures and the burst hits the enemies around it.
  • Many-Cut PhantomExiting Stealth grants Many-Cut Phantom for 5 seconds. While Many-Cut Phantom is active, your Final Attack against an enemy with at least 10 Bleeding consumes 10 Bleeding from the target, creates a Shadow Clone near that enemy for 8 seconds, then sends nearby Shadow Clones, including the one created, to strike that enemy. This effect has a 12-second cooldown.Leaving stealth arms it. A Final Attack on a target with a high Bleeding stack spends that Bleeding, adds a clone and sends all nearby clones in. The node text gives the minimum stack.
  • Crimson ReaperIncrease your damage vs. Bleeding enemies by 12% and the maximum Bleeding you can apply by 2.More damage against Bleeding targets and a higher Bleeding cap, which the Rupture needs.
  • Whispering BladesIncrease the duration of your Bleeding by 2 seconds. Increase your Critical Damage against Bleeding enemies by 18%Longer Bleeding and more Critical Damage against Bleeding targets.

Spells

  • Vanishing StrikeFrom the skill tree · cooldown 6 sStealth, then recast from behind to stack Bleeding. It also leaves a Shadow Clone that copies your Shadow spells.
  • Shadow ConvergenceFrom the skill tree · cooldown 30 sThe main hit. Use it when the target has a full Bleeding stack. It has a base cooldown of 30 seconds before Relentless Convergence.
  • Tendon SliceFrom Spellbook Tendon Slice · cooldown 4 sA cheap spellbook that adds Bleeding between the big casts. The start attributes of this pair already meet its needs.
  • Shadow DaggersFrom the skill tree · cooldown 6 sRanged Bleeding when you cannot get behind the target. Nearby clones throw with you.
  • Backstep StrikeFrom the skill tree · cooldown 3 sThe Elf start spell. Hit and jump back out of danger.

Spell bar, pet and item bar

The spell bar has five slots, then the dash and the defensive spell of your race on their own keys (the game HUD: Spell1 to Spell5, DashSpell, DefensiveSpell).

Pet

Carrion Parrot · casts Carrion Sweep every 8 seconds

Carrion Sweep watches for Bleeding enemies and adds one Bleeding stack to the target and two to a nearby enemy. That feeds Shadow Convergence and spreads Bleeding to the pack for Harvesting Convergence. Moon Cat is the other choice if you run out of Stamina: it restores Concentration, which this build barely uses, so the parrot is better.

A pet can reach level 8 while you are level 25: one pet level per 3 of yours, and never above 20.

Item bar

The item bar has 4 slots.

  • Lesser Health PotionA healing draft brewed with enchanted water and herbs.Your only real heal. This pair has little Health.
  • Lesser Stamina PotionA revitalizing tonic scented with mint and wild herbs.Dashes, blocks, Vanishing Strike and Shadow Convergence all cost Stamina. Drink it when a boss fight runs long.
  • Copper Throwing KnifeA finely balanced copper throwing knife that passes through enemies. Favored for its precision and weight in combat.Applies Bleeding from range and passes through enemies. Use it to start a stack before you close in.
  • Hunter's StewA warm, nourishing stew slow-cooked with care. Often shared at village hearths after long days of labor.Eat before a boss: more max Health and Stamina for a long time.

Levelling order

Each level gives 2 skill points, and the first kill of some bosses gives one more. The level shown is the first level with enough points for the step, before any boss point.

  1. Level 10 17 points

    Go straight down the Shadow side to the Vanishing Strike upgrades. Flickering Vanish puts you behind the target on the recast, and Rending Vanish with its three increases makes that hit from behind stack a lot of Bleeding. This is your main damage while you level.

    The nodes of this step

    Stamina Boost, Thrust Damage Increase, Thrust Damage Increase, Thrust Damage Increase, Shadow Initiate, Dazing Ambush, Vanishing Strike Backstab Damage Increase I, Vanishing Strike Backstab Damage Increase II, Vanishing Strike Backstab Damage Increase III, Flickering Vanish, Vanishing Strike Stealth Duration Increase I, Vanishing Strike Stealth Duration Increase II, Vanishing Strike Stealth Duration Increase III, Rending Vanish, Rending Vanish Increase I, Rending Vanish Increase II, Rending Vanish Increase III

  2. Level 15 11 points

    Take the Attack Speed row to Quickened Shadow, then the Bleeding duration row. It opens Shadow Daggers on the way and ends at Whispering Blades and the keystone Many-Cut Phantom.

    The nodes of this step

    Attack Speed Increase, Attack Speed Increase, Attack Speed Increase, Quickened Shadow, Bleeding Duration Increase, Bleeding Duration Increase, Shadow Daggers, Bleeding Duration Increase, Bleeding Duration Increase, Whispering Blades, Many-Cut Phantom

  3. Level 21 11 points

    Take the damage against Bleeding row to Crimson Reaper, then unlock Shadow Convergence. Its first upgrade is Relentless Convergence, so you hold two charges.

    The nodes of this step

    Increased Damage vs. Bleeding, Increased Damage vs. Bleeding, Increased Damage vs. Bleeding, Increased Damage vs. Bleeding, Crimson Reaper, Critical Damage vs. Echoed, Critical Damage vs. Echoed, Shadow Convergence, Shadow Convergence Damage Increase I, Shadow Convergence Damage Increase III, Relentless Convergence

  4. Level 24 7 points

    Take the three cooldown nodes to Harvesting Convergence, then its three increases so the strike consumes more Bleeding and Ruptures the target more often.

    The nodes of this step

    Shadow Convergence Cooldown Decrease I, Shadow Convergence Cooldown Decrease II, Shadow Convergence Cooldown Decrease III, Harvesting Convergence, Harvesting Convergence Increase I, Harvesting Convergence Increase II, Harvesting Convergence Increase III

  5. Level 25 and 12 boss points 14 points

    Spend the rest on crit and speed: Critical Chance and Critical Damage near Shadow Initiate, Critical Damage against Bleeding under Crimson Reaper, one more Shadow Clone, and Thousand Cuts next to the keystone.

    The nodes of this step

    Critical Strike Chance Increase, Critical Strike Chance Increase, Critical Strike Chance Increase, Attack Speed Increase, Attack Speed Increase, Critical Damage Increase, Critical Damage Increase, Critical Damage Increase, Critical Damage vs. Bleeding, Critical Damage vs. Bleeding, Critical Damage vs. Bleeding, Critical Damage vs. Bleeding, Max Shadow Clone Count, Thousand Cuts

Attributes

Agility gets the most points. It gives Physical Power and Attack Speed, and on this pair it also gives extra Stamina for dodges. Strength gives the most Physical Power per point, so it gets most of the rest. Physique gives 10 Health per point, and it gets a few points because this pair starts with very little Health.

AttributeStartAt level 25Base XP costOne point gives
Memory661805 Concentration
Charisma662400.5 Magic Power, 0.5 Support Power
Adventure662000.5 Physical Power, 0.5 Magic Power
Physique21428010 Health
Intelligence661801 Magic Power
Agility10351200.5 Physical Power, 0.5 Attack Speed %, 2.5 Stamina from your race and class passive
Strength6242401 Physical Power
Energy661605 Stamina

Points are trained cheapest first: each one goes to the attribute whose next point costs the least XP at that moment. Trained this way, the points leave XP to spare before level 25, so 1 more point goes to Physique. That makes 55 points for 125321 XP. The order the guide started from bought 54 points for 124496 XP.

Training order, point by point

Agility 3, Strength 1, Agility 1, Physique 1, Agility 1, Strength 1, Agility 1, Physique 1, Agility 1, Strength 1, Agility 1, Physique 1, Agility 1, Strength 1, Agility 1, Physique 1, Agility 1, Strength 1, Agility 2, Strength 1, Physique 1, Agility 1, Strength 1, Agility 1, Physique 1, Agility 1, Strength 1, Agility 1, Physique 1, Agility 1, Strength 1, Agility 1, Physique 1, Agility 1, Strength 1, Agility 1, Physique 1, Agility 1, Strength 1, Agility 1, Physique 1, Agility 1, Strength 1, Agility 1, Physique 1, Strength 2, Physique 1, Strength 4

Stat priorities

  • Agility first. Each point gives 0.5 Physical Power and 0.5 Attack Speed, and on this pair extra Stamina from the start passive. It is also the cheapest attribute for this pair.
  • Strength second. It gives 1 Physical Power per point, the most of any attribute, but costs more than Agility.
  • Physique last. Each point gives 10 Health on top of a base of 150.
  • On gear: Bleed Damage and Critical Damage first, then Thrust Damage and Attack Speed. The tree already gives a lot of crit: Critical Strike Chance Increase gives 4 Critical Chance and 18 Critical Damage comes from one node alone.
  • Max Bleeding matters because Harvesting Convergence needs a big stack. Crimson Reaper adds 2 and Thousand Cuts adds 3.

The planner link trains them in this order up to level 25. A point costs base x (1 + (points above your start - 1) / 3) ^ 1.1 + 100 x your level in XP, so the order changes the total.

Full gear

Every slot, as a target: Mythical, 3 stars, forge level 12. That is the best piece a player can own in this version of the game. The planner link carries this gear, so the planner shows its totals and damage.

Damage slots take Thrust Damage, Bleed Damage, crit and Attack Speed, because every hit of this build is Thrust Damage or Bleeding. Bleed Damage has the highest base value of these stats (12 per roll at base, against 6 for Thrust Damage and 8 for Critical Damage), so the rings and one badge take it as the main stat. The undercoat, belt and charm can only roll defence or Stamina as main stats, so they take Health and Stamina: this pair starts with little Health, and dodges and blocks cost Stamina.

The stat values follow the game's forge rule for each piece's stars and forge level. The planner uses the same rule.

  • Rune · Gorehorn · Mythical · 3 stars · +11 (forge level 12)
    Main stat: 16.5 Thrust Damage
    Extra stats: 8.2% Physical Damage, 10.3 Thrust Piercing, 6.2 Attack Speed, 23.5% Bleeding Damage, 9.3% Attack Damage, 14.1 HP
  • Under-coat · Gorehorn · Mythical · 3 stars · +11 (forge level 12)
    Main stat: 22 HP
    Extra stats: 16.5 Stamina, 16.5 Stamina Regen, 12.4 Armor, 11.8 Thrust Armor, 11.2 Strike Armor, 7 Movement Speed
  • Belt · Gorehorn · Mythical · 3 stars · +11 (forge level 12)
    Main stat: 22 HP
    Extra stats: 12.4 Armor, 16.5 Stamina, 16.5 Stamina Regen, 11.8 Strike Armor, 11.2 Thrust Armor, 10.6 Resistance
  • Charm · Gorehorn · Mythical · 3 stars · +11 (forge level 12)
    Main stat: 22 Stamina
    Extra stats: 16.5 Stamina Regen, 16.5 HP, 12.4 Armor, 11.8 Resistance, 5.6 Spell Haste, 10.6 Strike Armor
  • Ring 1 · Gorehorn · Mythical · 3 stars · +11 (forge level 12)
    Main stat: 33.1% Bleeding Damage
    Extra stats: 12.4 Thrust Damage, 8.2% Physical Damage, 6.2 Attack Speed, 2 Max Bleeding, 1.9 Bleeding Duration, 8.8 Thrust Piercing
  • Ring 2 · Moonthorn · Mythical · 3 stars · +11 (forge level 12)
    Main stat: 8.3 Attack Speed
    Extra stats: 12.4 Thrust Damage, 8.2% Physical Damage, 24.7% Bleeding Damage, 9.8% Attack Damage, 9.3 Thrust Piercing, 14.1 HP
  • Badge 1 · Moonthorn · Mythical · 3 stars · +11 (forge level 12)
    Main stat: 22% Critical Multiplier
    Extra stats: 6.2% Critical Rate, 12.4 Thrust Damage, 8.2% Physical Damage, 5.9 Attack Speed, 22.3% Bleeding Damage, 8.8% Attack Damage
  • Badge 2 · Moonthorn · Mythical · 3 stars · +11 (forge level 12)
    Main stat: 33.1% Bleeding Damage
    Extra stats: 16.5% Critical Multiplier, 6.2% Critical Rate, 12.4 Thrust Damage, 7.8% Physical Damage, 5.6 Attack Speed, 14.1 HP
  • Bracer 1 · Moonthorn · Mythical · 3 stars · +11 (forge level 12)
    Main stat: 8.3 Attack Speed
    Extra stats: 12.4 Thrust Damage, 8.2% Physical Damage, 24.7% Bleeding Damage, 9.8% Attack Damage, 14.9 HP, 14.1 Stamina
  • Amulet 1 · Lionspear · Mythical · 3 stars · +11 (forge level 12)
    Main stat: 8.3% Critical Rate
    Extra stats: 16.5% Critical Multiplier, 6.2 Attack Speed, 12.4 Thrust Damage, 7.8% Physical Damage, 22.3% Bleeding Damage, 8.8% Attack Damage
  • Amulet 2 · Lionspear · Mythical · 3 stars · +11 (forge level 12)
    Main stat: 22% Critical Multiplier
    Extra stats: 6.2% Critical Rate, 6.2 Attack Speed, 12.4 Thrust Damage, 7.8% Physical Damage, 22.3% Bleeding Damage, 8.8% Attack Damage
  • Bracer 2 · Lionspear · Mythical · 3 stars · +11 (forge level 12)
    Main stat: 8.3 Attack Speed
    Extra stats: 12.4 Thrust Damage, 8.2% Physical Damage, 24.7% Bleeding Damage, 9.8% Attack Damage, 14.9 HP, 14.1 Stamina

While levelling

Gear sets

A character wears 12 runes. The bonuses listed are the ones these piece counts switch on.

Stat totals

Everything the tree and the target gear add, stat by stat. Tree nodes give a flat amount or a percent; gear counts each piece at its target stars and forge level, plus the set bonuses the piece counts switch on.

StatSkill treeGear
Armor+37.2
Attack Damage+65.1
Attack Speed+36%+70.2
Bleeding Damage+230.7%
Bleeding Duration+6+1.9%
Crit Damage vs. Echoed+12%
Critical Chance+12%+36.9
Critical Damage+30%+77
Critical Damage vs. Bleeding+42%
Damage vs. Bleeding+36%
Health+132.6
Max Bleeding+5+2
Movement Speed+11%
Physical Damage+78.6%
Resistance+22.4
Shadow Clone Max+1
Spell Haste+5.6
Stamina+9+83.2
Stamina Regen+49.5
Strike Armor+33.6
Thrust Armor+23
Thrust Damage+18%+133.7
Thrust Piercing+28.4

Conditional stats (against Bleeding, Burning or Stunned targets) only count against those targets. Spell upgrades and keystones are not stats and are listed under the key nodes.

Farming route

  • Gorehorn: its three star Mythical pieces come from Wildwood Aetherfang Wolf in the final boss bounty and from Wildwood Wolf in the corrupted beast bounty, at deed tier three and up. Tier three is the first tier with a Mythical chance.
  • Moonthorn: the Goblin Cave bounties. Its goblins roll it at every tier, and the cave chests roll it up to Mythical with up to three stars.
  • Lionspear: the chests in the later part of the Wildwood roll it up to Mythical, and Wildwood Aetherfang Wolf drops it in the final boss bounty. Do this last, once your Gorehorn pieces are set.
  • Empowered versions of these monsters drop the same sets. Kill them when you see them.

Chance per kill is for a piece of that set on a normal kill. A deed run at a higher tier changes the rarity (the bounty and set pages show each tier); in this version tier 3 is the highest a world can open.

Gorehorn

CreatureChance per killPiecesRarityStars
Wildwood Wolf5%Undercoat, Ring, Rune, BeltCommon 70%, Uncommon 30%1
Wildwood Wolf Empowered5%Undercoat, Ring, Rune, BeltCommon 70%, Uncommon 30%1
Wildwood Aetherfang Wolf3%Undercoat, Ring, Rune, Belt, CharmCommon 70%, Uncommon 30%1, 2
Wildwood Aetherfang Wolf Empowered3%Undercoat, Ring, Rune, Belt, CharmCommon 70%, Uncommon 30%1, 2

Where to farm it · Every source in the drop finder

Moonthorn

CreatureChance per killPiecesRarityStars
Goblin Flaskrat1.67%Rune, Undercoat, BeltCommon 70%, Uncommon 30%1
Goblin Flaskrat Empowered1.67%Rune, Undercoat, BeltCommon 70%, Uncommon 30%1
Goblin Ripper1.67%Rune, Undercoat, BeltCommon 70%, Uncommon 30%1
Goblin Ripper Empowered1.67%Rune, Undercoat, BeltCommon 70%, Uncommon 30%1
Rageborn Flaskrat1.67%Undercoat, Ring, Rune, Belt, Charm, AmuletCommon 50%, Uncommon 40%, Rare 10%2
Rageborn Flaskrat1.67%Undercoat, Ring, Rune, Belt, Charm, AmuletCommon 50%, Uncommon 40%, Rare 10%2

Where to farm it · Every source in the drop finder

Lionspear

CreatureChance per killPiecesRarityStars
Wildwood Aetherfang Wolf3%Undercoat, Ring, Rune, Belt, CharmCommon 70%, Uncommon 30%1, 2
Wildwood Aetherfang Wolf Empowered3%Undercoat, Ring, Rune, Belt, CharmCommon 70%, Uncommon 30%1, 2

Where to farm it · Every source in the drop finder

How to play it

The core rotation

  1. Open with Vanishing Strike: vanish, walk behind the target, recast. Flickering Vanish teleports you behind it and Rending Vanish makes that hit stack the most Bleeding.
  2. Right after, cast Tendon Slice and throw Shadow Daggers. Your clone throws with you.
  3. Land a Final Attack on the bleeding target while the stealth bonus from Many-Cut Phantom is active.
  4. When the stack is high, cast Shadow Convergence. The target Ruptures and the burst hits the pack.
  5. Use Backstep Strike or your dash to step out, block the next big hit with Vanish, then start again with Vanishing Strike.
  6. Keep the second charge of Shadow Convergence for the next target or for a boss phase.

Bosses

  • Open from stealth behind the boss, but save both charges of Shadow Convergence until the stack is high.
  • Throw Shadow Daggers and the knife when the boss is out of reach, so the stack does not fall off.
  • Use Harvesting Convergence for adds, not for the boss: the burst hits the enemies around the target.

Packs

  • Cast Shadow Daggers through the pack: every dagger applies Bleeding, and nearby clones throw with you.
  • Pick the biggest enemy for Shadow Convergence, so the Rupture burst reaches the rest.

In a group

  • Let a tank hold the boss and work from behind: Vanishing Strike deals bonus damage from behind.
  • Bleeding from other players may also count for Shadow Convergence. Our files do not say whose stacks it consumes.

Defence

At level 25 with this attribute plan, before gear:

Health290
Concentration40
Stamina136.5
Healthgear +132.6
Armorgear +37.2
Resistancegear +22.4
  • Your defensive key is Vanish. Hold it to block: hits deal no damage and drain Stamina instead. A perfect parry drains much less and teleports you behind the attacker, which also sets up Vanishing Strike.
  • If Stamina runs out while blocking, the block breaks and you are Stunned for 1.5 seconds. Players have no stun bar and blocking makes you immune to stun, so block the big hits and dodge the rest.
  • Dash costs 10 Stamina. Keep enough Stamina for one dash and one block at all times.
  • Backstep Strike hits and jumps back. Use it to leave melee after Shadow Convergence.
  • What the build lacks: no barrier, no heal and no armour nodes. Your Health comes from Physique and gear only.

Your dash and defensive spell

  • Dash cooldown 0.35 s, 10 StaminaPress to cast. Dash a short distance in your movement direction, briefly gaining Move Speed.
  • Vanish cooldown 0.25 sHold to block. While blocking, incoming hits deal no damage and instead drain your Stamina based on the damage blocked. A perfect parry heavily reduces the Stamina drained and teleports you behind the attacker, granting Temporal Surge and applying Temporal Echo to them. If your Stamina runs out, the block breaks and you are Stunned for 1.5 seconds.

Stuns and guarding

  • Players have no stun bar: monsters cannot build up a stun on you the way you do on them.
  • Guarding makes you immune to stuns. A guard costs 0.8 Stamina per point of damage blocked (0.2 on a perfect guard); if the guard breaks you are stunned for 1.5 seconds.

Hard fights

Health is the solo value on Moderate: Physique x 20. Hard difficulty and every extra player raise it.

  • Wildwood Wolf Alpha level 4 · 2400 Health soloThe first wall. Its moves in our files fire Frost darts and leave a Chill Zone. Stay mobile, stack Bleeding on the pack with Shadow Daggers, and do not stand in the zone.
  • Goblin Basher level 4 · 800 Health soloIts hits stun, and players report that one stun can end the run. Block its swing with Vanish or dodge; never trade hits.
  • Goblin King level 18 · 12000 Health solo · defences: Magic 30, Physical 30It has 30 Physical defence. Keep a full Bleeding stack before each Shadow Convergence, and kill the goblins it calls in with Shadow Daggers.
  • Woldroot The Path Guardian level 19 · 14000 Health solo · defences: Magic 30, Physical 30Its stomp hits a large area. Stay behind it, hit, then dash out before the stomp. It has 30 Physical defence, like the other late bosses.
  • Aelwynor The Wildroot Father level 20 · 30000 Health solo · defences: Magic 30, Physical 30The final boss has far more Health than the others and 30 Physical defence. Plan for a long fight: bring Stamina potions and use both charges of Shadow Convergence on every full stack.

Alternatives and what you trade

Nodes

Gear

  • Lionspear six and Moonthorn four plus Thornborn two is what one player runs. You lose the Gorehorn bonus against Bleeding enemies but gain the six piece crit bonus of Lionspear.
  • Gorehorn seven is not possible on real gear: our files show it only drops for five slot kinds, so six pieces is the most you can wear.

Spells

Switching into this build

Refunding a whole 60 point tree: each new level gives 1 free refund (up to 24 by level 25), and every point past the free ones costs 1 gold times a multiplier that grows with the points you have paid to refund in the past (SkillTree.CalculateRefundCost).

Points you paid to refund beforeMultiplierGold for 60 points, no free refunds
0 to 20x160
21 to 50x1.1569
51 to 100x1.378
101 to 200x1.590
more than 200x1.75105

Attributes reset with Elixir of Rebirth (buy price 500 gold), sold by Befr once the shop is upgraded. It returns the XP spent on attributes; your level drops with it, and your skill points stay. Shops

Weak points

  • Low Health. The build takes no defence nodes, so a missed dodge hurts.
  • The big hit needs Bleeding first. Against a fresh target the first seconds are slow.
  • With Relentless Convergence, each charge brings one Shadow Clone instead of two, and clone strikes deal less damage. You trade some clone damage for the second charge.
  • A player reports that the clone strike from Many-Cut Phantom deals little damage for its cooldown. Treat it as a bonus, not the core.

Changed in the newest patch

The newest patch changed none of the nodes, spells or sets of this build in the game tables.

Not in the game files

These points matter for the build, but the game files we read do not settle them. The guide says so rather than guess.

  • Whether Bleeding applied by other players counts for Shadow Convergence is not in our files.
  • What counts as a Final Attack for Many-Cut Phantom is not spelled out in the node text. Players report it is hard to trigger.
  • Which boss uses which move is matched by the move name in our files, not read from the boss itself.

Sources

This is a wiki starter build, based on the sources below. The wiki put the tree together from these posts and videos and checked it with the planner. It is not one player's build, and players are not named here: each link shows the post on Discord.

Discord posts

Videos

Community builds

5 builds that players shared for this race and class are on the builds page, each with its source. See them

Sonic Daggers Elf BrawlerPoison Elf Shadow
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