Caveman Minotaur Brawler
Your basic attacks do most of the work.
Frenzy and a long line of crit and attack speed nodes make them fast, and
Deadly Rhythm keeps them fast while you crit. The
Frenzied Slashes spellbook with the
Ripping set keeps Bleeding on the pack, so
Whirl of Gore fires often and its spins can crit too.
The build
Open this build in the planner
The planner opens Horned Vanguard 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
A player's build tier list in the balance channel puts the Minotaur Brawler "Caveman Style" alone at the top and mentions a
Goblin King clear of about 13 seconds. In the talk around it, players point to crits,
Frenzy uptime and a
Ripping set as the parts that matter. The original tree was shared as a picture, so this guide follows the idea and is not a copy of that tree.
- Build and balance messages that name the Caveman build: 5
- Messages that name
Frenzied Slashes: 34 - Messages that name the
Ripping set: 100 - Build and balance messages that name
Frenzy: 50
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
- Crit chance turns into attack speed through
Deadly Rhythm, and more swings mean more crits, so each one keeps the other going. - The damage comes from many places at once: basic attacks, Strike spells,
Whirl of Gore spins and set bonuses. Players say this is why the build is hard to nerf. - Bleeding is not the damage source here. It is there to switch on
Whirl of Gore,
Gorehorn and the crit nodes against Bleeding enemies. - Most tree points go to general crit and attack speed, so the build works before you have good gear.
The nodes that make it work
The first line under each node is the game text.
FrenzyPress to cast. Gain 5 Rage and 50% increased Attack Speed for 2 seconds.
Frenzy is the button you press on cooldown. It is the burst window of the build.
Deadly RhythmOn Critical Hit, gain +25% Attack Speed for 3 secondsThe core of the build. With enough crit chance this buff is up almost all the time, so your attack speed stays high between casts.
Whirl of GoreWhen hitting a Bleeding enemy, there is a chance to trigger a spinning AOE attack that deals Strike Damage. The chance increases for each Bleeding stack on nearby enemiesExtra spinning hits while Bleeding is on the pack. Players report that these spins can crit, which is why the build keeps
Whirl of Gore.
Child of the BloodhornIncrease the maximum Bleeding you can apply by 3.
Increase your Critical Chance against Bleeding enemies by 8%Crit chance against Bleeding enemies, and a higher Bleeding cap for more spin chances.
Sight of the BloodbullIncrease your Attack Speed by 9%
Increase your Critical Damage against Bleeding enemies by 18%Attack speed and Critical Damage against Bleeding enemies in one node, on the way to the keystone.
Critical Damage IncreaseIncrease your Critical Damage by 18%The biggest Critical Damage node on the tree. Take it as soon as crits are common.
Spells
FrenzyFrom the skill tree · cooldown 12 sYour burst and your Rage. Cast it on cooldown, about every 12 seconds, and swing through it.
Frenzied SlashesFrom
Spellbook Frenzied Slashes · cooldown 6 sLearned from a spellbook, not the tree. It puts Bleeding on the whole pack, which switches on
Whirl of Gore, and the
Ripping set makes it bleed much harder.
Quick JabFrom the skill tree · cooldown 4 sA cheap hit with a short Physical Damage buff. Weave it between basic attacks.
Cornu ChargeFrom the skill tree · cooldown 12 sYour way in and out. Use it to reach the next pack and to dodge big hits.
Tendon SliceFrom
Spellbook Tendon Slice · cooldown 4 sThe fifth button. It is a cheap slice that applies Bleeding, with a cooldown of 4 seconds. Use it to put Bleeding on a single target when
Frenzied Slashes is on cooldown, so
Whirl of Gore and the crit nodes against Bleeding enemies stay on.
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
The
Carrion Parrot swoops on Bleeding enemies and adds more Bleeding to the target and one enemy nearby. More stacks mean more
Whirl of Gore spins and fewer gaps when
Frenzied Slashes is on cooldown. Players in the build channels often run a
War Cat for Rage instead, but nothing in this tree spends Rage.
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 main heal. This build has little defence in the tree, so drink early in a boss fight, not at the last moment.
Lesser Stamina PotionA revitalizing tonic scented with mint and wild herbs.Dashes and blocks both cost Stamina. When a long fight drains it, this keeps you able to dodge.
Poison CureAn herbal tonic designed to purge harmful toxins from the body. Trusted by seasoned explorers.Treant fights put Poison on melee players. Cure it and keep swinging instead of backing off.
Hunter's StewA warm, nourishing stew slow-cooked with care. Often shared at village hearths after long days of labor.Eat before a boss for more max health and Stamina for a long time. Only one food buff can be active.
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.
- Level 7 12 points
Go up the Brawler Strike Damage and Critical Damage line to
Frenzy. These nodes raise every hit you make, so they help from the first level. Until then, fight with basic attacks,
Quick Jab and
Cornu Charge. - Level 12 10 points
Put three points into the
Frenzy attack speed buffs, then clear the crit branch to
Deadly Rhythm. Crit chance is what turns on
Deadly Rhythm, so this branch comes before anything else. From here every crit speeds up your next swings.The nodes of this step
Frenzy Attack Speed Increase I,
Frenzy Attack Speed Increase II,
Frenzy Attack Speed Increase III,
Critical Damage Increase,
Critical Damage Increase,
Critical Strike Chance Increase,
Critical Strike Chance Increase,
Critical Strike Chance Increase,
Critical Strike Chance Increase,
Deadly Rhythm - Level 15 6 points
Walk the attack speed nodes into the ring and take
Whirl of Gore. It only works on Bleeding enemies, so craft the
Frenzied Slashes spellbook after the
Goblin King falls, then every pack you open is ready for it.The nodes of this step
Attack Speed Increase,
Attack Speed Increase,
Attack Speed Increase,
Attack Speed Increase,
Sight of the Bloodbull,
Whirl of Gore - Level 21 12 points
Open the Minotaur side for health and the attack speed line up to
Unbroken Advance. The enemies after the
Goblin King hit much harder, and this is where the build gets its health. - Level 25 and 4 boss points 12 points
Take
Child of the Bloodhorn and the crit nodes against Bleeding enemies around the ring, then the flat crit chance behind
Xwin's Might. With Bleeding on every target, these act like plain crit chance and Critical Damage.The nodes of this step
Child of the Bloodhorn,
Critical Chance vs. Bleeding,
Critical Chance vs. Bleeding,
Critical Chance vs. Bleeding,
Critical Chance vs. Bleeding,
Xwin's Might,
Critical Strike Chance Increase,
Critical Strike Chance Increase,
Critical Damage vs. Bleeding,
Critical Damage vs. Bleeding,
Critical Damage vs. Bleeding,
Critical Damage vs. Bleeding - Level 25 and 12 boss points 8 points
Spend the last points on Strike Damage,
Skullbreaker's Toll for Critical Damage, and damage against Bleeding enemies. These are the smallest gains, so they come last.
Attributes
Most points go to Strength: each point gives 1 Physical Power, the most of any attribute. The rest go to Agility: each point gives 0.5 Physical Power and 0.5 percent attack speed, and it is the only attribute with attack speed. That Agility also covers what
Tendon Slice asks for. Everything else stays at its start value.
| Attribute | Start | At level 25 | Base XP cost | One point gives |
|---|---|---|---|---|
| Memory | 4 | 4 | 240 | 5 Concentration |
| Charisma | 4 | 4 | 240 | 0.5 Magic Power, 0.5 Support Power |
| Adventure | 6 | 6 | 200 | 0.5 Physical Power, 0.5 Magic Power |
| Physique | 8 | 8 | 160 | 10 Health |
| Intelligence | 4 | 4 | 240 | 1 Magic Power |
| Agility | 4 | 14 | 240 | 0.5 Physical Power, 0.5 Attack Speed % |
| Strength | 10 | 51 | 120 | 1 Physical Power, 2.5 Stamina from your race and class passive |
| Energy | 8 | 8 | 160 | 5 Stamina |
Points are trained cheapest first: each one goes to the attribute whose next point costs the least XP at that moment. The whole plan costs 123832 XP. The same points in the order the guide started from cost 125032 XP.
Training order, point by point
Strength 3, Agility 1, Strength 2, Agility 1, Strength 2, Agility 1, Strength 2, Agility 1, Strength 2, Agility 1, Strength 2, Agility 1, Strength 1, Agility 1, Strength 2, Agility 1, Strength 2, Agility 1, Strength 2, Agility 1, Strength 21
Stat priorities
- Strength is the main attribute: 1 Physical Power per point, twice what Agility or Adventure give.
- Agility is second here, not skipped: 0.5 Physical Power and 0.5 percent attack speed per point. Attack speed feeds
Deadly Rhythm, so it is worth more to this build than to most. - On gear, crit chance first until
Deadly Rhythm is up nearly all the time. Every character starts at only 0.02 crit chance, so the tree and gear must supply the rest. - Then Critical Damage and attack speed. Critical Damage rolls high per stat (8), and each crit you add also makes the Critical Damage worth more.
- Physique only if you keep dying. Each point gives 10 health on top of a base of 150, which is small next to health rolls on the undercoat and belt.
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 chase crit and attack speed. Crit chance rolls at a base of 3 and Critical Damage at 8 per stat, so the amulets take crit chance as the main stat and the badges take Critical Damage. Attack speed rolls at 3 per stat and feeds the whole loop, so it sits on the bracers, one ring and as an extra wherever the pool allows. Physical Piercing on the rune and rings helps against the late bosses, which have 30 Physical defence. The undercoat, belt and charm can only roll health, armor or Stamina as the main stat, so they keep you alive and pay for dashes and blocks.
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 Strike Damage
Extra stats: 8.2% Physical Damage, 6.2 Physical Piercing, 10.3% Attack Damage, 9.8 Strike Piercing, 5.6 Attack Speed, 14.1 HP - Under-coat ·
Gorehorn · Mythical · 3 stars · +11 (forge level 12)
Main stat: 22 HP
Extra stats: 12.4 Armor, 12.4 Resistance, 12.4 Strike Armor, 11.8 Blunt Armor, 14.9 Stamina, 14.1 Stamina Regen - Belt ·
Gorehorn · Mythical · 3 stars · +11 (forge level 12)
Main stat: 22 HP
Extra stats: 12.4 Armor, 12.4 Resistance, 12.4 Strike Armor, 11.8 Blunt Armor, 14.9 Stamina, 14.1 Stamina Regen - Charm ·
Ripping · 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: 8.3 Attack Speed
Extra stats: 8.2% Physical Damage, 6.2 Physical Piercing, 10.3% Attack Damage, 11.8 Strike Damage, 9.3 Strike Piercing, 1.8 Max Bleeding - Ring 2 ·
Gorehorn · Mythical · 3 stars · +11 (forge level 12)
Main stat: 16.5 Strike Damage
Extra stats: 8.2% Physical Damage, 6.2 Physical Piercing, 10.3% Attack Damage, 5.9 Attack Speed, 9.3 Strike Piercing, 1.8 Max Bleeding - Amulet 1 ·
Ripping · 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 Strike Damage, 7.8% Physical Damage, 14.9 HP, 10.6 Armor - Amulet 2 ·
Ripping · 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 Strike Damage, 7.8% Physical Damage, 5.6 Spell Haste, 14.1 HP - Badge 1 ·
Ripping · Mythical · 3 stars · +11 (forge level 12)
Main stat: 22% Critical Multiplier
Extra stats: 6.2% Critical Rate, 6.2 Attack Speed, 12.4 Strike Damage, 7.8% Physical Damage, 14.9 HP, 10.6 Armor - Badge 2 ·
Ripping · Mythical · 3 stars · +11 (forge level 12)
Main stat: 22% Critical Multiplier
Extra stats: 6.2% Critical Rate, 6.2 Attack Speed, 12.4 Strike Damage, 7.8% Physical Damage, 14.9 HP, 10.6 Resistance - Bracer 1 ·
Pitfighter · Mythical · 3 stars · +11 (forge level 12)
Main stat: 8.3 Attack Speed
Extra stats: 8.2% Physical Damage, 10.3% Attack Damage, 16.5 HP, 11.8 Armor, 5.6 Spell Haste, 14.1 Stamina Regen - Bracer 2 ·
Pitfighter · Mythical · 3 stars · +11 (forge level 12)
Main stat: 8.3 Attack Speed
Extra stats: 8.2% Physical Damage, 10.3% Attack Damage, 16.5 HP, 11.8 Armor, 11.2 Resistance, 5.3% Guard Efficiency
While levelling
- Levels one to ten: wear anything with Physical Damage, Strike Damage or health.
Pitfighter and
Rumbler pieces come early from goblins and Goblin Cave chests, and a
Pitfighter pair already gives a bonus. - Once the wolves of the Wildwood are on your route, start collecting
Gorehorn. Both
Wildwood Wolf and
Wildwood Aetherfang Wolf drop it. Three pieces give Physical Damage and attack speed, which is enough to carry you to the
Goblin King. - After the
Goblin King falls, craft the
Spellbook Frenzied Slashes with
Hoard King Tooth and start farming
Ripping from his bounty. Every
Ripping piece he drops has the highest star count. - Target:
Ripping 5 in the charm, amulets and badges,
Gorehorn 5 in the rune, undercoat, belt and rings, and a
Pitfighter pair of bracers.
Gear sets
A character wears 12 runes. The bonuses listed are the ones these piece counts switch on.
Ripping 5 piecesMade for
Frenzied Slashes: at 3 pieces the spell keeps slashing and bleeding for a while after the cast, and at 5 pieces it applies twice the Bleeding. This keeps
Whirl of Gore firing. The set drops only from the
Goblin King, and players call it the hard part of the build. It takes the charm, both amulets and both badges.- 3 pieces: Riptear: Frenzied Slashes continues for 3 seconds after the initial cast, dealing Strike Damage and applying Bleeding every second to nearby enemies
- 5 pieces: Bloody Slashes: Frenzied Slashes has twice the Bleeding application
Where it drops:
Goblin King: 55.56% per kill.
Gorehorn 5 piecesPhysical Damage and attack speed at 3 pieces, then crit chance and more damage to Bleeding enemies at 5. Our drop tables list Gorehorn only as rune, undercoat, belt, charm and ring pieces, so the full set is out of reach and 5 pieces is the target.
- 3 pieces: +6% Physical Damage, +4 Attack Speed
- 5 pieces: +6% Critical Rate, Bloodfrenzy: Bleeding enemies take +12% increased Physical Damage from you
Where it drops:
Wildwood Wolf: 5% per kill;
Wildwood Aetherfang Wolf: 3% per kill.
Pitfighter 2 piecesNeither set above has a bracer piece, so both bracers come from
Pitfighter. At 2 pieces it adds max health and Physical Damage, and its bracers can carry attack speed as the main stat.- 2 pieces: +3% HP, +5% Physical Damage
Where it drops:
Dryad Beastwarden: 33.33% per kill;
Dryad Beastwarden Corrupted Beast Key: 33.33% per kill.
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.
| Stat | Skill tree | Gear |
|---|---|---|
| Armor | +82 | |
| Attack Damage | +51.5 | |
| Attack Speed | +51% | +65.2 |
| Blunt Armor | +23.6 | |
| Blunt Damage | +6% | |
| Critical Chance | +16% | +35 |
| Critical Chance vs. Bleeding | +24% | |
| Critical Damage | +72% | +77 |
| Critical Damage vs. Bleeding | +42% | |
| Damage vs. Bleeding | +30% | |
| Guard Efficiency | +5.3% | |
| Health | +69 | +166.4 |
| HP Percent | +3% | |
| Max Bleeding | +3 | +3.6 |
| Max Rage | +2 | |
| Physical Damage | +3% | +83.2% |
| Physical Piercing | +18.6 | |
| Resistance | +58.4 | |
| Spell Haste | +10 | +16.8 |
| Stamina | +51.8 | |
| Stamina Regen | +58.8 | |
| Strike Armor | +35.4 | |
| Strike Damage | +36% | +94.4 |
| Strike Piercing | +28.4 | |
| Stun Build-up | +10% |
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
Ripping comes only from the
Goblin King, in his bounty. Farm the deed tier that adds Mythical pieces once you can clear it. Every
Ripping piece from him has the highest star count, so rarity is the only roll to chase.
Gorehorn comes from
Wildwood Wolf and
Wildwood Aetherfang Wolf. Players and moderators point to the corrupted beast and forest throne bounties at the highest tier for it.
Pitfighter bracers come from the Goblin Cave chests in our files. Open them on the way to the
Goblin King rather than farming them on their own.
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.
Ripping
| Creature | Chance per kill | Pieces | Rarity | Stars |
|---|---|---|---|---|
| 55.56% | Rune, Undercoat, Belt, Charm, Ring, Amulet, Badge | Common 50%, Uncommon 40%, Rare 10% | 3 |
Where to farm it · Every source in the drop finder
Gorehorn
| Creature | Chance per kill | Pieces | Rarity | Stars |
|---|---|---|---|---|
Wildwood Wolf | 5% | Undercoat, Ring, Rune, Belt | Common 70%, Uncommon 30% | 1 |
Wildwood Wolf Empowered | 5% | Undercoat, Ring, Rune, Belt | Common 70%, Uncommon 30% | 1 |
Wildwood Aetherfang Wolf | 3% | Undercoat, Ring, Rune, Belt, Charm | Common 70%, Uncommon 30% | 1, 2 |
Wildwood Aetherfang Wolf Empowered | 3% | Undercoat, Ring, Rune, Belt, Charm | Common 70%, Uncommon 30% | 1, 2 |
Where to farm it · Every source in the drop finder
Pitfighter
| Creature | Chance per kill | Pieces | Rarity | Stars |
|---|---|---|---|---|
Dryad Beastwarden | 33.33% | Undercoat, Ring, Rune, Belt, Charm | Common 50%, Uncommon 40%, Rare 10% | 1, 2 |
Dryad Beastwarden Corrupted Beast Key | 33.33% | Undercoat, Ring, Rune, Belt, Charm | Common 50%, Uncommon 40%, Rare 10% | 1, 2 |
Dryad Beastwarden Empowered | 33.33% | Undercoat, Ring, Rune, Belt, Charm | Common 50%, Uncommon 40%, Rare 10% | 1, 2 |
Dryad Rivercaller | 33.33% | Undercoat, Ring, Rune, Belt, Charm | Common 50%, Uncommon 40%, Rare 10% | 1, 2 |
Dryad Rivercaller Corrupted Beast Key | 33.33% | Undercoat, Ring, Rune, Belt, Charm | Common 50%, Uncommon 40%, Rare 10% | 1, 2 |
Dryad Rivercaller Empowered | 33.33% | Undercoat, Ring, Rune, Belt, Charm | Common 50%, Uncommon 40%, Rare 10% | 1, 2 |
How to play it
The core rotation
- Walk up to a pack and open with
Frenzied Slashes. Every enemy near you starts to bleed, and
Whirl of Gore can proc from your next hit. - Press
Frenzy right after, then keep swinging your axe. The burst window is where most of your damage lands. - Weave
Quick Jab between basic attacks for its short damage buff. Do not stop swinging to cast it. - When
Frenzied Slashes is on cooldown and a target has no Bleeding, tap
Tendon Slice on it so
Whirl of Gore and the crit nodes against Bleeding enemies stay on. - Save
Frenzy for the boss when one is near, so the burst lands on the big target. - Use
Cornu Charge to reach the next pack or to leave a bad spot, then walk back in. Standing still in melee is how this build dies.
Bosses
- Open with
Tendon Slice and
Frenzied Slashes before
Frenzy, so the boss is already Bleeding when the burst starts. - Hold
Frenzy through a boss's big attack pattern and press it when you can stand and swing for the whole buff. - Block the hits you cannot dodge instead of trading. A broken block stuns you, so watch your Stamina bar.
Packs
- Pull packs together before
Frenzied Slashes, so one cast bleeds all of them and
Whirl of Gore spins hit many targets. - Use
Cornu Charge to jump from pack to pack and keep
Deadly Rhythm from dropping between fights.
In a group
- You are a melee damage dealer, not a tank. Let a sturdier player take the boss's attention when you can.
- Bleeding from other players also counts for
Whirl of Gore and the crit nodes against Bleeding enemies, as long as the target is Bleeding. - A player with a
Silver Cat or healing can cover your weak defence. Stay close to them in hard fights.
Defence
At level 25 with this attribute plan, before gear:
- Your dash is
Dash. It costs 10 Stamina and gives a short burst of Move Speed. Use it to leave telegraphed attacks. - Your defensive key is
Retaliation. While you hold it, hits deal no damage and cost Stamina instead: 0.8 Stamina per point of damage, or only 0.2 on a perfect parry. A perfect parry also pushes enemies back. - Players have no stun bar, and guarding makes you immune to stun. If your Stamina runs out while blocking, the block breaks and you are stunned for 1.5 seconds.
- The tree gives health through
Minotaur Blood,
Berserker Blood and the small health nodes on the way. There is no armor node, no barrier and no healing in this build. That is its main weakness.
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.
Retaliation 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 releases a shockwave that pushes nearby enemies back with Stun Build-up. 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.
Goblin King level 18 · 12000 Health solo · defences: Magic 30, Physical 30A mini boss with 30 Physical defence. It is also the only source of
Ripping, so you will fight it many times. Open with Bleeding and burst with
Frenzy; players report very short clears with this build.
Goblin Basher level 4 · 800 Health soloAn elite melee goblin. Players report that one hit stuns and often kills. Kill it first in a pack, and block or dash its swing rather than trading.
Rotting Treant level 15 · 8000 Health solo · defences: Magic 15, Physical 15A giant melee enemy with 15 Physical defence and a lot of health. Players report it Poisons melee players, so keep
Poison Cure on the bar.
Woldroot The Path Guardian level 19 · 14000 Health solo · defences: Magic 30, Physical 30A mini boss at level 19 with 30 Physical defence. The piercing on your rune and rings matters most here.
Aelwynor The Wildroot Father level 20 · 30000 Health solo · defences: Magic 30, Physical 30The final boss at level 20, with 30 Physical defence. Long fights drain Stamina, so pace your blocks and bring a
Lesser Stamina Potion.
Alternatives and what you trade
Nodes
- Drop the damage against Bleeding nodes at the end of the list for
Lingering Frenzy.
Frenzy lasts twice as long, but its attack speed gain drops; players talk about a longer
Frenzy uptime, and this is the trade. - Swap
Skullbreaker's Toll for more Brawler crit chance on the other side of the tree if you have too little crit. You lose Critical Damage.
Gear
- Without
Ripping, run
Gorehorn 5 with a
Rumbler set in the other slots.
Whirl of Gore fires less, but the gear is much easier to get.
Ripping at 3 pieces already makes
Frenzied Slashes keep slashing; the last two pieces only double its Bleeding. If you need slots for crit, stop at 3.
Spells
- Swap
Tendon Slice for
Savage Claw if you own that spellbook. It hits harder and applies more Bleeding, but its cooldown is 10 seconds.
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 before | Multiplier | Gold for 60 points, no free refunds |
|---|---|---|
| 0 to 20 | x1 | 60 |
| 21 to 50 | x1.15 | 69 |
| 51 to 100 | x1.3 | 78 |
| 101 to 200 | x1.5 | 90 |
| more than 200 | x1.75 | 105 |
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
- The
Ripping set drops only from the
Goblin King. Until you have it, Bleeding is thin and
Whirl of Gore fires less. - It is a melee build with few defensive nodes. Big boss hits still hurt, so learn the dodge timings.
Frenzied Slashes is a spellbook, not a tree spell. You need to beat the
Goblin King and craft it first.
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.
- Our files do not say whether
Whirl of Gore spins can crit. Players report that they do, and the build keeps the keystone for that reason. - The chance that
Whirl of Gore triggers per Bleeding stack is not in the tables we read. The node text only says it grows with stacks. - What Rage does on its own for a Minotaur Brawler is not in our code truths. This guide treats the Rage from
Frenzy as a side effect. - Our drop tables list no amulet, badge or bracer source for
Gorehorn, while one video shows
Gorehorn bracers. If a new source exists, a full
Gorehorn set becomes possible.
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
- Discord post in New Build Tierlist, 2026-09-29
A player's build tier list. It puts Brawler Mino Caveman Style alone in the top tier and mentions a very fast
Goblin King clear. - Discord post in #build-discussions, 2026-09-28
A player calls the Caveman build the best one, in their opinion. - Discord post in #build-discussions, 2026-09-29
A player suggests more
Frenzy nodes and says the attack speed from crits plus high crit chance likely gives more damage. - Discord post in #build-discussions, 2026-09-29
The build's author says the only hard part is getting a decent
Ripping set. - Discord post in #build-discussions, 2026-09-29
The author says the build scales on basic attacks, Strike skills and gear sets. - Discord post in #build-discussions, 2026-09-29
The author notes that
Whirl of Gore spins can crit, and the talk that follows decides to keep it.
Videos
- Dimraeth EA - Bleed Crit Minotaur Brawler FARMS T3 BOSSES by Sleepy Cat · Watch on YouTube
A bleed and crit Minotaur Brawler that uses
Frenzied Slashes and
Gorehorn. It shows
Deadly Rhythm up almost all the time.
Dryad Rivercaller