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Guides/Starter builds/Vortex Bleed Minotaur Brawler (starter build)

Vortex Bleed Minotaur Brawler

Wiki starter build, based on these sourcesHorned Vanguardbleedcrit

Vortex spins through a pack and applies Bleeding to everything it touches. The tree raises how much Bleeding you can stack and how long it lasts. Many Bleeding stacks switch on Blood in the Water, the crit nodes against Bleeding enemies and more Whirl of Gore spins.

The build

Race and classHorned Vanguard
Level25
Skill points60 of 60

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 puts a "Minotaur Vortex Brawler" in tier A, based on another player's build named for 100 percent crit chance. A bleed and crit Minotaur Brawler guide in the build guides channel uses Vortex, Gorehorn and Whirl of Gore, and several video guides show the same core. Those trees were shared as pictures and planner links, so this guide follows the idea and is not a copy of one tree.

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

  • Vortex hits every enemy in its path, so one cast puts Bleeding on a whole pack.
  • Bleeding is the switch for most of the tree: Blood in the Water, the crit nodes against Bleeding enemies, and Whirl of Gore.
  • Whirl of Gore gets stronger with more Bleeding stacks nearby, and the Bleeding cap nodes raise how many stacks each enemy can hold.
  • Players report close to full crit chance against Bleeding targets once tree and gear come together.

The nodes that make it work

The first line under each node is the game text.

  • VortexPress to cast. Spin toward your target, dealing Strike Damage and applying Bleeding to all enemies in your path.Vortex is the build's Bleeding source and its way to move through a fight.
  • Repeating VortexVortex may be cast again within a short window. The damage of the second cast is reduced by 50%.Two spins per cast means two passes of Bleeding. This upgrade keeps the dash, so you can still use it to move.
  • Blood in the WaterOn hitting an enemy with 10 or more Bleeding stacks, gain +15% Crit Chance for 5 seconds.Once a target holds enough Bleeding, this gives a large crit chance boost. A high Bleeding cap keeps it up.
  • Child of the BloodhornIncrease the maximum Bleeding you can apply by 3. Increase your Critical Chance against Bleeding enemies by 8%A bigger Bleeding cap and crit chance against Bleeding enemies in one node.
  • 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 enemiesThe more Bleeding on nearby enemies, the more often it spins.
  • Xwin's MightIncrease your damage vs. Bleeding enemies by 12%. Increase the maximum Rage you can hold by 2.More damage against Bleeding enemies, which is every target in this build.

Spells

  • VortexFrom the skill tree · cooldown 8 sThe main spell. Cast it on every pack, twice with the upgrade. Its base cooldown is 8 seconds before the tree cuts it.
  • Tendon SliceFrom Spellbook Tendon Slice · cooldown 4 sA spellbook that slices and applies Bleeding, with a short cooldown of 4 seconds. Use it to stack Bleeding on a boss between Vortex casts.
  • Quick JabFrom the skill tree · cooldown 4 sA cheap hit with a short Physical Damage buff. Press it right before a spin.
  • Cornu ChargeFrom the skill tree · cooldown 12 sYour gap closer and your escape from area attacks.
  • Frenzied SlashesFrom Spellbook Frenzied Slashes · cooldown 6 sThe fifth button, from a spellbook you craft after the Goblin King. It bleeds every enemy around you, which fills stacks on a boss's adds and on packs Vortex missed.

Spell bar, pet and item bar

Slot 1Vortex
Slot 4Quick Jab
Dash keyDash
Defensive keyRetaliation

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

Silver Cat · casts Silver Ward every 30 seconds

The Silver Cat gives you a Magic Barrier when you take damage, with a long cooldown of 30 seconds. You cannot block while you spin, so this barrier covers the hit you could not avoid. Vortex and your spells already stack Bleeding, so a Bleeding pet adds less here. The guide thread picks 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. Drink it when a spin goes wrong, before the next big hit.
  • Lesser Stamina PotionA revitalizing tonic scented with mint and wild herbs.Vortex, blocks and dashes all cost Stamina. On long bosses this keeps you spinning.
  • 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 attacking.
  • 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.

  1. Level 7 12 points

    Go straight up the Minotaur tree to Vortex. It is the spell the whole build runs on, so nothing else comes first. The health and Strike Damage nodes on the way help while you fight with basic attacks, Quick Jab and Cornu Charge.

    The nodes of this step

    Health Boost, Health Boost, Strike Damage Increase, Strike Damage Increase, Minotaur Blood, Attack Speed Increase, Attack Speed Increase, Attack Speed Increase, Bovine Fervour, Max Bleeding Increase, Max Bleeding Increase, Vortex

  2. Level 11 7 points

    Buy the three Vortex damage buffs, then Repeating Vortex and the three cooldown buffs. Repeating Vortex keeps the dash, and the cooldown buffs let you spin more often, so Bleeding goes on faster.

    The nodes of this step

    Vortex Damage Increase I, Vortex Damage Increase II, Vortex Damage Increase III, Repeating Vortex, Vortex Cooldown Reduction I, Vortex Cooldown Reduction II, Vortex Cooldown Reduction III

  3. Level 16 10 points

    Fill the Bleeding branch: a higher cap, a longer duration, and Blood in the Water at the end. Blood in the Water needs many stacks on one target, and the cap nodes are what make that possible.

    The nodes of this step

    Max Bleeding Increase, Max Bleeding Increase, Max Bleeding Increase, Max Bleeding Increase, Max Bleeding Increase, Bleeding Duration Increase, Bleeding Duration Increase, Bleeding Duration Increase, Bleeding Duration Increase, Blood in the Water

  4. Level 18 4 points

    Walk into the ring through Child of the Bloodhorn and take Whirl of Gore. By now you stack enough Bleeding for it to fire often, so this is where the extra damage starts.

    The nodes of this step

    Max Bleeding Increase, Max Bleeding Increase, Child of the Bloodhorn, Whirl of Gore

  5. Level 23 11 points

    Take the crit nodes against Bleeding enemies up to Xwin's Might, the crit chance behind it, and the damage against Bleeding enemies below it. Every target you fight is Bleeding, so these act like plain crit and damage.

    The nodes of this step

    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, Increased Damage vs. Bleeding, Increased Damage vs. Bleeding, Increased Damage vs. Bleeding, Increased Damage vs. Bleeding

  6. Level 25 and 12 boss points 16 points

    Finish with Critical Damage against Bleeding enemies around the ring to Blood Borne, then attack speed and Strike Damage. Crits are common by now, so Critical Damage is the better buy than more cap.

    The nodes of this step

    Sight of the Bloodbull, Critical Damage vs. Bleeding, Critical Damage vs. Bleeding, Critical Damage vs. Bleeding, Critical Damage vs. Bleeding, Blood Borne, Critical Strike Chance Increase, Critical Strike Chance Increase, Bleeding Duration Increase, Attack Speed Increase, Attack Speed Increase, Attack Speed Increase, Unbroken Advance, Strike Damage Increase, Strike Damage Increase, Physical Damage Increase

Attributes

Agility gets just enough for Tendon Slice. Strength gets most points: 1 Physical Power per point, the most of any attribute. A few points in Physique add 10 health each, because this build stands in melee on bosses.

AttributeStartAt level 25Base XP costOne point gives
Memory442405 Concentration
Charisma442400.5 Magic Power, 0.5 Support Power
Adventure662000.5 Physical Power, 0.5 Magic Power
Physique81416010 Health
Intelligence442401 Magic Power
Agility482400.5 Physical Power, 0.5 Attack Speed %
Strength10521201 Physical Power, 2.5 Stamina from your race and class passive
Energy881605 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 122588 XP. The same points in the order the guide started from cost 126088 XP.

Training order, point by point

Strength 1, Physique 1, Strength 2, Physique 1, Agility 1, Strength 1, Physique 1, Strength 1, Agility 1, Physique 1, Strength 2, Physique 1, Agility 1, Strength 1, Physique 1, Strength 1, Agility 1, Strength 33

Stat priorities

  • Strength is the main attribute: 1 Physical Power per point, twice what Agility or Adventure give.
  • Agility only up to what Tendon Slice needs. Past that, a point of Strength gives more damage than a point of Agility (0.5 Physical Power).
  • On gear, crit chance first. Every character starts at 0.02 crit chance, and Blood in the Water plus the crit nodes against Bleeding enemies only close part of the gap.
  • Then Critical Damage (8 per stat) and Strike Damage (6 per stat), since almost all your damage is Strike.
  • Physique for survival: 10 health per point on top of a base of 150.

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.

The rune and rings take Strike Damage, because Vortex, Whirl of Gore and your axe all deal Strike Damage. One ring adds Max Bleeding and Bleeding Duration, the only slot where the pool allows both. Bleed Damage rolls high per stat (12), so it is an extra wherever it fits. Spell Haste (3 per stat) on a bracer brings Vortex back sooner. Amulets and badges chase crit: 3 crit chance or 8 Critical Damage per stat. Physical Piercing helps against the late bosses, which have 30 Physical defence.

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, 22.3% Bleeding Damage, 5.3 Attack Speed
  • 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, 7 Movement Speed
  • 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 · 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: 16.5 Strike Damage
    Extra stats: 8.2% Physical Damage, 6.2 Physical Piercing, 2.1 Max Bleeding, 2 Bleeding Duration, 5.6 Attack Speed, 8.8 Strike Piercing
  • Ring 2 · Rumbler · 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, 21.1% Bleeding Damage
  • Amulet 1 · Pitfighter · Mythical · 3 stars · +11 (forge level 12)
    Main stat: 8.3% Critical Rate
    Extra stats: 16.5% Critical Multiplier, 6.2 Attack Speed, 8.2% Physical Damage, 5.9 Spell Haste, 22.3% Bleeding Damage, 14.1 HP
  • Amulet 2 · Pitfighter · Mythical · 3 stars · +11 (forge level 12)
    Main stat: 22% Critical Multiplier
    Extra stats: 6.2% Critical Rate, 6.2 Attack Speed, 8.2% Physical Damage, 5.9 Spell Haste, 22.3% Bleeding Damage, 14.1 HP
  • Badge 1 · Rumbler · Mythical · 3 stars · +11 (forge level 12)
    Main stat: 22% Critical Multiplier
    Extra stats: 6.2% Critical Rate, 8.2% Physical Damage, 12.4 Strike Damage, 5.9 Attack Speed, 22.3% Bleeding Damage, 14.1 HP
  • Badge 2 · Pitfighter · Mythical · 3 stars · +11 (forge level 12)
    Main stat: 22% Critical Multiplier
    Extra stats: 6.2% Critical Rate, 8.2% Physical Damage, 6.2 Attack Speed, 23.5% Bleeding Damage, 14.9 HP, 10.6 Armor
  • Bracer 1 · Rumbler · Mythical · 3 stars · +11 (forge level 12)
    Main stat: 8.3 Spell Haste
    Extra stats: 6.2 Attack Speed, 8.2% Physical Damage, 12.4 Strike Damage, 9.8% Attack Damage, 22.3% Bleeding Damage, 14.1 HP
  • Bracer 2 · Rumbler · Mythical · 3 stars · +11 (forge level 12)
    Main stat: 8.3 Attack Speed
    Extra stats: 6.2 Spell Haste, 8.2% Physical Damage, 12.4 Strike Damage, 9.8% Attack Damage, 22.3% Bleeding Damage, 14.1 HP

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.
  • When the wolves of the Wildwood are on your route, collect Gorehorn from Wildwood Wolf and Wildwood Aetherfang Wolf. Three pieces already give attack speed and Physical Damage.
  • Swap goblin gear for Rumbler from Goblin Basher and treants as better rolls drop. Rotting and corrupted treants roll higher star counts than goblins.
  • Target: Gorehorn 5 in the rune, undercoat, belt, charm and one ring, Rumbler 4 in the other ring, one badge and both bracers, and Pitfighter 3 in the amulets and the other badge.

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+57.8
Attack Damage+40.2
Attack Speed+45%+59.5
Bleeding Damage+178.4%
Bleeding Duration+6+2%
Blunt Armor+23.6
Critical Chance+12%+32.9
Critical Chance vs. Bleeding+24%
Critical Damage+82.5
Critical Damage vs. Bleeding+42%
Damage vs. Bleeding+48%
Health+38+145.9
HP Percent+3%
Max Bleeding+18+2.1
Max Rage+2
Movement Speed+12%
Physical Damage+3%+92.8%
Physical Piercing+18.6
Resistance+36.6
Spell Haste+4+31.9
Stamina+51.8
Stamina Regen+30.6
Strike Armor+35.4
Strike Damage+24%+86.7
Strike 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 first: farm Wildwood Wolf and Wildwood Aetherfang Wolf in the corrupted beast and forest throne bounties. Only the highest deed tiers roll Mythical pieces, so move up as soon as you clear them.
  • Rumbler next: Goblin Basher in the Goblin King bounty and treants in the forest bounties. Rotting treants only roll two or three star pieces in our files, so they are the better source.
  • Pitfighter amulets and badges come from Goblin Cave chests in our files. Open them while you farm the Goblin King bounty.

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

Rumbler

CreatureChance per killPiecesRarityStars
Goblin Basher33.33%Rune, Undercoat, BeltCommon 70%, Uncommon 30%1
Goblin Basher Empowered33.33%Rune, Undercoat, BeltCommon 70%, Uncommon 30%1
Rotting Treant25%Undercoat, Ring, Rune, Belt, Charm, AmuletCommon 40%, Uncommon 30%, Rare 25%, Mythical 5%2, 3
Rotting Treant Empowered25%Undercoat, Ring, Rune, Belt, Charm, AmuletCommon 40%, Uncommon 30%, Rare 25%, Mythical 5%2, 3
Treant25%Undercoat, Ring, Rune, BeltCommon 50%, Uncommon 40%, Rare 10%1, 2
Treant Empowered25%Undercoat, Ring, Rune, BeltCommon 50%, Uncommon 40%, Rare 10%1, 2

Where to farm it · Every source in the drop finder

Pitfighter

CreatureChance per killPiecesRarityStars
Dryad Beastwarden33.33%Undercoat, Ring, Rune, Belt, CharmCommon 50%, Uncommon 40%, Rare 10%1, 2
Dryad Beastwarden Corrupted Beast Key33.33%Undercoat, Ring, Rune, Belt, CharmCommon 50%, Uncommon 40%, Rare 10%1, 2
Dryad Beastwarden Empowered33.33%Undercoat, Ring, Rune, Belt, CharmCommon 50%, Uncommon 40%, Rare 10%1, 2
Dryad Rivercaller33.33%Undercoat, Ring, Rune, Belt, CharmCommon 50%, Uncommon 40%, Rare 10%1, 2
Dryad Rivercaller Corrupted Beast Key33.33%Undercoat, Ring, Rune, Belt, CharmCommon 50%, Uncommon 40%, Rare 10%1, 2
Dryad Rivercaller Empowered33.33%Undercoat, Ring, Rune, Belt, CharmCommon 50%, Uncommon 40%, Rare 10%1, 2

Where to farm it · Every source in the drop finder

How to play it

The core rotation

  1. Walk into a pack and press Quick Jab for its damage buff.
  2. Cast Vortex through the pack, then cast it again inside the short window. Both spins apply Bleeding.
  3. Press Frenzied Slashes in the middle of the pack to add more Bleeding to everything around you.
  4. Now swing your axe. With many stacks on the pack, Whirl of Gore spins and crits against Bleeding enemies do most of the work.
  5. Tap Tendon Slice on any target that has little Bleeding, so it reaches the stack count for Blood in the Water.
  6. Cast Vortex again as soon as it is back. Keep Cornu Charge for leaving area attacks.

Bosses

  • Stack the boss first with Tendon Slice and single hits, and spin only between its attacks. You cannot block while you spin.
  • Use Vortex to move through the boss and out of danger in one cast, since Repeating Vortex keeps the dash.
  • Stay on the boss once it reaches the stack count for Blood in the Water, so the crit boost does not drop.

Packs

  • Line up the pack so one Vortex crosses all of it.
  • Do not chase stragglers. Let Whirl of Gore spins hit them while you keep swinging at the group.

In a group

  • Bleeding from other players also counts for your Bleeding nodes, as long as the target is Bleeding.
  • Vortex moves you. In a group, spin away from your healer or tank only when the pack is worth it.
  • You are a damage dealer. Let a sturdier player hold the boss and hit it from the side.

Defence

At level 25 with this attribute plan, before gear:

Health290
Concentration30
Stamina189
Health+38, gear +145.9
HP Percentgear +3%
Armorgear +57.8
Resistancegear +36.6
  • Your dash is Dash. It costs 10 Stamina and gives a short burst of Move Speed.
  • 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.
  • Players have no stun bar, and guarding makes you immune to stun. A block that runs out of Stamina breaks and stuns you for 1.5 seconds.
  • The Silver Cat barrier is your only shield. The tree gives health through Health Boost and Minotaur Blood; there is no armor node and no healing.
  • The build's gap: you cannot block or dodge during a spin. Time Vortex between a boss's attacks.

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.

  • Wildwood Wolf Alpha level 4 · 2400 Health soloThe early wall. You may meet it before Vortex. Fight it with basic attacks and Quick Jab, and dash its lunges.
  • Goblin King level 18 · 12000 Health solo · defences: Magic 30, Physical 30A mini boss with 30 Physical defence. Stack Bleeding with Tendon Slice before you spin, and use Vortex to dodge through it.
  • Goblin Basher level 4 · 800 Health soloAn elite melee goblin. Players report that its hit stuns and often kills. Do not spin into it while it winds up; kill it first once it is Bleeding.
  • Rotting Treant level 15 · 8000 Health solo · defences: Magic 15, Physical 15A giant melee enemy with 15 Physical defence. Players report it Poisons melee players; keep Poison Cure ready.
  • Aelwynor The Wildroot Father level 20 · 30000 Health solo · defences: Magic 30, Physical 30The final boss at level 20 with 30 Physical defence. The fight is long, so Bleeding duration matters more here than anywhere else.

Alternatives and what you trade

Nodes

  • Drop the Bleeding duration nodes for more crit if you lose no stacks between spins. One video uploader says their Bleeding ticks did less than their hits.
  • Take Twister instead of Repeating Vortex to spin while moving. You lose the dash and the second cast.

Gear

Spells

  • Swap Frenzied Slashes for Savage Claw if you have that spellbook: a bigger single hit with Bleeding, but a longer cooldown of 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 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

  • The damage needs Bleeding stacks first. The first seconds on a fresh boss are slow.
  • Many points go into Bleeding cap and duration. One video uploader says Bleeding ticks alone did less than their hits, so do not overdo the Bleeding nodes.
  • You cannot block or dodge well while you spin. On bosses, time Vortex between their big attacks.

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.

  • 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.
  • How much damage each Bleeding stack deals per tick is not in our code truths. Players report close to full crit chance against Bleeding targets with full gear; our files do not confirm that total.
  • Our drop tables list no amulet, badge or bracer source for Gorehorn, while videos show Gorehorn bracers. If one exists, more Gorehorn pieces become possible.
  • What Rage does on its own for this pair is not in our code truths, so this guide does not plan around it.

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

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

Caveman Minotaur BrawlerSword Swap Human Brawler
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