Dagger Technique
When using a Dagger as Shadowstrix, press Light Strike and Heavy Strike simultaneously to enter Stealth.
Class database
Shadowstrixes, masters of stealth and assassination, strike from the shadows using any and all means to take down their targets, be it through stealth attacks, backstabbing, or ambushes. They are experts in using poisons and curses, and their mastery of daggers as well as other short weapons allows them to excel in close combat, allowing them to deal fatal damage very quickly.
These are the class mechanics the game highlights before and during a hunt.
When using a Dagger as Shadowstrix, press Light Strike and Heavy Strike simultaneously to enter Stealth.
When using Dual Blades as Shadowstrix, press Light Strike for Light Strikes and Heavy Strike for Heavy Strikes. Combine them to execute various combo branches.
These are the weapon families assigned to this class and the complete set of current skills that require each family.
Hold to aim, then throw a Poison Crow Mark toward the target direction, dealing Physical Damage to enemies hit and reducing their Movement Speed and Dodge Distance for a period of time.
Dash forward a certain distance, dealing Physical Damage to enemies in the path.
Flash Stride has a shorter base cooldown in trio mode.
Hold to aim, then throw a black crow toward the target area, unleashing a Crow Storm upon arrival. During Crow Storm, enemies continuously take Physical Damage.
Leave a shadow in place and dash forward, dealing Physical Damage. After a brief delay, the shadow dashes toward your position, dealing Physical Damage and stunning enemy targets it hits.
Throw a Smoke Bomb at your feet, obstructing the vision of all targets in the area. You gain increased vision range while in the smoke.
These named weapon actions are triggered by basic attacks, dodges, resources, or other effects. They are not additional skill-slot choices.
Crush crow feather dust to enter Stealth for a period.
Hold to aim, then throw a Poison Crow Mark toward the target direction, dealing Physical Damage to enemies hit and reducing their Movement Speed and Dodge Distance for a period of time.
Hold to aim, then throw a black crow toward the target area, unleashing a Crow Storm upon arrival. During Crow Storm, enemies continuously take Physical Damage.
Thrust forward, dealing Physical Damage to enemies hit and recovering Energy for yourself.
Inspiring Impale has a shorter base cooldown in trio mode.
Spin and dash forward with a powerful strike, dealing Physical Damage.
Spinning Slash has a shorter base cooldown in trio mode.
Hold to aim and select a landing point, then teleport to that location after aiming ends.
Increases Movement Speed for a period of time after teleporting.
Note: The teleportation has a distance limit.
These named weapon actions are triggered by basic attacks, dodges, resources, or other effects. They are not additional skill-slot choices.
After launching a Light Strike with Light Strike, press Heavy Strike to move backward, then dash forward to deal Physical Damage. Hold Heavy Strike to perform a Lv.1 charge.
Lv.1 Charge: Increases Damage Multiplier and dash distance.
Hold Light Strike and Heavy Strike to channel Bloody Blade Dance, continuously attacking forward and dealing Physical Damage to enemies hit. This skill deals increased damage to Gyldhunters.
Shortly after using Dodge, press Light Strike to dash forward and deal Physical Damage.
After using Fang Rush, dodge energy will not recover for a certain period.
Branches are ordered by their in-game unlock level. Every node below belongs to the current tree; prerequisites and exclusive choices are shown by name.
Exclusive choice: Shadow Stride / Frequency Shift
While in Stealth, your Movement Speed is increased when moving toward enemies within a certain range.
Requires: Shadow Stride
Exiting Stealth unharmed while wielding a Dagger grants significantly increased Physical Damage and continuous Energy recovery for a certain period.
Exiting Stealth allows entering Shadow Veil after a brief delay. After exiting Shadow Veil, using a Dagger to attack enemies within a short time will cause you to re-enter Shadow Veil for a fixed duration after a short delay.
The maximum number of times you can re-enter Shadow Veil through Frequency Shift after exiting Shadow Veil is 3. This count resets each time you exit Stealth.
Requires: Frequency Shift
After exiting Stealth or Shadow Veil, all Dagger backstabs are treated as critical hits for a period of time.
Exclusive choice: Bloodthirst Frenzy / Shadow Dance
After hitting an enemy with Bloody Blade Dance, increases Physical Damage for a period of time, stacking up to 4 times. During Bloody Blade Dance, you can deflect enemy projectiles. Successfully deflecting enemy projectiles recovers a certain amount of Energy.
Bloody Blade Dance can be quickly activated after a Dodge.
Using Bloody Blade Dance this way temporarily halts dodge energy recovery.
Requires: Bloodthirst Frenzy
Sword Aura from Bloody Blade Dance recovers Energy upon hitting enemies.
Requires: Shadow Dance
Hitting enemies with Fang Rush or Bloody Blade Dance removes negative effects that prevent dodge energy recovery and additionally recovers Energy.
After Shadow Wheel Slash hits an enemy, reduce their Movement Speed for a period of time.
Shadow Wheel Slash consumes more Energy but deals increased Physical Damage.
Each hit of Shadow Wheel Slash's branch attacks reduces the remaining cooldown of Sneak and additionally recovers Energy.
Inspiring Impale no longer consumes Energy.
After Inspiring Impale hits, it applies Healing Block for a period of time.
When the afterimages summoned by Shadow Strike hit enemies, Shadow Strike's remaining cooldown is greatly reduced.
Casting Shadow Strike increases Physical Damage for a period of time.
Gain Super Armor for a short time when casting Spinning Slash.
Upon casting Spinning Slash, increase Physical Damage for a period of time.
After Poison Crow Mark hits, it applies Healing Block for a period of time.
Poison Crow Mark recovers a certain amount of Energy upon hitting enemies.
After Poison Crow Mark hits, impair their vision and hearing for a period.
Flash Stride can be held to charge up twice. However, the dash distance is reduced when not charged.
1st charge: Slightly increase Damage Multiplier and dash distance.
2nd charge: Increase Damage Multiplier and dash distance.
When Flash Stride hits, you recover Energy for each enemy hit.
Enemies hit multiple times by Crow Storm are stunned.
Players already stunned only take damage and do not accumulate Crow Storm stacks.
Increases the flying speed and maximum range of the crows in Crow Storm. Increases the AoE of Crow Storm.
Exclusive choice: Battle Frenzy / Wound Buildup
After hitting an enemy with Dual Blades, increases Physical Damage dealt by Dual Blades for a period of time, stacking up to 5 times.
At maximum stacks, additionally grants Physical Piercing.
When hitting enemies with Dual Blades attacks, applies a stackable Wound that lasts for a short duration. When Wound reaches 10 stacks, it detonates and deals True Damage to the target.
While in Stealth, you cannot be detected and will not make any sound if not moving.
Killing an enemy player immediately resets the remaining cooldown of Sneak and fully recovers Energy.
After casting Phantom Shift, gain Super Armor while increasing Physical Resistance and Magic Resistance for a period.
After casting Phantom Shift, casting it again will return to the location of the first Phantom Shift cast.
Each time you enter Stealth or Shadow Veil, your Movement Speed is greatly increased for a short duration.
While in Stealth, interactions won't break Stealth, but the interaction speed will be slower.
Sneak allows you to quickly enter a Stealth state.
Pursuit Strike no longer consumes Energy, but this effect has a cooldown.
When performing Light Strikes, Heavy Strikes, and casting skills with dual blades equipped, one dodge can be performed. This dodge still costs dodge energy but allows for earlier recovery cancellation.
Flurry Strike can now be charged up to 2 times.
Lv.2 Charge: Increases Damage Multiplier and dash distance.
After hitting an enemy, increase Movement Speed for a period of time.
When Light Strikes hit enemies, reduces the remaining cooldown of the currently equipped weapon's exclusive skills.
Dagger Exclusive Skills: Flash Stride, Sneak
Dual Blades Exclusive Skills: Spinning Slash, Inspiring Impale
Within the Smoke Bomb's area of effect, all interactions are disabled for both allies and enemies, and your Smoke Bombs can now be thrown to a targeted area.
Within the Smoke Bomb's area of effect, reduces enemy Movement Speed and the Healing they receive.
These branches are available to every class and are kept separate from the class-specific constellation.
Woodling merchants will offer you a discount during matches.
Greatly increases damage dealt to Returner Woodlings.
Allows you to learn the spawn location of the Smuggler Woodling and Soul Ferry in advance.
Increases Gyldenblod gained.
Increases damage dealt to monsters but reduces damage dealt to Gyldhunters.
Allows you to sense the corpses of other Gyldhunters.
Increases resistance to the Gyldenmist, slowing the rate of Gyldening.
These are the repeated baseline attributes and resources before equipment and talents. They are not a level-growth table and do not include final combat modifiers.
The game marks these affixes as recommendations for this class. Their order is preserved; final value still depends on the equipment, affix level, and build around them.