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Skill tree
Offense
Executioner
Instantly kills enemies that drop below 10% HP. +5% crit chance. Start each run with Death Mark.
Homing
Your gun's projectiles home in on enemies. Instant shots and beams don't. Start each run with Seeker Bolts.
Chain Shot
Everything that bounces hits 1 more enemy. Start each run with Ricochet.
Blademaster
Start each run with Dual Melee. Your melee reaches 3 m further, but no longer lunges. Aegis still lunges. Your gun's gems still count.
Gunslinger
Start each run with Dual Guns, and keep your secondary fire. +10% second gun damage. Your melee weapon's gems and passive still count.
Lethality
Increases weapon damage. +1.2% Damage per level
Bloodletter
Heals a little on hit. +2.5% Lifesteal per level
Range
Increases weapon and perk range. +2% Range per level
First Cut
More damage to enemies above 90% HP. +5% Damage vs High HP per level
Deadeye
Increases critical hit chance. +0.7% Crit Chance per level
Rapid Fire
Increases attack speed. +1.0% Attack Speed per level
Shrapnel
Critical hits burst into shards that hit nearby enemies. +6% Shard Damage per level
Heavy Strikes
Adds flat weapon damage. +0.4 Flat Damage per level
Utility
Berserker
Each kill grants +20% movement speed and makes your perks recharge 10% faster for 2s.
Self-Charging
Your secondary charges itself. A full charge every 2s, faster with attack speed.
Polymath
You can spend 20 more skill points.
Overclock
Your perks recharge 6% faster. Your dash, Grapple Hook and Blink recharge 30% faster, and your Jetpack refuels 30% faster.
Hoarder
Every 10 gold you hold gives +1% damage.
Fleet Foot
Increases movement speed. +2% Move Speed per level
Kinetic Coils
Faster dash recharge. -0.1s Dash Cooldown per level
Spring Heel
Higher jumps. +4% Jump Height per level
Blood Money
Losing health can give you 1 gold. +6% Gold Chance per level
Fast Learner
Increases XP gained. +2% XP Gain per level
Four-Leaf
Improves rarity odds. +2% Luck per level
Gold Digger
Increases gold gained. +2% Gold Gain per level
Swarm Caller
Enemies spawn faster. +2% Difficulty per level
Defense
Adrenaline
Every 5% armor gives +3% damage. Losing health raises your armor by 20% for 2s.
Overshield
A shield of 20% of your max HP takes hits first. It refills after 5s without taking damage.
Blood Pact
Half of each hit you take bleeds out over 3s instead of all at once. +15% damage for 3s after you lose health. +20% lifesteal.
Spiked Plating
+10% armor. Enemies that hit you take 50% of your damage, plus 2% for every 1% of armor. Once a second.
Ghost
After 10s without taking damage, your next hit is guaranteed to be dodged.
Plating
Reduces incoming damage. +1% Armor per level
Sidestep
Chance to dodge a hit. +1% Evasion per level
Faceguard
Reduces incoming damage by a flat amount (never below 1). +0.4 Damage Reduction per level
Unscathed
More damage and armor while above 90% health. +2.0% Damage per level +1.5% Armor per level
Regeneration
Regenerates health over time. +4 HP Regen per level
Vitality
Increases maximum health. +5 Max HP per level
Scar Tissue
Losing health gives a stack of armor for 5s, up to 5 stacks. +0.6% Armor a Stack per level
Bloodied
More damage and armor while below 90% health. +2.0% Damage per level +1.5% Armor per level