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[[Circuit]]s are the skill system used in [[CrossWorlds]]. They can be activated in the Circuit Menu, which is unlocked at the end of the [[Rhombus Dungeon]]. The Circuit Menu is split into five Circuit Trees: a neutral tree, and one for each element. The neutral tree is unlocked by default, and others are unlocked on obtaining that element. Currently, only the neutral and [[Heat]] trees are available.
Circuits are the skill system used in [[CrossWorlds]]. They can be activated in the Circuit Menu, which is unlocked at the end of [[Rhombus Dungeon]]. The Circuit Menu is split into five Circuit Trees, one for each [[Elements|element]]. The neutral tree is unlocked by default, and the elemental trees are unlocked on obtaining their element. You can also reset your Circuit Trees with a {{ItemLink|Circuit Override}}. However the only way to get these is to beat certain bosses, or through expensive late-game trades.


There are two types of Circuits: Passive Circuits and [[Combat Arts]]. Passive Circuits provide stat boosts or other background benefits. The Passive Circuits in the elemental trees are only active while in that element mode; those in the neutral tree are always active, but are only half as effective in element modes. Combat Arts are active skills for use in battle, and are mostly detailed on their own page. A circuit can only be unlocked if its parent circuit is already unlocked.
There are two types of Circuits: Passive Circuits and [[Combat Arts]]. Passive Circuits provide stat boosts or other background benefits. Combat Arts are active skills for use in battle, and are mostly detailed on their own page. All circuits in the elemental trees are only active while in that element mode; those in the neutral tree are always active, but are only half as effective in element modes. A circuit can only be unlocked if its parent circuit is already unlocked.


Each tree consists of four major paths, with one associated with each basic [[Combat]] skill, and containing circuits geared toward that skill. The four neutral paths are balanced, but each elemental tree has two large paths, and a medium and small path joined at the base, with which is which being based on that element's related skills. For Heat, [[Melee]] and [[Guard]] are large, [[Dash]] is medium and [[Balls|Throw]] is small.
Each tree consists of four major paths, where Combat Arts associated with the four basic [[Combat]] actions are found, and several minor paths offering only passive circuits. Each of the neutral tree's major paths are balanced, but each elemental tree has two large paths, a medium path, and a small path, emphasizing certain combat actions over others based on the element's style. For example, Heat's [[Melee]] and [[Guard]] paths are large, [[Dash]] is medium and [[Balls|Throw]] is small.


==Branches==
==Branches==
The Circuit Trees contain special structures called Branches, which consist of two parallel paths of three skills each, including at least one Combat Art. Although it is not possible to have both paths active at once, once one path is unlocked, the active path can be switched at any time at no cost. This allows the player to easily switch their active Combat Arts to match the situation.


==Cross Points==
The major circuit paths contain split structures called Branches, of two parallel paths of three circuit skills each, including at least one Combat Art. Although it is not possible to have both branches active at once, once one is unlocked, the active branch can be switched at any time at no cost. This allows the player to easily switch their active Combat Arts to match the situation.
Cross Points, or CP, are used to unlock Circuits. Circuits cost between 1 and 4 Cross Points, with Circuits near the top of their tree being more expensive. Each tree has a separate pool of Cross Points in order to allow the trees unlocked later to be as useful as those unlocked immediately. Cross Points are earned, one for each tree, on gaining a [[Level]]. The level cap of 99 means a maximum of 98 CP can be earned in this way. The neutral tree requires 104 CP for full unlocking, while the elemental trees each require 108. The developers have said that 100% completion of the trees will be possible, with the additional 10 CP being obtained through sidequests or story rewards.


==List of Passive Skills==
==Circuit Points==
The following tables list the Passive Skills available in each skill tree.
 
Circuit Points, or CP, are used to unlock Circuits. Circuits cost between 1 and 4 Circuit Points, with Circuits near the end of their tree being more expensive. Each tree has a separate pool of Circuit Points in order to allow the trees unlocked later to be as useful as those unlocked immediately. Every [[Level]] up grants one Circuit Point to each tree. The level cap of 99 means a maximum of 98 CP can be earned in this way. Fully unlocking the neutral tree requires 104 CP, while the elemental trees each require 108 CP. Enough bonus CP can be obtained to fully unlock all trees, although the [[A New Home]] DLC is necessary for this.
 
===Sources of Bonus CP===
 
====Quests====
 
*[[Digging Up the Past]] - 1 CP for the neutral tree
 
*[[Crocus Pocus]] - 1 CP for every elemental tree
 
*[[Henry Trailblazing]] - 1 CP for every tree
 
*[[The Observatory]] - 1 CP for every tree
 
* [[Waves of Sand]] - 1 CP for the heat tree
 
====DLC Quests====
 
*[[Trial of Ascension]] - 1 CP for the wave tree
 
*[[Wetter Work]] - 1 CP for the cold tree
 
*[[Riches with Fridges]] - 1 CP for the shock tree
 
*[[Spiritual Drinks]] - 1 CP for the shock tree
 
*[[Tremors of the Past]] - 1 CP for the shock tree
 
*[[Salty Detox]] - 2 CP for the wave tree
 
* [[Wrath of Goat]] - 2 CP for the cold tree
 
*[[In Cawhoofs]] - 1 CP for the heat tree
 
*[[Trouble on the Highway]] - 1 CP for every elemental tree
 
*[[Lost and On the Run]] - 1 CP for every elemental tree
 
*[[Beach Fight]] - 1 CP for the heat tree
 
====DLC Story====
 
*Complete the '''Challenge of Para Island''' - 2 CP for the neutral tree
 
*Complete [[Ku'lero Temple]] - 1 CP for every elemental tree
 
====Arena Shop (DLC)====
 
*{{ItemLink|Symbol of Neutral}} - 1 CP for the neutral tree
 
*{{ItemLink|Symbol of Heat}} - 1 CP for the heat tree
 
*{{ItemLink|Symbol of Cold}} - 1 CP for the cold tree
 
*{{ItemLink|Symbol of Shock}} - 1 CP for the shock tree
 
*{{ItemLink|Symbol of Wave}} - 1 CP for the wave tree
 
==List of Passive Circuits==
 
For your convenience, you will find here a list for every circuit tree that shows how much of each kind of passive circuit is found in that tree and the maximum relevant modifier possible.
 
Most trees, with the exception of the Wave tree, have a unique circuit that is only found on that tree, and provides a fixed benefit rather than a percentage increase to a stat. Neutral has Appetite, Heat has Once More, Cold has Bastion and Shock has Extra Dash. Appetite and Extra Dash can also be obtained from items, but Once More and Bastion are only available through their respective circuit trees.
 
If you are seeking an exhaustive representation of how each circuit is organized in the trees, you should boot up CrossCode and inspect the actual Circuits menu directly, because even though it follows a regular pattern, it is very complex.


===Neutral Tree===
===Neutral Tree===
Once again, almost everything in this tree applies half of their effects to the other four trees.
{| class="mw-collapsible wikitable"
|-
!Circuit!!1 <sup>CP</sup>!!2 <sup>CP</sup> !!4 <sup>CP</sup>!!Max
|-
|[[File:MaxHPPlus-icon.png]] MaxHP +||4%||6%||10% <small><span style="color:#808080">x 2</span></small>||30%
|-
|colspan=6|<span style="color:#808080">''Increases MaxHP by [x]%. Determines how much HP you can have to survive damage.''</span>
|-
|[[File:AttackPlus-icon.png]] Attack +||4%||6%||10% <small><span style="color:#808080">x 2</span></small>||30%
|-
|colspan=6|<span style="color:#808080">''Increases Attack by [x]%. Increases the damage you can deal with your attacks.''</span>
|-
|[[File:DefensePlus-icon.png]] Defense +||4%||6%||10% <small><span style="color:#808080">x 2</span></small>||30%
|-
|colspan=6|<span style="color:#808080">''Increases Defense by [x]%. Decreases the damage you take and improves guarding.''</span>
|-
|[[File:FocusPlus-icon.png]] Focus +||4%||6%||10% <small><span style="color:#808080">x 2</span></small>||30%
|-
|colspan=6|<span style="color:#808080">''Increases Focus by [x]%. Determines frequency of critical hits and status effects, the time window for parry and dash invincibility and your SP gain.''</span>
|-
|[[File:ElementalArmor-icon.png]] Elemental Armor|| ||8% <small><span style="color:#808080">x 2</span></small>||14%||30%
|-
|colspan=6|<span style="color:#808080">''Increases resistance to all elements by [x]%.''</span>
|-
|[[File:Appetite-icon.png]] Appetite|| || ||ONE||ONE
|-
|colspan=6|<span style="color:#808080">''Unlocks one additional buff slot.''</span>
|-
|[[File:Assault-icon.png]] Assault|| ||20%|| ||20%
|-
|colspan=6|<span style="color:#808080">''Melee attacks fire additional small projectiles for [x]% of the base damage.''</span>
|-
| [[File:Brawler-icon.png]] Brawler|| ||12%||22%||34%
|-
|colspan=6|<span style="color:#808080">''Increases the damage of melee attacks by [x]%.''</span>
|-
|[[File:HeavyCalibre-icon.png]] Bulk Calibre|| ||30%|| ||30%
|-
|colspan=6|<span style="color:#808080">''Increases the knockback distance of charged projectiles by [x]%.''</span>
|-
|[[File:Bullseye-icon.png]] Bullseye|| ||30%|| ||30%
|-
|colspan=6|<span style="color:#808080">''Increases the damage of critical strikes by [x]%.''</span>
|-
|[[File:FlashStep-icon.png]] Flash Step|| ||20%|| ||20%
|-
|colspan=6|<span style="color:#808080">''Prolongs the invincibility when dashing by [x]%.''</span>
|-
|[[File:HPRestoration-icon.png]] HP Regen|| || ||50%||50%
|-
|colspan=6|<span style="color:#808080">''Regenerates [x]% of HP over 60 seconds of combat. Healing frequency increases with higher percentage.''</span>
|-
|[[File:IronStance-icon.png]] Iron Stance|| ||4%|| ||4%
|-
|colspan=6|<span style="color:#808080">''Increases the immunity to knockback from attacks by [x]%, depending on MaxHP.''</span>
|-
|[[File:ItemBooster-icon.png]] Item Booster|| ||25%|| ||25%
|-
|colspan=6|<span style="color:#808080">''Increases the effect of healing and the duration of buffs from items by [x]%.''</span>
|-
|[[File:ReflectGuard-icon.png]] Pin Body|| ||30%|| ||30%
|-
|colspan=6|<span style="color:#808080">''When guarding, reflects [x]% of the total absorbed damage back on the attacker.''</span>
|-
|[[File:Scope-icon.png]] Scope|| || ||40%||40%
|-
|colspan=6|<span style="color:#808080">''Decreases time needed to aim by [x]%.''</span>
|-
|[[File:Shooter-icon.png]] Shooter|| ||12%||22%||34%
|-
|colspan=6|<span style="color:#808080">''Increases the damage of ranged attacks by [x]%.''</span>
|-
|[[File:SolidGuard-icon.png]] Solid Guard|| || ||32%||32%
|-
|colspan=6|<span style="color:#808080">''Strengthens your shield and decreases the damage taken when guarding by [x]%.''</span>
|-
|[[File:StatusSurge-icon.png]] Status Mend|| ||30%|| ||30%
|-
|colspan=6|<span style="color:#808080">''Increases the recovery speed from all negative status conditions by [x]%.''</span>
|-
|[[File:XCounter-icon.png]] X Counter|| || ||40% ||40%
|-
|colspan=6|<span style="color:#808080">''Increases damage on enemies that are attacking or charging by [x]%.''</span>
|}
=== Heat Tree===
{| class="mw-collapsible wikitable"
|-
!Circuit!!1 <sup>CP</sup>!!2 <sup>CP</sup>!!3 <sup>CP</sup> !!Max
|-
|[[File:MaxHPPlus-icon.png]] MaxHP +||4% <small><span style="color:#808080">x 4</span></small>||7% <small><span style="color:#808080">x 2</span></small>|| ||30%
|-
|colspan=6|<span style="color:#808080">''Increases MaxHP by [x]%. Determines how much HP you can have to survive damage.''</span>
|-
|[[File:AttackPlus-icon.png]] Attack +||4% <small><span style="color:#808080">x 5</span></small>||7% <small><span style="color:#808080">x 2</span></small>||9%||43%
|-
|colspan=6|<span style="color:#808080">''Increases Attack by [x]%. Increases the damage you can deal with your attacks.''</span>
|-
|[[File:DefensePlus-icon.png]] Defense +||4% <small><span style="color:#808080">x 3</span></small>||7%|| ||19%
|-
|colspan=6|<span style="color:#808080">''Increases Defense by [x]%. Decreases the damage you take and improves guarding.''</span>
|-
|[[File:FocusPlus-icon.png]] Focus +||4% <small><span style="color:#808080">x 4</span></small>||7% <small><span style="color:#808080">x 2</span></small>|| ||30%
|-
|colspan=6|<span style="color:#808080">''Increases Focus by [x]%. Determines frequency of critical hits and status effects, the time window for parry and dash invincibility and your SP gain.''</span>
|-
|[[File:HeatArmor-icon.png]] Heat Armor||5% <small><span style="color:#808080">x 4</span></small>||9% <small><span style="color:#808080">x 2</span></small>||13%||51%
|-
|colspan=6|<span style="color:#808080">''Increases resistance to heat by [x]%.''</span>
|-
|[[File:ColdArmor-icon.png]] Cold Armor||7% <small><span style="color:#808080">x 2</span></small>||13%||19%||46%
|-
|colspan=6|<span style="color:#808080">''Increases resistance to cold by [x]%.''</span>
|-
|[[File:Assault-icon.png]] Assault|| ||20%||30%||50%
|-
|colspan=6|<span style="color:#808080">''Melee attacks fire additional small projectiles for [x]% of the base damage.''</span>
|-
|[[File:Avenger-icon.png]] Avenger||10%|| || ||10%
|-
|colspan=6|<span style="color:#808080">''Restores SP on guard based on [x]% of the attack's power. (double for perfect guard)''</span>
|-
|[[File:ElementalBalance-icon.png]] Balance||10% <small><span style="color:#808080">x 2</span></small>||20%|| 30%||70%
|-
|colspan=6|<span style="color:#808080">''Slows down the elemental overload by [x]%.''</span>
|-
|[[File:Berserker-icon.png]] Berserker|| ||20%|| ||20%
|-
|colspan=6|<span style="color:#808080">''Increases damage by [x]% when at critical HP. (below 33% of MAXHP)''</span>
|-
|[[File:Brawler-icon.png]] Brawler||6% <small><span style="color:#808080">x 2</span></small>||11%|| 15%||38%
|-
|colspan=6|<span style="color:#808080">''Increases the damage of melee attacks by [x]%.''</span>
|-
|[[File:HeavyCalibre-icon.png]] Bulk Calibre|| ||30%|| ||30%
|-
|colspan=6|<span style="color:#808080">''Increases the knockback distance of charged projectiles by [x]%.''</span>
|-
|[[File:Bullseye-icon.png]] Bullseye||15%||30%||45%||90%
|-
|colspan=6|<span style="color:#808080">''Increases the damage of critical strikes by [x]%.''</span>
|-
|[[File:BurnProtect-icon.png]] Burn Protect|| ||35%||50%||85%
|-
|colspan=6|<span style="color:#808080">''Increases the resistance against the Burn condition and reduces its effect by [x]%. Burn causes damage over time, depending on the MAXHP of the victim.''</span>
|-
|[[File:BurnRush-icon.png]] Burn Rush|| ||25%||35%||60%
|-
|colspan=6|<span style="color:#808080">''Increases the speed of inflicting the Burn condition and its effect by [x]%. Burn causes damage over time, depending on the MAXHP of the victim.''</span>
|-
|[[File:FlashStep-icon.png]] Flash Step|| ||20%|| ||20%
|-
|colspan=6|<span style="color:#808080">''Prolongs the invincibility when dashing by [x]%.''</span>
|-
|[[File:HPRestoration-icon.png]] HP Regen|| ||25%|| ||25%
|-
|colspan=6|<span style="color:#808080">''Regenerates [x]% of HP over 60 seconds of combat. Healing frequency increases with higher percentage.''</span>
|-
|[[File:IronStance-icon.png]] Iron Stance|| || ||6%||6%
|-
|colspan=6|<span style="color:#808080">''Increases the immunity to knockback from attacks by [x]%, depending on MaxHP.''</span>
|-
|[[File:Legwork-icon.png]] Legwork|| || ||24%||24%
|-
|colspan=6|<span style="color:#808080">''Increases your movement speed while aiming by [x]%.''</span>
|-
|[[File:OnceMore-icon.png]] Once More|| || ||ONE||ONE
|-
|colspan=6|<span style="color:#808080">''Survive exactly one attack that would normally kill you.''</span>
|-
|[[File:Scope-icon.png]] Scope||10%|| || ||10%
|-
|colspan=6|<span style="color:#808080">''Decreases time needed to aim by [x]%.''</span>
|-
|[[File:Shooter-icon.png]] Shooter||6% <small><span style="color:#808080">x 2</span></small>||11%|| ||23%
|-
|colspan=6|<span style="color:#808080">''Increases the damage of ranged attacks by [x]%.''</span>
|-
|[[File:SolidGuard-icon.png]] Solid Guard|| || ||24%||24%
|-
|colspan=6|<span style="color:#808080">''Strengthens your shield and decreases the damage taken when guarding by [x]%.''</span>
|-
|[[File:StatusSurge-icon.png]] Status Mend||13%|| || ||13%
|-
|colspan=6|<span style="color:#808080">''Increases the recovery speed from all negative status conditions by [x]%.''</span>
|-
|[[File:SteadyShot-icon.png]] Steady Shot|| ||40%|| ||40%
|-
|colspan=6|<span style="color:#808080">''Decreases the loss of aim from quick aim movement and dashes by [x]%.''</span>
|-
|[[File:XCounter-icon.png]] X Counter|| ||20%|| ||20%
|-
|colspan=6|<span style="color:#808080">''Increases damage on enemies that are attacking or charging by [x]%.''</span>
|}


{| class="wikitable sortable"
=== Cold Tree===
{| class="mw-collapsible wikitable"
|-
! Circuit!! 1 <sup>CP</sup>!!2 <sup>CP</sup>!! 3 <sup>CP</sup>!!Max
|-
|[[File:MaxHPPlus-icon.png]] MaxHP +||4% <small><span style="color:#808080">x 4</span></small>||7% <small><span style="color:#808080">x 2</span></small>|| ||30%
|-
|colspan=6|<span style="color:#808080">''Increases MaxHP by [x]%. Determines how much HP you can have to survive damage.''</span>
|-
|[[File:AttackPlus-icon.png]] Attack +||4% <small><span style="color:#808080">x 3</span></small>||7% || ||19%
|-
|colspan=6|<span style="color:#808080">''Increases Attack by [x]%. Increases the damage you can deal with your attacks.''</span>
|-
|[[File:DefensePlus-icon.png]] Defense +||4% <small><span style="color:#808080">x 5</span></small>||7% <small><span style="color:#808080">x 2</span></small>|| 9%||43%
|-
|colspan=6|<span style="color:#808080">''Increases Defense by [x]%. Decreases the damage you take and improves guarding.''</span>
|-
|[[File:FocusPlus-icon.png]] Focus +||4% <small><span style="color:#808080">x 4</span></small>||7% <small><span style="color:#808080">x 2</span></small>|| ||30%
|-
|colspan=6|<span style="color:#808080">''Increases Focus by [x]%. Determines frequency of critical hits and status effects, the time window for parry and dash invincibility and your SP gain.''</span>
|-
|[[File:ColdArmor-icon.png]] Cold Armor||5% <small><span style="color:#808080">x 4</span></small>||9% <small><span style="color:#808080">x 2</span></small>||13% ||51%
|-
|colspan=6|<span style="color:#808080">''Increases resistance to cold by [x]%.''</span>
|-
|[[File:HeatArmor-icon.png]] Heat Armor||7% <small><span style="color:#808080">x 2</span></small>||13%||19%||46%
|-
|colspan=6|<span style="color:#808080">''Increases resistance to heat by [x]%.''</span>
|-
|[[File:Assault-icon.png]] Assault|| ||20%|| ||20%
|-
|-
!
|colspan=6|<span style="color:#808080">''Melee attacks fire additional small projectiles for [x]% of the base damage.''</span>
! Skill
! Description
!style="width: 45px"| Cost
! Location
|-
|-
| [[File:UnknownPS-icon.png]]
| [[File:ElementalBalance-icon.png]] Balance||10% <small><span style="color:#808080">x 2</span></small>||20%||30%||70%
| Appetite
|  
*Unlocks one additional buff slot.
|  
*4 CP
|  
*Dash path, at top
|-
|-
| [[File:Assault-icon.png]]
|colspan=6|<span style="color:#808080">''Slows down the elemental overload by [x]%.''</span>
| Assault
|
*Melee attacks fire additional small projectiles for 20% of the base damage.
|
*2 CP
|
*Melee path, on Branch
|-
|-
| [[File:AttackPlus-icon.png]]
|[[File:Bastion-icon.png]]Bastion|| ||ONE||ONE||TWO
| Attack +
|  
*Increases Attack by 4%
*Increases Attack by 8%
*Increases Attack by 16%
|  
*1 CP
*2 CP
*4 CP
|  
*Melee path, at base
*Melee path, on offshoot path
*Melee path, on offshoot path and at top
|-
|-
| [[File:Brawler-icon.png]]
|colspan=6|<span style="color:#808080">''Allows to guard against attacks from the side. Activate twice to guard attacks from above too.''</span>
| Brawler
|
*Increases the damage of Melee Attacks by 16%.
*Increases the damage of Melee Attacks by 32%.
|
*2 CP
*4 CP
|
*Melee path, on offshoot path
*Melee path, at top
|-
|-
| [[File:Bullseye-icon.png]]
|[[File:Berserker-icon.png]] Berserker|| ||20%|| ||20%
| Bullseye
|  
*Increases the damage of Critical Strikes by 30%.
|  
*2 CP
|  
*Throw path, on Branch
|-
|-
| [[File:UnknownPS-icon.png]]
|colspan=6|<span style="color:#808080">''Increases damage by [x]% when at critical HP. (below 33% of MAXHP)''</span>
| X(Cross) Counter
|
*Increases damage on enemies that are attacking or charging by 40%.
|
*4 CP
|
*Melee path, on offshoot path
|-
|-
| [[File:DefensePlus-icon.png]]
|[[File:Brawler-icon.png]] Brawler||6% <small><span style="color:#808080">x 2</span></small>||11%||15%||38%
| Defense +
|  
*Increases Defense by 4%
*Increases Defense by 8%
*Increases Defense by 16%
|  
*1 CP
*2 CP
*4 CP
|  
*Guard path, at base
*Guard path, on offshoot path
*Guard path, on offshoot path and at top
|-
|-
| [[File:ElementalArmor-icon.png]]
|colspan=6|<span style="color:#808080">''Increases the damage of melee attacks by [x]%.''</span>
| Elemental Armor
|
*Increases resistance to all Elements by 8%.
*Increases resistance to all Elements by 16%.
|
*2 CP
*4 CP
|
*Guard path, on offshoot path and on Branch
*Guard path, at top
|-
|-
| [[File:FlashStep-icon.png]]
|[[File:Bullseye-icon.png]] Bullseye||15%||30%||45%||90%
| Flash Step
|  
*Prolongs the invincibility while Dashing by 20%.
|  
*2 CP
|  
*Throw path, on Branch
|-
|-
| [[File:FocusPlus-icon.png]]
|colspan=6|<span style="color:#808080">''Increases the damage of critical strikes by [x]%.''</span>
| Focus +
|
*Increases Focus by 4%
*Increases Focus by 8%
*Increases Focus by 16%
|
*1 CP
*2 CP
*4 CP
|
*Throw path, at base
*Throw path, on offshoot path
*Throw path, on offshoot path and at top
|-
|-
| [[File:HeavyCalibre-icon.png]]
|[[File:ChillProtect-icon.png]] Chill Protect|| ||35%||50%||85%
| Heavy Calibre
|  
*Increases the knockback distance of charged projectiles by 30%.
|  
*2 CP
|  
*Dash path, on Branch
|-
|-
| [[File:HPRestoration-icon.png]]
|colspan=6|<span style="color:#808080">''Increases the resistance against the Chill condition and reduces its effect by [x]%. Chill decreases the overall speed of the victim.''</span>
| HP Restoration
|
*Increases the HP Regeneration by 4%, depending on MaxHP.
|
*2 CP
|
*Dash path, on Branch
|-
|-
| [[File:IronStance-icon.png]]
|[[File:ChillRush-icon.png]] Chill Rush|| ||25%||35%||60%
| Iron Stance
|  
*Increases the immunity to knockback from attacks by 8%, depending on MaxHP.
|  
*2 CP
|  
*Melee path, on Branch
|-
|-
| [[File:ItemBooster-icon.png]]
|colspan=6|<span style="color:#808080">''Increases the speed of inflicting the Chill condition and its effect by [x]%. Chill decreases the overall speed of the victim.''</span>
| Item Booster
|
*Increases the effect of healing and the duration of buffs from items by 25%.
|
*2 CP
|
*Dash path, on offshoot path
|-
|-
| [[File:MaxHPPlus-icon.png]]
|[[File:HPRestoration-icon.png]] HP Regen||13%|| || ||13%
| MaxHP +
|  
*Increases MaxHP by 4%
*Increases MaxHP by 8%
*Increases MaxHP by 16%
|  
*1 CP
*2 CP
*4 CP
|  
*Dash path, at base
*Dash path, on offshoot path
*Dash path, on offshoot path and at top
|-
|-
| [[File:ReflectGuard-icon.png]]
|colspan=6|<span style="color:#808080">''Regenerates [x]% of HP over 60 seconds of combat. Healing frequency increases with higher percentage.''</span>
| Reflect Guard
|
*When guarding, reflects 30% of the total absorbed damage back on the attacker.
|
*2 CP
|
*Guard path, on Branch
|-
|-
| [[File:Scope-icon.png]]
|[[File:IronStance-icon.png]] Iron Stance||2%||4%||6%||12%
| Scope
|  
*Decreases time needed to aim by 80%.
|  
*4 CP
|  
*Throw path, on offshoot path
|-
|-
| [[File:Shooter-icon.png]]
|colspan=6|<span style="color:#808080">''Increases the immunity to knockback from attacks by [x]%, depending on MaxHP.''</span>
| Shooter
|
*Increases the damage of Ranged attacks by 16%.
*Increases the damage of Ranged attacks by 32%.
|
*2 CP
*4 CP
|
*Throw path, on offshoot path
*Throw path, at top
|-
|-
| [[File:SolidGuard-icon.png]]
|[[File:ReflectGuard-icon.png]] Pin Body||15%||30%||45%||90%
| Solid Guard
|  
*Decreases damage taken while guarding by 18%.
|  
*4 CP
|  
*Guard path, on offshoot path
|-
|-
| [[File:StatusSurge-icon.png]]
|colspan=6|<span style="color:#808080">''When guarding, reflects [x]% of the total absorbed damage back on the attacker.''</span>
| Status Surge
|-
|  
|[[File:Scope-icon.png]] Scope|| ||20%|| ||20%
*Not implemented!
|-
|  
|colspan=6|<span style="color:#808080">''Decreases time needed to aim by [x]%.''</span>
*4 CP
|-
|  
|[[File:Shooter-icon.png]] Shooter||6% <small><span style="color:#808080">x 2</span></small>||11%|| ||23%
*Dash path, on offshoot path
|-
|colspan=6|<span style="color:#808080">''Increases the damage of ranged attacks by [x]%.''</span>
|-
|[[File:SolidGuard-icon.png]] Solid Guard|| ||16%||24%||40%
|-
|colspan=6|<span style="color:#808080">''Strengthens your shield and decreases the damage taken when guarding by [x]%.''</span>
|-
|[[File:SteadyShot-icon.png]] Steady Shot|| || ||60%||60%
|-
|colspan=6|<span style="color:#808080">''Decreases the loss of aim from quick aim movement and dashes by [x]%.''</span>
|}
|}


===Heat Tree===
===Shock Tree===
{| class="mw-collapsible wikitable"
|-
!Circuit!!1 <sup>CP</sup>!!2 <sup>CP</sup>!!3 <sup>CP</sup>!!Max
|-
|[[File:MaxHPPlus-icon.png]] MaxHP +||4% <small><span style="color:#808080">x 3</span></small>||7%|| ||19%
|-
|colspan=6|<span style="color:#808080">''Increases MaxHP by [x]%. Determines how much HP you can have to survive damage.''</span>
|-
|[[File:AttackPlus-icon.png]] Attack +||4% <small><span style="color:#808080">x 4</span></small>||7% <small><span style="color:#808080">x 2</span></small>|| ||30%
|-
|colspan=6|<span style="color:#808080">''Increases Attack by [x]%. Increases the damage you can deal with your attacks.''</span>
|-
|[[File:DefensePlus-icon.png]] Defense +||4% <small><span style="color:#808080">x 4</span></small>||7% <small><span style="color:#808080">x 2</span></small>|| ||30%
|-
|colspan=6|<span style="color:#808080">''Increases Defense by [x]%. Decreases the damage you take and improves guarding.''</span>
|-
|[[File:FocusPlus-icon.png]] Focus +||4% <small><span style="color:#808080">x 5</span></small>||7% <small><span style="color:#808080">x 2</span></small>||9%||43%
|-
|colspan=6|<span style="color:#808080">''Increases Focus by [x]%. Determines frequency of critical hits and status effects, the time window for parry and dash invincibility and your SP gain.''</span>
|-
|[[File:ShockArmor-icon.png]] Shock Armor||5% <small><span style="color:#808080">x 4</span></small>||9% <small><span style="color:#808080">x 2</span></small>||13%||51%
|-
|colspan=6|<span style="color:#808080">''Increases resistance to shock by [x]%.''</span>
|-
|[[File:WaveArmor-icon.png]] Wave Armor||7% <small><span style="color:#808080">x 2</span></small>||13%||19%||46%
|-
|colspan=6|<span style="color:#808080">''Increases resistance to wave by [x]%.''</span>
|-
|[[File:Avenger-icon.png]] Avenger||10%|| || ||10%
|-
|colspan=6|<span style="color:#808080">''Restores SP on guard based on [x]% of the attack's power. (double for perfect guard)''</span>
|-
|[[File:ElementalBalance-icon.png]] Balance||10% <small><span style="color:#808080">x 2</span></small>||20%||30%||70%
|-
|colspan=6|<span style="color:#808080">''Slows down the elemental overload by [x]%.''</span>
|-
|[[File:Brawler-icon.png]] Brawler||6% <small><span style="color:#808080">x 2</span></small>||11%|| ||23%
|-
|colspan=6|<span style="color:#808080">''Increases the damage of melee attacks by [x]%.''</span>
|-
|[[File:Bullseye-icon.png]] Bullseye||15% <small><span style="color:#808080">x 2</span></small>||30%||45%||105%
|-
|colspan=6|<span style="color:#808080">''Increases the damage of critical strikes by [x]%.''</span>
|-
|[[File:ExtraDash-icon.png]] Extra Dash|| || ||ONE||ONE
|-
|colspan=6|<span style="color:#808080">''Grants one additional dash step.''</span>
|-
|[[File:FlashStep-icon.png]] Flash Step|| ||20%||30%||50%
|-
|colspan=6|<span style="color:#808080">''Prolongs the invincibility when dashing by [x]%.''</span>
|-
|[[File:JoltProtect-icon.png]] Jolt Protect|| ||35%||50%||85%
|-
|colspan=6|<span style="color:#808080">''Increases the resistance against the Jolt condition and reduces its effect by [x]%. Jolt causes damage and stuns in short intervals.''</span>
|-
|[[File:JoltRush-icon.png]] Jolt Rush|| ||25%||35%||60%
|-
|colspan=6|<span style="color:#808080">''Increases the speed of inflicting the Jolt condition and its effect by [x]%. Jolt causes damage and stuns in short intervals.''</span>
|-
|[[File:Legwork-icon.png]] Legwork|| ||16%||24%||40%
|-
|colspan=6|<span style="color:#808080">''Increases your movement speed while aiming by [x]%.''</span>
|-
|[[File:Scope-icon.png]] Scope|| ||20%|| ||20%
|-
|colspan=6|<span style="color:#808080">''Decreases time needed to aim by [x]%.''</span>
|-
| [[File:Shooter-icon.png]] Shooter||6% <small><span style="color:#808080">x 2</span></small>||11%||15%||38%
|-
|colspan=6|<span style="color:#808080">''Increases the damage of ranged attacks by [x]%.''</span>
|-
|[[File:SolidGuard-icon.png]] Solid Guard|| ||16%|| ||16%
|-
|colspan=6|<span style="color:#808080">''Strengthens your shield and decreases the damage taken when guarding by [x]%.''</span>
|-
|[[File:StatusSurge-icon.png]] Status Mend||13%||25%||35%||73%
|-
|colspan=6|<span style="color:#808080">''Increases the recovery speed from all negative status conditions by [x]%.''</span>
|-
|[[File:SteadyShot-icon.png]] Steady Shot|| ||40%||60%||100%
|-
|colspan=6|<span style="color:#808080">''Decreases the loss of aim from quick aim movement and dashes by [x]%.''</span>
|-
|[[File:XCounter-icon.png]] X Counter|| ||20%|| ||20%
|-
|colspan=6|<span style="color:#808080">''Increases damage on enemies that are attacking or charging by [x]%.''</span>
|}


{| class="wikitable sortable"
===Wave Tree===
{| class="mw-collapsible wikitable"
|-
!Circuit!!1 <sup>CP</sup>!!2 <sup>CP</sup>!!3 <sup>CP</sup>!!Max
|-
|[[File:MaxHPPlus-icon.png]] MaxHP +||4% <small><span style="color:#808080">x 5</span></small>||7% <small><span style="color:#808080">x 2</span></small>||9%||43%
|-
|colspan=6|<span style="color:#808080">''Increases MaxHP by [x]%. Determines how much HP you can have to survive damage.''</span>
|-
|[[File:AttackPlus-icon.png]] Attack +||4% <small><span style="color:#808080">x 4</span></small>||7% <small><span style="color:#808080">x 2</span></small>|| ||30%
|-
|colspan=6|<span style="color:#808080">''Increases Attack by [x]%. Increases the damage you can deal with your attacks.''</span>
|-
|[[File:DefensePlus-icon.png]] Defense +||4% <small><span style="color:#808080">x 4</span></small>||7% <small><span style="color:#808080">x 2</span></small>|| ||30%
|-
|colspan=6|<span style="color:#808080">''Increases Defense by [x]%. Decreases the damage you take and improves guarding.''</span>
|-
|[[File:FocusPlus-icon.png]] Focus +||4% <small><span style="color:#808080">x 3</span></small>||7%|| ||19%
|-
|colspan=6|<span style="color:#808080">''Increases Focus by [x]%. Determines frequency of critical hits and status effects, the time window for parry and dash invincibility and your SP gain.''</span>
|-
|[[File:WaveArmor-icon.png]] Wave Armor||5% <small><span style="color:#808080">x 4</span></small>||9% <small><span style="color:#808080">x 2</span></small>||13%||51%
|-
|colspan=6|<span style="color:#808080">''Increases resistance to wave by [x]%.''</span>
|-
|[[File:ShockArmor-icon.png]] Shock Armor||7% <small><span style="color:#808080">x 2</span></small>||13%||19%||46%
|-
|colspan=6|<span style="color:#808080">''Increases resistance to shock by [x]%.''</span>
|-
|[[File:Avenger-icon.png]] Avenger|| ||20%||30%||50%
|-
|colspan=6|<span style="color:#808080">''Restores SP on guard based on [x]% of the attack's power. (double for perfect guard)''</span>
|-
|[[File:ElementalBalance-icon.png]] Balance||10% <small><span style="color:#808080">x 2</span></small>||20%||30%||70%
|-
|colspan=6|<span style="color:#808080">''Slows down the elemental overload by [x]%.''</span>
|-
|[[File:Berserker-icon.png]] Berserker||10%||20%||30%||60%
|-
|-
!
|colspan=6|<span style="color:#808080">''Increases damage by [x]% when at critical HP. (below 33% of MAXHP)''</span>
! Skill
! Description
!style="width: 45px"| Cost
! Location
|-
|-
| [[File:Assault-icon.png]]
|[[File:Brawler-icon.png]] Brawler||6% <small><span style="color:#808080">x 2</span></small>||11%|| ||23%
| Assault
|  
*Not implemented!
*Not implemented!
|  
*2 CP
*3 CP
|  
*Melee path, halfway up
*Dash path, at top
|-
|-
| [[File:AttackPlus-icon.png]]
|colspan=6|<span style="color:#808080">''Increases the damage of melee attacks by [x]%.''</span>
| Attack +
|
*Increases Attack by 4%
*Increases Attack by 7%
*Increases Attack by 10%
|
*1 CP
*2 CP
*4 CP
|
*Guard path, on bottom offshoot path and first Branch; Dash and Throw path shared base; Melee path, on bottom offshoot path and first Branch
*Guard path, on second Branch; Melee path, on second Branch
*Dash path, at top
|-
|-
| [[File:UnknownPS-icon.png]]
|[[File:HeavyCalibre-icon.png]] Bulk Calibre|| ||30%||45%||75%
| Berserker
|
*Not implemented!
|
*2 CP
|
*Guard path, on second Branch
|-
|-
| [[File:Brawler-icon.png]]
|colspan=6|<span style="color:#808080">''Increases the knockback distance of charged projectiles by [x]%.''</span>
| Brawler
|
*Increases the damage of Melee Attacks by 8%.
*Increases the damage of Melee Attacks by 15%.
*Increases the damage of Melee Attacks by 22%.
|
*1 CP
*2 CP
*3 CP
|
*Guard path, on bottom offshoot path; Melee path, on bottom offshoot path
*Dash path, on second Branch
*Melee path, at top
|-
|-
| [[File:Bullseye-icon.png]]
|[[File:Bullseye-icon.png]] Bullseye|| ||30%|| ||30%
| Bullseye
|  
*Increases the damage of Critical Strikes by 15%.
*Increases the damage of Critical Strikes by 30%.
*Increases the damage of Critical Strikes by 45%.
|  
*1 CP
*2 CP
*3 CP
|  
*Melee path, on first Branch
*Melee path, on second Branch
*Melee path, on third Branch
|-
|-
| [[File:UnknownPS-icon.png]]
|colspan=6|<span style="color:#808080">''Increases the damage of critical strikes by [x]%.''</span>
| Burn Rush
|
*Not implemented!
*Not implemented!
|
*2 CP
*3 CP
|
*Melee path, on bottom offshoot path
*Melee path, on third branch
|-
|-
| [[File:UnknownPS-icon.png]]
|[[File:FlashStep-icon.png]] Flash Step|| || ||30%||30%
| Burn Window
|
*Not implemented!
*Not implemented!
|
*2 CP
*3 CP
|
*Guard path, on bottom offshoot path
*Guard path, on third branch
|-
|-
| [[File:ColdArmor-icon.png]]
|colspan=6|<span style="color:#808080">''Prolongs the invincibility when dashing by [x]%.''</span>
| Cold Armor
|
*Increases resistance to Cold by 10%.
*Increases resistance to Cold by 16%.
*Increases resistance to Cold by 24%.
|
*1 CP
*2 CP
*3 CP
|
*Guard path halfway up; Dash path on first Branch; Throw path halfway up
*Dash path on second Branch
*Guard path on third Branch
|-
|-
| [[File:UnknownPS-icon.png]]
|[[File:HPRestoration-icon.png]] HP Regen||13%||25%||36%||74%
| Cross Counter
|  
*Not implemented!
|  
*2 CP
|  
*Melee path, on top offshoot path
|-
|-
| [[File:DefensePlus-icon.png]]
|colspan=6|<span style="color:#808080">''Regenerates [x]% of HP over 60 seconds of combat. Healing frequency increases with higher percentage.''</span>
| Defense +
|
*Increases Defense by 4%
*Increases Defense by 7%
|
*1 CP
*2 CP
|
*Guard path, on bottom offshoot path; Throw path, at base; Melee path, on bottom offshoot path
*Throw path, at top
|-
|-
| [[File:ElementalBalance-icon.png]]
|[[File:IronStance-icon.png]] Iron Stance|| ||4%|| ||4%
| Elemental Balance
|  
*Slows down the Elemental Overheat by 10%.
*Slows down the Elemental Overheat by 20%.
*Slows down the Elemental Overheat by 40%.
|  
*1 CP
*2 CP
*3 CP
|  
*Melee path, halfway up
*Dash path, on second Branch
*Dash path, at top
|-
|-
| [[File:ExtraDash-icon.png]]
|colspan=6|<span style="color:#808080">''Increases the immunity to knockback from attacks by [x]%, depending on MaxHP.''</span>
| Extra Dash
|
*Not implemented!
|
*2 CP
|
*Guard path, on top offshoot path
|-
|-
| [[File:FlashStep-icon.png]]
|[[File:MarkProtect-icon.png]] Mark Protect|| ||35%||50%||85%
| Flash Step
|  
*Prolongs the invincibility while Dashing by 20%.
|  
*2 CP
|  
*Guard path, on second Branch
|-
|-
| [[File:FocusPlus-icon.png]]
|colspan=6|<span style="color:#808080">''Increases the resistance against the Mark condition and reduces its effect by [x]%. Mark increases the received ranged damage by 50%.''</span>
| Focus +
|
*Increases Focus by 4%
*Increases Focus by 7%
|
*1 CP
*2 CP
|
*Dash path, on first Branch; Melee path, at base, on bottom offshoot path and first Branch
*Melee path, on bottom offshoot path and on second Branch
|-
|-
| [[File:HeatArmor-icon.png]]
|[[File:MarkRush-icon.png]] Mark Rush|| ||25%||35%||60%
| Heat Armor
|
*Increases resistance to Heat by 5%.
*Increases resistance to Heat by 9%.
*Increases resistance to Heat by 14%.
|
*1 CP
*2 CP
*3 CP
|
*Guard path, on bottom offshoot path and first Branch; Dash path, at base and on first Branch
*Guard path, halfway up; Dash path, on second Branch
*Guard path, at top
|-
|-
| [[File:HeavyCalibre-icon.png]]
|colspan=6|<span style="color:#808080">''Increases the speed of inflicting the Mark condition and its effect by [x]%. Mark increases the received ranged damage by 50%.''</span>
| Heavy Calibre
|
*Increases the knockback distance of charged projectiles by 30%.
|
*2 CP
|
*Melee path, on second Branch
|-
|-
| [[File:HPRestoration-icon.png]]
|[[File:ReflectGuard-icon.png]] Pin Body||15%|| || ||15%
| HP Restoration
|  
*Increases the HP Regeneration by 2%, depending on MaxHP.
|  
*1 CP
|  
*Guard path, on first Branch
|-
|-
| [[File:IronStance-icon.png]]
|colspan=6|<span style="color:#808080">''When guarding, reflects [x]% of the total absorbed damage back on the attacker.''</span>
| Iron Stance
|
*Increases the immunity to knockback from attacks by 12%, depending on MaxHP.
|
*3 CP
|
*Guard path, on third Branch
|-
|-
| [[File:Legwork-icon.png]]
|[[File:Scope-icon.png]] Scope|| ||20%||30%||50%
| Legwork
|  
*Not implemented!
|  
*3 CP
|  
*Melee path, on third Branch
|-
|-
| [[File:MaxHPPlus-icon.png]]
|colspan=6|<span style="color:#808080">''Decreases time needed to aim by [x]%.''</span>
| MaxHP +
|
*Increases MaxHP by 4%
*Increases MaxHP by 7%
|
*1 CP
*2 CP
|
*Guard path, at base, on bottom offshoot path and first branch; Dash path, on first branch
*Guard path, on bottom offshoot path and second branch
|-
|-
| [[File:UnknownPS-icon.png]]
|[[File:Shooter-icon.png]] Shooter||6% <small><span style="color:#808080">x 2</span></small>||11%||15%||38%
| Once More
|  
*Not implemented!
|  
*3 CP
|  
*Melee path, on third branch
|-
|-
| [[File:Scope-icon.png]]
|colspan=6|<span style="color:#808080">''Increases the damage of ranged attacks by [x]%.''</span>
| Scope
|
*Decreases time needed to aim by 20%.
|
*1 CP
|
*Melee path, on bottom offshoot path
|-
|-
| [[File:Shooter-icon.png]]
|[[File:SolidGuard-icon.png]] Solid Guard|| ||16%|| ||16%
| Shooter
|  
*Increases the damage of Ranged attacks by 8%.
*Increases the damage of Ranged attacks by 15%.
|  
*1 CP
*2 CP
|  
*Melee path, on bottom offshoot path and first branch
*Melee path, on second branch
|-
|-
| [[File:SolidGuard-icon.png]]
|colspan=6|<span style="color:#808080">''Strengthens your shield and decreases the damage taken when guarding by [x]%.''</span>
| Solid Guard
|
*Decreases damage taken while guarding by 20%.
|
*3 CP
|
*Guard path, on third Branch
|-
|-
| [[File:StatusSurge-icon.png]]
|[[File:StatusSurge-icon.png]] Status Mend||13%|| || ||13%
| Status Surge
|  
*Not implemented!
|  
*1 CP
|  
*Guard path, on bottom offshoot path
|-
|-
| [[File:SteadyShot-icon.png]]
|colspan=6|<span style="color:#808080">''Increases the recovery speed from all negative status conditions by [x]%.''</span>
| Steady Shot
|
*Not implemented!
|
*2 CP
|
*Guard path, on top offshoot path
|}
|}

Latest revision as of 08:00, 26 December 2022

Circuits are the skill system used in CrossWorlds. They can be activated in the Circuit Menu, which is unlocked at the end of Rhombus Dungeon. The Circuit Menu is split into five Circuit Trees, one for each element. The neutral tree is unlocked by default, and the elemental trees are unlocked on obtaining their element. You can also reset your Circuit Trees with a Circuit Override. However the only way to get these is to beat certain bosses, or through expensive late-game trades.

There are two types of Circuits: Passive Circuits and Combat Arts. Passive Circuits provide stat boosts or other background benefits. Combat Arts are active skills for use in battle, and are mostly detailed on their own page. All circuits in the elemental trees are only active while in that element mode; those in the neutral tree are always active, but are only half as effective in element modes. A circuit can only be unlocked if its parent circuit is already unlocked.

Each tree consists of four major paths, where Combat Arts associated with the four basic Combat actions are found, and several minor paths offering only passive circuits. Each of the neutral tree's major paths are balanced, but each elemental tree has two large paths, a medium path, and a small path, emphasizing certain combat actions over others based on the element's style. For example, Heat's Melee and Guard paths are large, Dash is medium and Throw is small.

Branches

The major circuit paths contain split structures called Branches, of two parallel paths of three circuit skills each, including at least one Combat Art. Although it is not possible to have both branches active at once, once one is unlocked, the active branch can be switched at any time at no cost. This allows the player to easily switch their active Combat Arts to match the situation.

Circuit Points

Circuit Points, or CP, are used to unlock Circuits. Circuits cost between 1 and 4 Circuit Points, with Circuits near the end of their tree being more expensive. Each tree has a separate pool of Circuit Points in order to allow the trees unlocked later to be as useful as those unlocked immediately. Every Level up grants one Circuit Point to each tree. The level cap of 99 means a maximum of 98 CP can be earned in this way. Fully unlocking the neutral tree requires 104 CP, while the elemental trees each require 108 CP. Enough bonus CP can be obtained to fully unlock all trees, although the A New Home DLC is necessary for this.

Sources of Bonus CP

Quests

DLC Quests

DLC Story

  • Complete the Challenge of Para Island - 2 CP for the neutral tree

Arena Shop (DLC)

List of Passive Circuits

For your convenience, you will find here a list for every circuit tree that shows how much of each kind of passive circuit is found in that tree and the maximum relevant modifier possible.

Most trees, with the exception of the Wave tree, have a unique circuit that is only found on that tree, and provides a fixed benefit rather than a percentage increase to a stat. Neutral has Appetite, Heat has Once More, Cold has Bastion and Shock has Extra Dash. Appetite and Extra Dash can also be obtained from items, but Once More and Bastion are only available through their respective circuit trees.

If you are seeking an exhaustive representation of how each circuit is organized in the trees, you should boot up CrossCode and inspect the actual Circuits menu directly, because even though it follows a regular pattern, it is very complex.

Neutral Tree

Once again, almost everything in this tree applies half of their effects to the other four trees.

Circuit 1 CP 2 CP 4 CP Max
MaxHP + 4% 6% 10% x 2 30%
Increases MaxHP by [x]%. Determines how much HP you can have to survive damage.
Attack + 4% 6% 10% x 2 30%
Increases Attack by [x]%. Increases the damage you can deal with your attacks.
Defense + 4% 6% 10% x 2 30%
Increases Defense by [x]%. Decreases the damage you take and improves guarding.
Focus + 4% 6% 10% x 2 30%
Increases Focus by [x]%. Determines frequency of critical hits and status effects, the time window for parry and dash invincibility and your SP gain.
Elemental Armor 8% x 2 14% 30%
Increases resistance to all elements by [x]%.
Appetite ONE ONE
Unlocks one additional buff slot.
Assault 20% 20%
Melee attacks fire additional small projectiles for [x]% of the base damage.
Brawler 12% 22% 34%
Increases the damage of melee attacks by [x]%.
Bulk Calibre 30% 30%
Increases the knockback distance of charged projectiles by [x]%.
Bullseye 30% 30%
Increases the damage of critical strikes by [x]%.
Flash Step 20% 20%
Prolongs the invincibility when dashing by [x]%.
HP Regen 50% 50%
Regenerates [x]% of HP over 60 seconds of combat. Healing frequency increases with higher percentage.
Iron Stance 4% 4%
Increases the immunity to knockback from attacks by [x]%, depending on MaxHP.
Item Booster 25% 25%
Increases the effect of healing and the duration of buffs from items by [x]%.
Pin Body 30% 30%
When guarding, reflects [x]% of the total absorbed damage back on the attacker.
Scope 40% 40%
Decreases time needed to aim by [x]%.
Shooter 12% 22% 34%
Increases the damage of ranged attacks by [x]%.
Solid Guard 32% 32%
Strengthens your shield and decreases the damage taken when guarding by [x]%.
Status Mend 30% 30%
Increases the recovery speed from all negative status conditions by [x]%.
X Counter 40% 40%
Increases damage on enemies that are attacking or charging by [x]%.

Heat Tree

Circuit 1 CP 2 CP 3 CP Max
MaxHP + 4% x 4 7% x 2 30%
Increases MaxHP by [x]%. Determines how much HP you can have to survive damage.
Attack + 4% x 5 7% x 2 9% 43%
Increases Attack by [x]%. Increases the damage you can deal with your attacks.
Defense + 4% x 3 7% 19%
Increases Defense by [x]%. Decreases the damage you take and improves guarding.
Focus + 4% x 4 7% x 2 30%
Increases Focus by [x]%. Determines frequency of critical hits and status effects, the time window for parry and dash invincibility and your SP gain.
Heat Armor 5% x 4 9% x 2 13% 51%
Increases resistance to heat by [x]%.
Cold Armor 7% x 2 13% 19% 46%
Increases resistance to cold by [x]%.
Assault 20% 30% 50%
Melee attacks fire additional small projectiles for [x]% of the base damage.
Avenger 10% 10%
Restores SP on guard based on [x]% of the attack's power. (double for perfect guard)
Balance 10% x 2 20% 30% 70%
Slows down the elemental overload by [x]%.
Berserker 20% 20%
Increases damage by [x]% when at critical HP. (below 33% of MAXHP)
Brawler 6% x 2 11% 15% 38%
Increases the damage of melee attacks by [x]%.
Bulk Calibre 30% 30%
Increases the knockback distance of charged projectiles by [x]%.
Bullseye 15% 30% 45% 90%
Increases the damage of critical strikes by [x]%.
Burn Protect 35% 50% 85%
Increases the resistance against the Burn condition and reduces its effect by [x]%. Burn causes damage over time, depending on the MAXHP of the victim.
Burn Rush 25% 35% 60%
Increases the speed of inflicting the Burn condition and its effect by [x]%. Burn causes damage over time, depending on the MAXHP of the victim.
Flash Step 20% 20%
Prolongs the invincibility when dashing by [x]%.
HP Regen 25% 25%
Regenerates [x]% of HP over 60 seconds of combat. Healing frequency increases with higher percentage.
Iron Stance 6% 6%
Increases the immunity to knockback from attacks by [x]%, depending on MaxHP.
Legwork 24% 24%
Increases your movement speed while aiming by [x]%.
Once More ONE ONE
Survive exactly one attack that would normally kill you.
Scope 10% 10%
Decreases time needed to aim by [x]%.
Shooter 6% x 2 11% 23%
Increases the damage of ranged attacks by [x]%.
Solid Guard 24% 24%
Strengthens your shield and decreases the damage taken when guarding by [x]%.
Status Mend 13% 13%
Increases the recovery speed from all negative status conditions by [x]%.
Steady Shot 40% 40%
Decreases the loss of aim from quick aim movement and dashes by [x]%.
X Counter 20% 20%
Increases damage on enemies that are attacking or charging by [x]%.

Cold Tree

Circuit 1 CP 2 CP 3 CP Max
MaxHP + 4% x 4 7% x 2 30%
Increases MaxHP by [x]%. Determines how much HP you can have to survive damage.
Attack + 4% x 3 7% 19%
Increases Attack by [x]%. Increases the damage you can deal with your attacks.
Defense + 4% x 5 7% x 2 9% 43%
Increases Defense by [x]%. Decreases the damage you take and improves guarding.
Focus + 4% x 4 7% x 2 30%
Increases Focus by [x]%. Determines frequency of critical hits and status effects, the time window for parry and dash invincibility and your SP gain.
Cold Armor 5% x 4 9% x 2 13% 51%
Increases resistance to cold by [x]%.
Heat Armor 7% x 2 13% 19% 46%
Increases resistance to heat by [x]%.
Assault 20% 20%
Melee attacks fire additional small projectiles for [x]% of the base damage.
Balance 10% x 2 20% 30% 70%
Slows down the elemental overload by [x]%.
Bastion ONE ONE TWO
Allows to guard against attacks from the side. Activate twice to guard attacks from above too.
Berserker 20% 20%
Increases damage by [x]% when at critical HP. (below 33% of MAXHP)
Brawler 6% x 2 11% 15% 38%
Increases the damage of melee attacks by [x]%.
Bullseye 15% 30% 45% 90%
Increases the damage of critical strikes by [x]%.
Chill Protect 35% 50% 85%
Increases the resistance against the Chill condition and reduces its effect by [x]%. Chill decreases the overall speed of the victim.
Chill Rush 25% 35% 60%
Increases the speed of inflicting the Chill condition and its effect by [x]%. Chill decreases the overall speed of the victim.
HP Regen 13% 13%
Regenerates [x]% of HP over 60 seconds of combat. Healing frequency increases with higher percentage.
Iron Stance 2% 4% 6% 12%
Increases the immunity to knockback from attacks by [x]%, depending on MaxHP.
Pin Body 15% 30% 45% 90%
When guarding, reflects [x]% of the total absorbed damage back on the attacker.
Scope 20% 20%
Decreases time needed to aim by [x]%.
Shooter 6% x 2 11% 23%
Increases the damage of ranged attacks by [x]%.
Solid Guard 16% 24% 40%
Strengthens your shield and decreases the damage taken when guarding by [x]%.
Steady Shot 60% 60%
Decreases the loss of aim from quick aim movement and dashes by [x]%.

Shock Tree

Circuit 1 CP 2 CP 3 CP Max
MaxHP + 4% x 3 7% 19%
Increases MaxHP by [x]%. Determines how much HP you can have to survive damage.
Attack + 4% x 4 7% x 2 30%
Increases Attack by [x]%. Increases the damage you can deal with your attacks.
Defense + 4% x 4 7% x 2 30%
Increases Defense by [x]%. Decreases the damage you take and improves guarding.
Focus + 4% x 5 7% x 2 9% 43%
Increases Focus by [x]%. Determines frequency of critical hits and status effects, the time window for parry and dash invincibility and your SP gain.
Shock Armor 5% x 4 9% x 2 13% 51%
Increases resistance to shock by [x]%.
Wave Armor 7% x 2 13% 19% 46%
Increases resistance to wave by [x]%.
Avenger 10% 10%
Restores SP on guard based on [x]% of the attack's power. (double for perfect guard)
Balance 10% x 2 20% 30% 70%
Slows down the elemental overload by [x]%.
Brawler 6% x 2 11% 23%
Increases the damage of melee attacks by [x]%.
Bullseye 15% x 2 30% 45% 105%
Increases the damage of critical strikes by [x]%.
Extra Dash ONE ONE
Grants one additional dash step.
Flash Step 20% 30% 50%
Prolongs the invincibility when dashing by [x]%.
Jolt Protect 35% 50% 85%
Increases the resistance against the Jolt condition and reduces its effect by [x]%. Jolt causes damage and stuns in short intervals.
Jolt Rush 25% 35% 60%
Increases the speed of inflicting the Jolt condition and its effect by [x]%. Jolt causes damage and stuns in short intervals.
Legwork 16% 24% 40%
Increases your movement speed while aiming by [x]%.
Scope 20% 20%
Decreases time needed to aim by [x]%.
Shooter 6% x 2 11% 15% 38%
Increases the damage of ranged attacks by [x]%.
Solid Guard 16% 16%
Strengthens your shield and decreases the damage taken when guarding by [x]%.
Status Mend 13% 25% 35% 73%
Increases the recovery speed from all negative status conditions by [x]%.
Steady Shot 40% 60% 100%
Decreases the loss of aim from quick aim movement and dashes by [x]%.
X Counter 20% 20%
Increases damage on enemies that are attacking or charging by [x]%.

Wave Tree

Circuit 1 CP 2 CP 3 CP Max
MaxHP + 4% x 5 7% x 2 9% 43%
Increases MaxHP by [x]%. Determines how much HP you can have to survive damage.
Attack + 4% x 4 7% x 2 30%
Increases Attack by [x]%. Increases the damage you can deal with your attacks.
Defense + 4% x 4 7% x 2 30%
Increases Defense by [x]%. Decreases the damage you take and improves guarding.
Focus + 4% x 3 7% 19%
Increases Focus by [x]%. Determines frequency of critical hits and status effects, the time window for parry and dash invincibility and your SP gain.
Wave Armor 5% x 4 9% x 2 13% 51%
Increases resistance to wave by [x]%.
Shock Armor 7% x 2 13% 19% 46%
Increases resistance to shock by [x]%.
Avenger 20% 30% 50%
Restores SP on guard based on [x]% of the attack's power. (double for perfect guard)
Balance 10% x 2 20% 30% 70%
Slows down the elemental overload by [x]%.
Berserker 10% 20% 30% 60%
Increases damage by [x]% when at critical HP. (below 33% of MAXHP)
Brawler 6% x 2 11% 23%
Increases the damage of melee attacks by [x]%.
Bulk Calibre 30% 45% 75%
Increases the knockback distance of charged projectiles by [x]%.
Bullseye 30% 30%
Increases the damage of critical strikes by [x]%.
Flash Step 30% 30%
Prolongs the invincibility when dashing by [x]%.
HP Regen 13% 25% 36% 74%
Regenerates [x]% of HP over 60 seconds of combat. Healing frequency increases with higher percentage.
Iron Stance 4% 4%
Increases the immunity to knockback from attacks by [x]%, depending on MaxHP.
Mark Protect 35% 50% 85%
Increases the resistance against the Mark condition and reduces its effect by [x]%. Mark increases the received ranged damage by 50%.
Mark Rush 25% 35% 60%
Increases the speed of inflicting the Mark condition and its effect by [x]%. Mark increases the received ranged damage by 50%.
Pin Body 15% 15%
When guarding, reflects [x]% of the total absorbed damage back on the attacker.
Scope 20% 30% 50%
Decreases time needed to aim by [x]%.
Shooter 6% x 2 11% 15% 38%
Increases the damage of ranged attacks by [x]%.
Solid Guard 16% 16%
Strengthens your shield and decreases the damage taken when guarding by [x]%.
Status Mend 13% 13%
Increases the recovery speed from all negative status conditions by [x]%.