Blades is the biggest school this series has ever measured. In thirty days of live play its six runes were cast 460,427 times, 5.64 percent of every skill cast in the game, by 162 different players; Thrust alone, at 145,624 casts, is the most-used rune of any sweep to date. It is the third most specialized school, the anchor of the classic fighter pairings, and the deck every new player swings first. It is also a school where a shipped stat named Riposte Defense Power and Duration has no reader anywhere in the code, where Double Slash carries a third hit that has never once fired, where the specialization has the fewest formula terms of any weapon school, and where the signature counter can only be armed by a rune that lives in a different tree. This is not a rescue page. It is a whetstone. The school everyone carries deserves an edge.
Every game with a sword has walked this road. Ultima Online shipped Swordsmanship in 1997 as a flat to-hit skill and spent six years watching players park it while the interesting decisions lived in Tactics and Anatomy; in 2003 the Age of Shadows revamp bolted thirteen named special moves onto that flat skill and they became the defining combat feature of the next two decades. Dark Age of Camelot proved a parry could be a key instead of a shrug: its reactionary style chains turned every defensive event into an unlocked attack, the deepest melee system any MMO has shipped. World of Warcraft spent years learning that an execute button which is dead for most of the fight becomes a slot tax, and fixed it with a proc that lights the button mid-fight. Sekiro welded defense and offense into one loop: every deflect fills the meter that opens the deathblow. The genre's verdict on sword schools is consistent and old: the blade earns its keep when defense feeds offense, when the weapon in your hand matters, and when the finisher is a moment you can see coming.
Measured against that bar, our Blades is the strongest weapon school in the game carrying a decade of unfinished sentences. The census ranks it third of twenty-one adventuring specializations, 857 players bought in and 425 finished; players comparing weapon trees on the forums crowned it outright and told the developers to buff the other trees up to it rather than cut it down. The telemetry above says the same thing. So the gaps here are not weakness. They cluster in three places:
What this page refuses to do is inflate numbers. Blades is the biggest and best-loved weapon school; players who compared the trees said so and asked that the weak ones be raised instead. The thirty-four cards below spend their budget on honesty, dead-content resurrection, legibility, and loop-closure: the book corrected, the promise kept, the wound readable, the counter answered, the family distinguished, the forms revealed. The one raw damage conversation on this page, the hole left when the Torpor and Chaotic Feedback pairing was reined in, goes to the owner's desk as a native review with evidence attached, and it is explicitly not a request to revert that change.
| # | Proposal | Tier | Size | Server | In one line |
|---|---|---|---|---|---|
| S1 | The book matches the blade Built | 1 | S | none | The school doc corrected in seven verified places, shipped with this page |
| S2 | Tooltips tell the truth | 1 | S | none | Regenerate stale descriptions and print the spec-modified numbers |
| S3 | Pin the school down | 1 | S | none | Golden tests for every formula before anything changes |
| S4 | The poisoned point Built | 1 | S-M | none | Thrust applies your weapon poison again; fixed in the migration build |
| S5 | The third hit fires | 1 | S-M | changeset | Double Slash's authored third hit becomes reachable |
| S6 | The promise kept | 1 | M | changeset | The orphaned Riposte defense stat gets its buff back |
| S7 | The retest the log promised | 1 | S | owner call | The Riposte damage retest the August window change left open |
| S8 | The coup lands true | 1 | M | changeset | Audit the execute's erratic damage and say why a hit did nothing |
| S9 | Combos play fair | 1 | S | changeset | Cooldowns for the three combos that have none, hits in order |
| S10 | One name per mastery | 1 | S | none | Untangle Blade Mastery from Blade Specialization, fix the orphan icon |
| S11 | The root learns | 1 | S-M | changeset | Bladed Combat gets card levels and a reward like every sibling root |
| S12 | Counted twice, ruled once | 1 | S | owner call | The double-applied attack bonus gets a ruling on the record |
| S13 | Steel you can hear | 1 | S-M | none | Silent hits, a stuck blade trail, and damage before the slash |
| S14 | The other hand counts | 2 | S | changeset | An offhand blade counts toward the school's passives |
| S15 | Spec zero sees the content | 2 | M | changeset | Two spec-only effects gain a base chance for everyone |
| S16 | A wider mastery | 2 | M | changeset | Three new specialization terms on what the school actually does |
| S17 | The guard the school lacked | 2 | M | shared enum | A defensive passive at last, avoidance with a blade in hand |
| S18 | Half measure | 2 | S-M | changeset | The damage passive at half Bludgeon's rate: match it or lean crit, on the record |
| S19 | Read the killing moment | 2 | M | none | The execute threshold drawn on the target's health bar |
| S20 | The wound you can read | 2 | M | none | Bleed stacks and timers shown, and the word Bloodless when they cannot apply |
| S21 | Riposte armed at home | 2 | M | changeset | A glancing blow you take can arm the counter, in-school |
| S22 | Typed steel | 2 | S-M | changeset | Every hit of every swing carries a damage type |
| S23 | Two edges, one school | 3 | L | changeset | Daggers sharpen crit, greatswords weight damage, a free hand guards |
| S24 | The hidden forms revealed | 3 | M | none | The five real combos get a compendium page and an in-hand glow |
| S25 | The blade answers back | 3 | L | shared enum | Misericorde, the school's first combo result, a mercy stroke for a broken guard |
| S26 | The opened guard | 3 | L | shared enum | Ripostes crack the guard; three cracks expose the target to the coup |
| S27 | Never a dead glyph | 3 | M-L | shared enum | Bleeds bite runners harder, and the bloodless take a Notch instead of nothing |
| S28 | The answered strike | 3 | M | changeset | After a riposte lands, the next Blades glyph is empowered |
| S29 | The first blade | 3 | S-M | none | The starter deck's first hour, authored on purpose |
| S30 | The critical ledger | 4 | M | owner call | Melee crit buys 2.5 times less Dexterity value than ranged; options costed |
| S31 | The slayer's precedence | 4 | S | owner call | The undead-slayer enchant's order-of-operations ruling, surfaced |
| S32 | The native edge | 4 | M | owner call | A native endgame review for melee after the crutch combo was reined in |
| S33 | Doctrine of the edge | 4 | XL | server | At spec 80 the school forks: the dagger path or the sword path |
| S34 | The three edges | 4 | XL | shared enum | Marks earned by the kit, spent by the finisher, one button with three answers |
Eleven skills: one root, six active runes, three stat passives, and the specialization. Two limbs, the piercing line through Thrust and Double Slash and the answering line through Riposte and Rend, converge at Whirling Blades and end at Coup de Grace. Every row of the tree is implemented and none of it carries a single TODO in the code, which makes Blades that rarest of things, a finished school. Finished is not the same as polished. The numbered flags below each point at a proposal.
┌──────────────────┐
│ COUP DE GRACE │◄─[5] feeds five combos,
│ the finisher │ finishes none
└─────────┬────────┘
│
┌─────────┴────────┐
│ WHIRLING BLADES │ five metre blast,
│ the circle │ six targets
└───┬───────────┬──┘
┌──────┘ └──────┐
┌────────┴────────┐ ┌─────────┴───────┐
│ DOUBLE SLASH │ │ REND │◄─[2] does nothing
│ two hits │ │ the bleed │ vs undead, in
└────────┬────────┘ └─────────┬───────┘ silence
[1]◄ third hit │
never fires ┌─────────┴───────┐
┌────────┐ │ RIPOSTE │◄─[3] armed only by
│ THRUST │ │ the counter │ a Tactics rune;
│ opener │ └─────────────────┘ defense stat has
└────┬───┘ no reader
└───────┬──────────────────────────┐
┌──────────────────┴┐
│ BLADED COMBAT (root)│◄─[7] no card levels,
└────────────────────┘ no innate reward
PASSIVES [BLADE SPEED] [VITAL POINTS] [BLADE MASTERY]
◄─[4] one check for daggers, 1H and 2H,
and it reads the right hand only
SPECIALIZATION [BLADE SPECIALIZATION]
◄─[6] nine hidden riders, zero tooltips
100×DoubleSlashBoost, a stat nothing in the game grants. Written zero, read forever. S5 makes it real.Skill casts are logged by the live game, one line per glyph. Over the thirty days ending August 14 the game recorded 8,157,099 casts from 1,236 distinct players. The Blades share:
| Rune | Casts, 30 days | Casters | Casts, 7 days | Casters |
|---|---|---|---|---|
| Thrust | 145,624 | 143 | 34,843 | 64 |
| Double Slash | 110,936 | 119 | 23,994 | 52 |
| Rend | 96,400 | 105 | 23,425 | 52 |
| Coup de Grace | 42,237 | 79 | 11,437 | 44 |
| Riposte | 33,076 | 101 | 8,177 | 42 |
| Whirling Blades | 32,154 | 68 | 11,106 | 42 |
| Quad Slash (combo) | 14,508 | 42 | 4,501 | 20 |
| Sawblade Sweep (combo) | 1,350 | 22 | 583 | 14 |
| Smoldering Shiv (combo) | 566 | 7 | 179 | 4 |
| Hamstring (combo) | 93 | 4 | 3 | 2 |
| Icy Thrust (combo) | 30 | 4 | 8 | 1 |
Bladed Combat itself is the unlogged base swing; basic attacks do not emit skill events. Caster counts are exact.
Share of all skill casts, last thirty days. Blades is the largest school this series has measured.
Three stories live in this table. First, Thrust is the single most-cast rune any of these sweeps has recorded, which is exactly why its poison bug mattered (S4). Second, Riposte is the school's second widest rune, 101 casters, ahead of the execute and the whirlwind, at barely a fifth of Thrust's volume: a reaction many carry and few can fire often, which is the case for arming it in-school (S21) and paying it properly (S6). Third, Quad Slash is the only healthy combo; the cross-school forms are nearly extinct, Hamstring down to four players, which is a discovery failure rather than a power failure (S24). Concentration is real: five of the school's 162 casters produced 61.5 percent of its volume, 283,149 of 460,427 casts. The school reaches 162 of 1,236 active casters, 13.1 percent, consistent with the third most specialized school in the game and its seat in the default starter deck.
Combat is a synchronized simulation: the server relays which glyph fired and every client plays the result forward from authored formulas. A Blades swing passes five stations, and this page hangs a card on almost every one:
flowchart LR GS["Skill type bonus\nBladeAttackBonus read"] --> RH["One hit roll\nper swing"] RH --> CR["Crit roll\nDex / 2000 for melee"] CR --> MD["Damage\nweapon, skill curve, resists"] MD --> RS["Reaction timestamps\nyour parry stamped"] GS -.- P1["Counted here and again inside damage. S12"] CR -.- P2["Ranged divides Dex by 800 instead. S30"] MD -.- P3["Type set on the first hit only. Coup and Riposte carry none. S22"] MD -.- P4["Double Slash hit three multiplies a stat nothing grants. S5"] RS -.- P5["The stamp arms Riposte. The promised defense buff has no reader. S6"] RS -.- P6["Only a Tactics parry arms the school's counter. S21"] style P1 stroke-dasharray: 5 5 style P2 stroke-dasharray: 5 5 style P3 stroke-dasharray: 5 5 style P4 stroke-dasharray: 5 5 style P5 stroke-dasharray: 5 5 style P6 stroke-dasharray: 5 5
The forum record on this school runs nine years deep and is remarkably consistent. In 2018, Riposte was the complaint: KenoZuki opened a thread titled Riposte Broken because the tooltip promised a hit that could not be blocked, dodged, or parried while the combat log showed parries; Nog logged ripostes doing zero damage to shield users; Alley Oop, wearing the bug moderator hat, confirmed the immunity only ever applied inside the just-parried window and closed with it IS broken right now. In 2019, the specialization: Stabbath asked what blade specialization actually does and got no answer the UI could confirm; jmcclain's advice was that blade spec is not worth it and Tactics and Life serve better; Boris Mondragon held the minority line that at high level it feels mighty. The same year Jason_M logged Coup de Grace damage swinging from the six hundreds to single digits on one target, Gravidy measured 402 followed by 9, golruul recorded zero-damage coups with no avoidance message and named the deeper problem, an excessive amount of game mechanics being hidden, and ErikRulez went seventy coups without a crit. In 2016 the combo thread: Noric observed that Blades, Fire, and Chaos hold most of the game's combos, Crazy Phil and KuBaTRiZeS proposed treating them as unlockable hidden glyphs, Time Lord never used them because the UI made it a chore. And in July and August of this year, the freshest wounds: Rinaldi's broken-skills list included Thrust, which would not apply weapon poison when every other blade skill would, and Syee Kco reported that with the Torpor and Chaotic Feedback pairing reined in, melee endgame damage fell to a level that is not good at end game, while necronut argued the pairing had been broken and its end overdue. Both positions are on this page, in S32, on the owner's desk where they belong.
One more piece of archaeology matters. Release 23's notes record that Riposte was changed to buff Damage Avoidance instead of Damage Resistance; Release 49's notes record the deprecated Riposte Defense masterwork being removed in favor of Riposte Power. Put together with the code as it stands today, where the stat named Riposte Defense Power and Duration has a display name, an initializer, and zero readers, the conclusion writes itself: the defensive half of Riposte existed, was walked back in stages, and the stat was left orphaned mid-retreat. S6 is not an invention. It is a restoration.
The same threads that complain also draw a line around what must not change, and this page treats that line as law. Rend is the tree's crown jewel: the best damage in the whole tree in jmcclain's words, never misses in Trihugger's, an excellent cherry on top in Brass Knuckles', and Alley Oop values the charge mechanic that takes a 1 to 24 bleed to 1 to 60. The DoT identity is the school's endgame texture, rend and hamstring and poison and sawblade stacked against regenerating bosses. The crit and speed identity is why 2H blades beat polearms in every comparison thread, Casey McCormick counting Vital Points' 6.3 percent crit and the faster animations. The combo richness is an asset waiting for a UI. The offhand artifact builds, Violet Ronso's spear with a Shard of Night, Daxxe Diggler's longsword with the same dagger, are beloved exactly as they are. The stacking skill ceiling is a cherished expert game; Toular's warning that removing stacking also removes combos is honored. And Boris Mondragon's at 150 you will think you are god is the power fantasy this page builds toward rather than away from. No card below reduces any shipped number. FrostII said it for everyone in the 2017 weapon-tree comparison: buff the weak trees instead.
Sword skills are the oldest problem in the genre, and the solutions have converged hard. The short history:
Ultima Online. Swordsmanship was pure hit chance for six years while Tactics multiplied damage and Anatomy added the flourish, which is precisely the take Tactics and Life instead structure players accuse SotA's blade spec of today. The 2003 Age of Shadows revamp added thirteen mana-costed special moves, each weapon carrying a primary and a secondary unlocked at skill 70 and 90: Bleed Attack, Armor Ignore, Whirlwind, Mortal Strike the heal-blocker, Feint, Disarm. A katana fighter and a broadsword fighter with identical skill points played differently for the first time. What Blades takes: depth can be retrofitted onto a finished school without touching its base progression, and the retrofit can become the identity.
Dark Age of Camelot. Every weapon style had an opening condition: anytime, positional, reactionary after your parry or evade or block, or chained after another style. Reactionary styles paid more precisely because they were conditional, and players queued a conditional with an anytime fallback. It is the closest ancestor of a riposte-window school ever shipped, and it is a quarter century old. What Blades takes: the chain. SotA's Riposte is a DAoC reactionary with no follow-up; S28 gives the counter a next beat.
World of Warcraft. Execute has been the sub-20-percent button since 2004; the Massacre talent raises the threshold to 35, validating a spec-raised execute line exactly like Coup de Grace's, and Sudden Death procs a free execute at any health because a button that is dead for most of the fight is a design bug, not a design. Overpower answered the enemy's dodge; Classic's rogue Riposte followed a parry with a counter that also disarmed, damage plus utility. Rend spent years falling out of rotations whenever it was only damage. What Blades takes: light the execute up mid-fight (S26), and let the counter carry utility (S6).
Final Fantasy XIV. The Samurai earns three named seals from three different combo finishers and spends them on iaijutsu whose shape depends on the count: one seal a potent DoT, two a cleave, three the great guaranteed-crit line. The gauge forces route variety, the exact medicine for a school whose most-cast rune outweighs its finisher three to one. The cautionary tale is Kaiten, a spend-to-buff button removed for being a tax with no decision attached. What Blades takes: S34 wholesale, with Kaiten's warning written on it.
Elder Scrolls Online. Twin Blade and Blunt: each dagger equipped adds crit rating, each sword adds weapon damage, each axe adds bleed chance, each mace adds penetration, and dual wield counts both hands. The entire sword-versus-dagger identity question, answered by one data-driven passive with four rows and zero new animations. Its known weakness is invisibility, which a character-sheet line fixes. What Blades takes: S23 nearly verbatim, and the both-hands read in S14.
Guild Wars 2. The spellbreaker's Full Counter is a prediction, a brief brace that negates the next hit and answers it, generous enough to work at network latency. The daredevil turns the dodge itself into an attack. Both weld defense into offense as one input. What Blades takes: the honesty about latency. SotA's stat-based windows are already the right architecture; the brace-stance itself is Tactics' territory and stays there, in the rejected list.
Path of Exile 1 and 2. Bleed deals triple against moving targets, a behavioral trigger that creates play instead of a flat DoT; PoE2's parry applies a debuff its counterattack consumes, and its over-specific consume condition is the community's chief complaint about it. Darkest Dungeon taught the same lesson from the other side: a bleed class facing bleed-immune enemies needs a fallback tool or entire regions turn its kit off. What Blades takes: bleeds that bite runners (S27), a Notch instead of nothing against the bloodless, and loose consume conditions everywhere.
Sekiro and Elden Ring. Posture is the genre's cleanest loop: every deflect damages the meter, the full meter opens the deathblow, and low vitality slows the meter's recovery so damage and defense are two roads to one execute. Elden Ring's guard counter and stance breaks put a rougher version in an RPG stat frame. Timing-perfect parries are unreachable at MMO latency, but the structure, defensive success filling an offensive meter that opens the finisher, ports intact. What Blades takes: S26, the school's two orphaned signatures welded into one loop.
The CRPG shelf. D&D's finesse rule splits the sword family by which attribute scales; Battle Brothers' dagger Puncture ignores armor entirely at a heavy action cost, arguing the armor-ignore identity belongs to daggers; DDO's Kensei deepens the chosen weapon group's crit profile as its capstone, the pattern for a spec that feels like mastery of a weapon rather than a stat dribble. What Blades takes: the dagger and sword paths of S33, and crit-forward specialization as a legitimate identity choice in S18.
Ten capabilities a blade school can have, across the games that did them best, with both SotA columns highlighted: where the school stands today, and where the catalog takes it.
| Capability | UO | DAoC | WoW | FFXIV | ESO | GW2 | PoE2 | SotA today | SotA proposed |
|---|---|---|---|---|---|---|---|---|---|
| Execute legibility | ○ | ○ | ● range UI | ○ | ● | ◔ | ◔ | ○ invisible line | ● S19, S8 |
| Reaction arming and chaining | ○ | ● style chains | ◔ Overpower | ○ | ○ | ● Full Counter | ◔ parry combo | ◔ borrowed trigger | ● S21, S28 |
| Bleed legibility and immune fallback | ◔ | ○ | ● | ◔ | ◔ | ● | ◔ aggravate | ○ silent whiff | ● S20, S27 |
| Specialization transparency | ● | ◔ | ● talents | ● | ● morphs | ● | ● | ○ nine hidden riders | ● S2, S15, S16 |
| Combo discovery | ● move book | ○ | ● | ● job UI | ○ | ◔ | ◔ | ○ no hint anywhere | ● S24 |
| Weapon-family identity | ● per-weapon specials | ● blade vs pierce | ● dagger vs sword specs | ○ | ● per-weapon passives | ● weapon bars | ◔ | ○ one family | ● S23, S33 |
| Dual-wield eligibility | ○ | ● | ● | ○ | ● both hands | ● | ● | ○ right hand only | ● S14 |
| Defensive answer | ◔ Feint | ◔ | ● | ● | ● Blade Cloak | ● | ◔ | ○ no passive, dead stat | ● S6, S17 |
| Root-skill parity | ● | ● | ● | ◔ | ● | ● | ○ | ○ empty root row | ● S11 |
| Finisher economy | ○ | ◔ chain enders | ◔ rage dump | ● Sen gauge | ○ | ◔ | ○ | ○ flat threshold | ◔ S26 near, S34 far |
Four tiers. Tier 1 is paper and pins: defects, dead content, honesty, and the tests that hold everything else still. Tier 2 makes the school's existing verbs work the way they read. Tier 3 is identity: the family, the forms, the counter answered, the loop closed. Tier 4 is the owner's desk, where the questions that need a ruling wait with their evidence attached. Every card carries its size, its server cost, and the players who asked for it by name.
Built 2026-08-14. The corrected school reference shipped alongside this page.
The school's reference doc disagreed with the shipped runes in seven verified places. Every rune listed its cooldowns backwards, printing the locked-slot number as the unlocked one, while the doc's own card-system note explained the rule correctly. The Riposte section taught last August's timing model: a three-second counter gate, a five-second window, and an overlap band where both hits fire, none of which has been true since the windows were aligned at two seconds scaled by mastery. The Rend section overstated the specialization's healing debuff by half again, the Whirling Blades section contradicted itself about the focus discount two paragraphs apart, and the Coup de Grace section placed the fully specialized execute line at 60 percent health when the shipped formula says 40. All of it is now corrected against the live data, including a note that the third Double Slash hit is unreachable as shipped, which is S5's story.
Seen in: the Tactics page shipped its own doc errata the same way; a reference that lies is worse than no reference.
Every claim in the errata was verified against the rune data files and the timing tests before the edit, and the two claims that could not be verified were softened rather than guessed at. The doc now states cooldowns as locked slot and unlocked deck in that order, the aligned window formula, the 40 percent fully specialized execute line, the five metre six target blast, and the corrected debuff arithmetic.
Coup de Grace's legacy description string describes a different skill: a flat double-damage formula with no specialization term and no low-health burst, nothing like what the rune actually rolls. Whirling Blades reads as a half-circle sweep when it is a full-circle five metre blast capped at six targets. And not one tooltip in the tree mentions what specialization changes, though it touches all six runes: the execute line moving from 20 to 32.5 percent, the riposte window from 2 to 4.5 seconds, the whirlwind discount from 15 focus to 9. Players asked for exactly this: Barugon caught a specialization effect missing from a tooltip and got it conceded on the spot, and Stabbath's whole thread existed because nothing on screen would confirm what his specialization did. Regenerate the stale strings from the live formulas, and print the specialization-modified numbers for the reader's own mastery.
Seen in: WoW and PoE print live numbers as table stakes. Asked by Barugon, Stabbath, and KenoZuki, who wanted the Riposte tooltip rewritten seven years ago.
The stale legacy description strings on the rune data are regenerated from the live expressions, and the tooltip formula evaluation already knows the reader's mastery, so the spec-modified values ride the existing plumbing. Text-only everywhere; no behavior changes.
The biggest school in the game has almost no test coverage. The execute threshold, the whirlwind's focus discount and six-target cap, Double Slash's hit count, the healing-debuff riders, and the combo cooldown pairs: none of them is pinned by anything, which is how a third hit stayed dead for years and three combos shipped without cooldowns. Before any other card changes a number, a golden test suite locks every formula in place, so every later change is a deliberate diff against a known baseline instead of a quiet drift. The suite also pins today's oddities exactly as they are, the double-applied attack bonus among them, so that S12's ruling starts from documented fact.
Seen in: the Tactics and Subterfuge pages, which each shipped the same net first; the goldens caught drift within weeks both times.
One new editor test class covering the six rune expression sets, the specialization riders at four mastery values, and locked and unlocked cooldowns for all five combos, extending the existing balance-audit goldens that already cover Thrust and Rend. Scoped runs only.
Built 2026-07-24. Fixed in the migration build; it reaches the live game with the next major update.
Rinaldi reported it plainly this July: poison applies from every blade skill except Thrust, which is bugged. He was right, and the root cause turned out to be bigger than one rune. Weapon on-hit effects only fired for skills whose damage formula used the plain melee-damage term; Thrust and about two dozen other skills across the game use the variable-damage term instead, and every one of them had been silently ineligible to deliver a poisoned edge. Thrust is the most-cast rune this series has ever measured, 145,624 swings in thirty days, so no single fix in this catalog touches more actual hits. The correction accepts both damage terms, and a companion rule keeps strike-plus-bleed skills from double-dipping the poison charge.
Seen in: reported by Rinaldi in the workblog discussion, with Syee Kco's poisons-only-on-autos question in the same thread pointing at the same wound.
The proc eligibility check in the combat effect path now recognizes both melee-damage token types, and the per-swing proc claim prevents a bleed rider and its strike from applying the same poison twice. A per-rune poison eligibility test pins all six actives so the class of bug cannot return.
Double Slash carries a fully authored third strike, damage formula, arc, and timing all written, gated on a chance of 100 times a stat called Double Slash Attack Count Bonus. Nothing in the game grants that stat. It is initialized to zero and never written again, so the third hit has fired exactly never, and the focus-cost branch that would charge double for it is equally dead. The skill even has authored inconsistencies waiting behind the gate: the bonus hits land on the same frame as each other and swing a narrower arc than the opener. Grant the stat a real source, through the skill's own card levels with a specialization gradient on top, stagger the hit timings so three strikes read as three strikes, and unify the arc. A hundred and nineteen players cast this rune last month; they have been owed a hit the data always promised.
Seen in: the same defect class as the Tactics page's gate that never opens, authored content parked behind a check that can never come true.
The stat gains its first writer via the rune's innate card levels, with the specialization adding a gradient on top under the strictly-upward rule. The chance expression goes live on both the serialized tokens and the display string, the apply times spread so the second and third hits land in sequence, and a new hit-sequence test pins count, order, and arc at several boost values. The second hit's missing sound is a separate open report that needs a human ear, noted, not re-filed.
The game ships a stat whose display name is Riposte Defense Power and Duration. No code reads it. Nothing has ever read it in the current data, yet the archaeology says it was not always a ghost: Release 23 changed Riposte to buff damage avoidance, and Release 49 removed a deprecated Riposte Defense masterwork in favor of Riposte Power. The defensive half of the school's signature existed, was walked back in stages, and the stat was abandoned mid-retreat with its name still on the door. Keep the promise: a riposte landed inside the window grants a short damage-avoidance buff whose power and duration read exactly the stat the name advertises. Riposte is the school's second-widest rune, 101 players carry it, and the players who filed its failures in 2018, KenoZuki, Nog, and Alley Oop, described a skill that cost a locked slot and gave too little back. This is the give-back, and it is a restoration rather than an invention.
Seen in: WoW Classic's rogue Riposte, a counter that carried utility beyond its damage. Grounded in this game's own Release 23 and 49 notes.
The in-window counter branch of the rune gains a buff effect whose amount reads the orphaned stat and whose duration follows the school's window idiom, scaling with mastery. The stat already exists on every character, so no data contract changes; itemization that grants it becomes meaningful the moment there is a reader. Locked-deck economics from the stacking thread are noted here: the buff makes the locked Riposte slot pay rent, which is the in-school answer to a deck-wide question. New buff tests cover grant, duration, and stacking behavior.
When the Riposte windows were cut this August from five seconds scaled by mastery to two, the balance log recorded a deliberate decision: damage was left alone because the tester wanted to retest it after the window change landed. That retest never got scheduled. This card puts it on the calendar and on the record: a structured damage pass against the aligned windows, in the same conditions the original complaint described, shield-heavy enemies included, with the results attached to the school's evidence file. If the numbers say the tighter window warrants a damage adjustment, that goes to the owner with data rather than vibes.
Seen in: the balance change log's own words. An open loop is a small debt; this closes it.
A tester-verify task with a two-player recipe, in-window and out-of-window damage sampled against armored, shielded, and soft targets, plus the golden-estimate rerun. No code changes until the owner reads the results; whatever is decided feeds S32's evidence pack.
The 2019 thread on Coup de Grace reads like a bug report the tracker never got. Jason_M logged damage swinging from the six hundreds to single digits on the same target and theorized resistance was being applied in the wrong order relative to the multipliers. Gravidy measured 402 followed by 9. golruul recorded zero-damage coups with no avoidance message at all. ErikRulez went seventy casts without a critical. Sara Dreygon's community verdict was fine against soft targets, wild against armor. Nobody could check any of it, because the execute's math is invisible end to end. Audit the whole pipeline with a damage matrix across armor and resistance values, fix whatever the ordering audit finds, and in every case where a hit resolves to nothing, say so in the combat log. A school's finisher should never be a shrug.
Seen in: thread 155546, with Jason_M, Sarek, Gravidy, golruul, Ryodin Stormwind, FrostII, Cora Cuz'avich, Boris Mondragon, and ErikRulez all on the record.
An editor harness rolls the execute across an armor and resistance matrix and pins the results as goldens, which either vindicates the current order of operations or localizes the fault; the zero-damage silence gets an avoidance line in the combat log either way. The crit drought claim is checked against the melee crit path and feeds the S30 ledger. Untyped hits are a suspect, which is S22's card.
Three of the school's five combos, Icy Thrust, Smoldering Shiv, and Quad Slash, ship with a zero where their unlocked-deck cooldown belongs, so in a drawn deck they have no cooldown at all; the other two follow the standard rule of double the locked number. And Quad Slash, the school's one thriving combo at 14,508 casts, has its hit timings authored out of order: the second slash lands at the moment of cast and the first a quarter second later. Give the three combos their missing cooldowns at the standard doubling, and put Quad Slash's four hits back in sequence. Fourteen and a half thousand casts a month deserve arithmetic that holds.
Seen in: the school's own two correct combos, Hamstring and Sawblade Sweep, which follow the rule the other three skipped.
Three data fields and four apply-times, with the cooldown pairs for all five combos pinned in the new golden suite so the future Misericorde combo inherits the rule from day one.
The tree contains a passive named Blade Mastery and a specialization named Mastery Blade, displayed as Blade Specialization, and one requires the other at level 80. Players and tools confuse them constantly; the specialization audit flagged the pair by name as the game's worst naming collision alongside its undead twin. On top of that, Blade Mastery wears a defense icon that belongs to no other skill in the entire data set, an orphan asset reference on a damage passive. Rename the passive in the display tables to something honest like Blade Conditioning, leave every internal identifier untouched, and give it an icon that depicts what it does.
Seen in: the specialization deep dive's top-five quick wins, which proposed exactly this rename.
Display-name table edit only, no identifier changes anywhere, plus one new icon asset with its pair file. The skills window, trainers, and tooltips inherit the rename automatically.
Bladed Combat, the root of the whole tree, is the only weapon root in the game with neither card reward levels nor an innate reward. Bludgeon's root has both. Polearm's root has both. Unarmed's root has both. The tooltip system even carries a special case to synthesize a damage line for it because there is nothing in the data to print. Bring the root to parity with its siblings: card levels at the standard breakpoints and a modest innate reward, with the exact magnitude waiting on S12's ruling about the double-counted attack bonus so the same stat is not tuned twice in one release.
Seen in: every sibling weapon school's root row.
Two data columns on the school's root row matching the sibling pattern, sequenced after S12 because the natural reward stat is the one under review there. The tooltip special case can then retire.
The Bladed Combat attack bonus stat is applied at two different stations of the same swing: once into the effective skill level that drives the to-hit and crit rolls, and again into the skill level that drives the damage multiplier. The two stations even derive the stat from different inputs, so a hit whose damage carries no blade type gets one application but not the other. Whether this is a deliberate accuracy-plus-damage design or a decade-old double-dip is documented nowhere. This card asks for one ruling on the record: intentional, in which case the reference doc says so and the golden test pins it forever, or accidental, in which case one station is removed and the values rescaled so no player gets weaker.
Seen in: the class of quiet formula questions the specialization audit was built to surface.
The suite pins today's double application as documented fact before the ruling; afterward either the doc gains a paragraph or one call site changes with a compensating rescale under the strictly-upward rule. S11's reward tuning and S18's rate decision both read this ruling first.
Three sensory defects, all confirmed in the data. Quad Slash's effect prefab carries no sound component at all, so the school's favorite combo lands in silence. The one-handed Coup de Grace animation switches its weapon trail on and never off, leaving a ghost ribbon on the blade until something else clears it. And Rend applies its damage three tenths of a second before the visible slash arrives, so the number appears while the sword is still travelling. Wire the missing sound, close the trail, and move the damage tick to the moment of contact. The already-fixed Rend sound timing from July still needs its shard verification, which this card carries along.
Seen in: the audio timing pass that fixed Rend's early swing sound in July; this finishes the school's sensory sweep.
A sound component on the combo's effect prefab, an off-toggle for the trail event, and an apply-time nudge on the bleed's impact layer, all client assets. The Double Slash second-hit silence stays an open report that needs a human listen and is deliberately not duplicated here.
Every Blades passive is gated on a bladed weapon check that inspects exactly one slot: the right hand. A fighter with a mace in the main hand and a dagger in the off hand is invisible to Blade Speed, Vital Points, and Blade Mastery, no matter how much blade training they carry. The dual-wield threads show what players actually do with the off hand, artifact daggers chosen for their stats, and this card leaves those beloved builds completely alone: it only widens the eligibility check so that a blade in either hand satisfies the school's passives. Nothing stacks, nothing doubles; eligible is eligible, once.
Seen in: ESO, whose dual-wield passives read both weapons. Asked around by Khalest, Kain Darkmoor, Ben_Hroth, and Warrior B'Patrick in the dual-wield equipment thread.
The bladed equipment helper widens to either hand for innate eligibility only; the offhand damage line stays exactly where the Tactics page put it, and the artifact offhand builds gain eligibility without any change to their numbers. A both-hands test matrix pins every combination. The helper is reused by S23's family read.
Two authored effects in this school do not exist for anyone without the specialization. Thrust's healing-cut rider and Double Slash's fourth strike both roll a chance of 25 times mastery, and mastery is zero for the unspecced, so the content is not reduced for them, it is absent. A new player reading the school has no way to learn these effects exist, and the specialization's value is invisible right up until you buy it, which is precisely the complaint Stabbath's thread never got answered. Give both effects a modest base chance for everyone, and let the specialization multiply from there under the strictly-upward rule: no specialist's current chance goes down, and the school's authored content becomes something every player can occasionally see and want more of.
Seen in: the Tactics page's gradient card, the same cure for the same boolean-gate disease. Grounded in Stabbath's and jmcclain's threads.
The two chance expressions gain a base term with the mastery gradient on top, edited on both the serialized tokens and the display strings, with gradient goldens at four mastery values asserting the strictly-upward property.
Nine formula terms is the fewest of any weapon school's specialization, and the audit's verdict on the tree was narrow or shallow: a handful of single-skill upgrades against the school-remaking specs other trees sell for the same experience price. The remedy is not to inflate the existing terms but to widen where mastery reaches, on the school's own verbs. Three new terms: the bleed runs longer with mastery, the restored riposte buff of S6 lasts longer with mastery, and the school's own combo, Quad Slash, cools faster with mastery. Every term follows the bounded-comparison idiom the audit praised in this very school, where Riposte's window formula was held up as the model of how to write one.
Seen in: DDO's Kensei, where specialization deepens the chosen weapon's craft rather than sprinkling percentages.
Three rider expressions reading the existing mastery stat, no new data contract entries, each edited on tokens and display string with a golden per term. The bleed term multiplies duration only, never per-tick damage, honoring the crown-jewel fence.
Blades is the only weapon school in the game with no defensive passive. Bludgeon's tree carries Breaker's strength, Polearms carries Defensive Positions' damage resistance, Shields is defense entire, and Blades, the school whose signature is the parry answered, offers nothing between you and the blow you are inviting. Add one innate: steady damage avoidance while a blade is in hand, either hand, at the school's standard passive rate. Avoidance rather than resistance is deliberate, matching both the school's dodge-and-answer identity and the Release 23 lineage that S6 restores.
Seen in: ESO's Blade Cloak, the dual-wield line's defensive layer; every sibling weapon tree here at home.
A new innate skill and a new avoidance stat, added to both data trees in the same change as the contract requires, granted at the school's standard per-level rate under the either-hand eligibility from S14. Named from the school's own register; the working name is Sure Footing.
Blade Mastery grants weapon damage at exactly half the rate of Bludgeon's Crusher, 0.0125 per level against 0.025. Nothing anywhere records whether that is a deliberate identity choice, blades trading raw damage for the tree's crit and speed passives, or an old tuning accident. Both readings are defensible; what is not defensible is the silence. This card forces the sentence to finish, and per the philosophy players themselves set in the weapon-tree comparisons, both options only buff: either the rate matches Crusher's, or the school formally leans crit-forward and Vital Points' rate rises instead, with the choice written into the reference doc either way.
Seen in: the 2017 two-hander comparison thread where FrostII asked that weak trees be raised rather than Blades cut; this card obeys that instruction in both branches.
One data value moves in either branch, sequenced after S12's ruling because both candidate stats sit in the same damage stack. The golden updates with the choice, and the doc records the reasoning.
Coup de Grace quadruples its damage below a health threshold that appears nowhere on screen. Untrained it sits at 20 percent; fully specialized it climbs to 32.5, and no interface element anywhere reflects either number. Players in the 2019 thread were reverse-engineering it from combat logs, and golruul's complaint about hidden mechanics was aimed at exactly this. The fix is a mark on the target's health bar wherever your own execute line currently sits, and a glow on the glyph when the target crosses it. The moment a duelist waits for becomes a moment they can see coming, which is the whole psychology of an execute.
Seen in: WoW's execute-range indicators, table stakes since addons invented them and the base UI absorbed the lesson.
A client-side mirror of the threshold expression, evaluated at the player's own mastery, drawn as a tick on the target frame while the execute is in the reader's deck, with the glyph glow riding the same check. S26's exposed state reuses this exact glow. Interface only; the formula itself is untouched.
Rend is the school's most trusted verb, and its whole life happens off screen. Stacks are invisible, remaining duration is invisible, and against the undead, where every layer of the skill multiplies to zero by design, the glyph simply does nothing with no message saying why. A player who does not read forums can farm a crypt for a month without learning their best skill is turned off. Show the wound: a stack count and timer on the target frame, and the word Bloodless where the bleed cannot apply. One care is non-negotiable and wired into the tests: Whirling Blades has no bleed of its own, only the Sawblade Sweep combo does, so no immunity message may ever appear on the whirlwind.
Seen in: Darkest Dungeon, which telegraphs bleed resistance per enemy so a bleed build reroutes instead of whiffing blind.
Target-frame readout driven by the existing bleed effect instances, and a Bloodless tag driven by the same creature-type mask the immunity itself checks, so the message and the mechanics can never disagree. Pairs with S27, which gives the bloodless case something to do besides apologize.
The only event that opens Riposte's window is a parry, and Parry is a Tactics rune. A pure Blades fighter cannot arm their own school's signature without shopping next door, a dependency old enough that Riposte's skill number still sits inside the Blades block of the data contract from the days when the parry lived here too. The combat log already stamps a timestamp this school never reads: the glancing blow. Let a glancing blow you receive open the riposte window alongside a parry, at the same mastery-scaled duration. The school keeps its Tactics synergy for those who want the wider trigger surface, and gains a native one for those who do not. A quiet gate inconsistency in the timestamp plumbing, where one token respects the playing-state check and its sibling does not, is fixed in the same change.
Seen in: DAoC, whose reactionary styles fired off several defensive events rather than one. Nog's 2018 complaint that Riposte needs a locked slot to be reliable is the economics this card answers, with Seggallion's and FBohler's locked-deck arguments noted.
The two window gates gain a glancing-blow branch at the same two-times-mastery duration, edited on tokens and strings, with the timestamp sentinel handling preserved from the July reaction fix. The boundary tests extend with glancing-armed cases, and the reaction catalog updates. The Parry rune itself, its window, and the reaction-glyph layer all stay exactly where the Tactics page governs them.
Only the first hit of a multi-hit swing carries a melee damage type. Double Slash opens with a puncture and follows with two untyped cuts; Quad Slash does the same at four hits; and Coup de Grace and Riposte carry no physical typing on any effect at all. Untyped hits fall back to whatever the weapon says, which means one swing's hits can be divided by different resistances, and it is a live suspect in both the execute's erratic damage and the poison eligibility bug's family history. Type every hit of every Blades effect, puncture for the points, cut for the edges, so resistances, procs, and combat logs treat steel as steel.
Seen in: the S8 audit trail, where inconsistent typing is a named suspect.
Data-only typing on the follow-up hits and the two untyped runes, sequenced after S8's audit so any resist-order fix and the typing fix are measured separately. A type-audit test asserts every Blades damage effect carries a melee type from then on.
To every formula in this tree, a dagger, an arming sword, and a two-handed greatsword are the same object. No stat anywhere reads which blade you hold. Players have been comparing daggers and swords since 2016, redfish noting the dagger's shorter charge meter, Yipp weighing dagger speed against sword parries for a defensive build, By Tor asking this summer for weapon affinity outright, and the game has never had an answer. Give the existing passives a family lean: a dagger sharpens Vital Points' crit, a two-hander weights Blade Mastery's damage, a one-hander with a free hand or shield deepens the guard and the riposte window. Base rates stay untouched, the lean is additive, and a character-sheet line states which family bonus is live so the identity is visible rather than mystical.
Seen in: ESO's Twin Blade and Blunt, where four data rows carry the entire sword-versus-dagger identity of the game. Asked by Yipp, redfish, Curt, and By Tor across eight years.
A family multiplier table read where the three passives apply, keyed off the equipped blade's class through the either-hand helper S14 builds. No item data changes of any kind, which keeps this card fully clear of the weapons page's component territory. A family test matrix pins every weapon class against every passive.
Blades feeds five combos, more than any school in the game, and the interface hints at none of them. The result is in the telemetry: Quad Slash, the one form players discovered and taught each other, thrives at 14,508 casts, while Hamstring is down to four players and Icy Thrust to a rounding error. Ten years ago Crazy Phil proposed treating combos as unlockable hidden glyphs and Time Lord admitted he never used them because the interface made it a chore; both were right. Add a forms page to the deck builder listing each discovered combo with its components, a shimmer on glyphs in hand whose partner is also in hand, and a riddle line for forms not yet made. Discovery stays discovery; it just stops being archaeology.
HAND ┌────┬────┬────┬────┬────┬────┐ │ T │ DS │ RND│ WB │ CdG│ R │ │~~~~│~~~~│ │ │ │ │ └──┬─┴─┬──┴────┴────┴────┴────┘ └──┘ both rims shimmer: these two combine FORMS ............................. 2 of 5 found Quad Slash Thrust + Double Slash FOUND Sawblade Sweep Whirling Blades + Rend FOUND ??? a thrust and something cold ??? a thrust and something burning ??? a wound and a stumble
Seen in: FFXIV, where combo routes are first-class job UI. Asked by Crazy Phil, KuBaTRiZeS, and Smalls; indicted by Time Lord, Noric, and agra. Toular's constraint honored: stacking, which combos depend on, is untouched.
A compendium panel in the deck builder driven by the combo declarations already in the rune data, an adjacency shimmer when a form's components are co-slotted, and client-side discovery state. No new combos, no number changes, nothing server-side.
Every combo Blades touches spends a Blades glyph to make something else; no combo in the entire game produces a Blades glyph. The school that feeds five forms finishes none of them. The first Blades result should be the school's own fantasy completed: Riposte and Coup de Grace combine into Misericorde, the mercy stroke, an instant armor-ignoring execute usable only against a target whose guard is broken. The misericorde is the historical coup-de-grace weapon, the narrow dagger that ended what the duel decided, which makes it the right name for the form that joins the school's counter to its finisher.
Seen in: Ultima Online's Age of Shadows, where a moves layer added years after launch became the school's defining feature; named for the medieval mercy dagger.
One new result rune with a new skill identifier added to both data trees in the same change, combo declarations on the two component runes, the armor-ignore idiom Riposte's window branch already uses, and a usable-against-exposed gate that rides S26's state. Both cooldown fields set from day one, which is S9's lesson, and the form appears in S24's compendium. Wired combos remain plain result-rune data, the mechanism the Tactics page established.
The school owns a counter and an execute, and today they never speak. Borrow the cleanest loop the genre ever built: each riposte you land inside the window cracks the target's guard; at three cracks the guard opens briefly, and Coup de Grace treats an opened target as below its threshold no matter their health. Parry, answer, break, finish, one story told in four existing verbs, and a fighter mid-battle always has a road to the finisher that skill created rather than attrition. The specialization adds its own arming path, a chance on blade criticals to ready one free coup, so the spec buys reach into the loop rather than a percentage. Stacks decay in seconds, cap at three, and run half duration against players, because a loop that bypasses the health gate must be earned fresh every time.
Seen in: Sekiro, where every deflect fills the meter that opens the deathblow, and WoW's Sudden Death, which taught that an execute lit mid-fight beats a bigger number under the same dead threshold. Boris Mondragon's high-level power fantasy, made structural.
Two new stats on both data trees in one change, a stack effect on the riposte's in-window branch riding the buff registry with per-target contention, a threshold expression gaining an exposed branch, and the S19 glow reused for the armed state. Stack icons on the target frame; decay, cap, and the player-versus-player halving pinned by a new stack test suite. The bleed-consuming variant from the genre shortlist is recorded as the budget fallback, viable only after S27 gives bleeds an undead answer.
Rend's undead immunity is honest lore with brutal ergonomics: in crypts and barrows, the game's most farmed rooms, the school's best skill does nothing at all. This card adds two behaviors and subtracts none. Bleeds bite harder on a moving target, roughly double the tick while the wound is being run on, which turns every bleed into a small positional game and finally rewards sticking a runner. And against the bloodless, Rend cuts a Notch instead: a brief physical vulnerability where the bleed would have been, so the glyph always does something and the undead answer becomes a different rhythm rather than a shrug. Rend's base numbers do not move a point in either direction; the crown jewel is fenced by the players who crowned it.
Seen in: Path of Exile, where bleed's movement multiplier created a whole behavioral layer, and Darkest Dungeon's lesson that a bleed kit facing bleed-immune enemies needs a fallback tool or whole regions switch it off.
A movement rider on the bleed's tick expression using client velocity, and a Notch stat on both data trees applied when the existing creature-type mask blocks the bleed, surfaced through S20's Bloodless tag turning into a Notch readout. The undead check stays the bitwise mask idiom the July fix established. The immunity tests extend to cover the mask-to-Notch path, and an aggravation golden pins the mover multiplier.
In the oldest and best melee system the genre produced, a parry was a key: it unlocked a better attack, and the better attack could unlock one more. SotA's Riposte is exactly such a reactionary strike with no next beat; the counter lands and the sentence ends. Add the follow-through: for a few seconds after your riposte connects, your next Blades glyph is empowered, a Thrust that cannot miss its crit, a Rend that opens at two stacks. One extra state, one two-beat story in every duel, and the school's reactive line becomes a line rather than a dot.
Seen in: Dark Age of Camelot's chained reactionary styles, the deepest melee-style system an MMO has shipped, kept here to a single hop with the glyph art doing the telegraphing.
A riposte-landed timestamp stamped through the same machinery the parry stamp uses, sentinel handling included, with follow-up riders on two runes gated on the new token at a four-second window. Both timestamp tokens respect the playing-state check, which closes the gate asymmetry S3 pinned. Boundary tests follow the established timestamp-test pattern. No new reaction glyphs and no changes to Parry, which keeps the card clear of the Tactics page's reaction layer.
Blades is the default starter deck: whether or not a new player ever chooses this school, their first hour of combat happens inside it. That hour is currently unauthored, a bare deck and no teaching. Treat the starter hour as content: a contextual tip the first time a bleed ticks, a nudge toward the first Quad Slash when both components sit in hand using S24's shimmer, a word about the locked slot the first time the deck shuffles a glyph away. No numbers change anywhere. The school that introduces every player to combat should introduce combat well.
Seen in: the telemetry, where the school reaches 13.1 percent of all active casters, the widest reach measured, which is the starter deck doing its quiet work.
A starter-deck audit plus a handful of one-shot contextual tips driven by existing client events, written to the player-facing voice rules and shown once each. Client only.
A point of Dexterity buys a melee fighter two and a half times less critical chance than it buys an archer; the melee formula divides by 2000 where the ranged formula divides by 800. That gap predates the current balance era and touches every weapon school, which is why it lands on the desk rather than in a changeset. But it is this school's business to raise: Blades owns the crit innate, its players brag on the crit identity in every tree comparison, and ErikRulez's seventy coups without a critical sit in the evidence file. The ledger arrives with options costed: parity at 800, a midpoint at 1200, or keep the divide and compensate through Vital Points, which is S18's crit-forward branch. The owner picks; the page records.
Seen in: the melee-versus-ranged balance file that first measured the divide; argued by every 2H comparison thread since 2017.
An options table with projected crit rates at representative Dexterity values for each choice, the S8 crit findings attached, and a note that any change is melee-wide and coordinates with the balance program rather than shipping from this page.
The undead-slayer weapon enchant carries a known order-of-operations defect in its damage expression, and the fix has been waiting on a ruling because correcting it changes weapon damage for everyone who owns one. It is adjacent to this school twice over: it lives on bladed weapons and it serves the same undead-heavy rooms where S27 gives Rend its answer. This card does not decide it; it surfaces the question with both outcomes costed so the ruling stops waiting for someone to ask.
Seen in: the open items file, where the question has sat since the undead bleed audit found it.
A one-page brief: current behavior, corrected behavior, the damage delta at representative levels, and the communication cost of each path. No code until ruled.
In August the Torpor and Chaotic Feedback pairing, the cross-tree combination that carried much of melee's endgame damage, was reined in. Syee Kco's report from the front is in the record: that pairing was what made melee viable at the top end, and without it the numbers are not good at end game. necronut's counter is in the record too: a pairing that ended bosses in a minute was broken, and its end was overdue. Both can be true, and the question they leave is the right one for the desk: if melee's top end was propped up by a crutch from outside the school, what does the school owe natively now that the crutch is gone? This card assembles the evidence, the S7 retest, the S8 audit, the S30 ledger, and the concentration data showing five casters carrying 61.5 percent of the school's volume, and asks for a native review. It is explicitly not a request to revert the change.
Seen in: the workblog discussion, pages four and five, with Syee Kco and necronut both quoted by position; FBohler's 2022 warning about the same pairing in PvP is the prehistory.
An evidence pack, not a change: where any compensation should land if granted is already enumerated by this page, the mastery reach of S16, the family identity of S23, the loop of S26, so a ruling can pick channels rather than invent them.
The far horizon: at specialization 80 the school forks. The dagger doctrine deepens what daggers already lean on, criticals, bleeds, the opened guard. The sword doctrine deepens weight, damage, the guard held. Choosing is the point; the census shows blade specialists are committed mains, and a school this popular can afford an identity decision where today it offers a stat dribble. The fork composes S16's wider mastery with S23's family identity, defaults to current behavior so every existing specialist is strictly better off, and inherits the refund question every fork carries, which is the owner's to rule.
Seen in: WoW's rogue, where dagger specs and sword specs carried the family split for two decades, and DDO's Kensei capstones.
Server-side fork records with shared enums in both trees, gated behind S16 and S23 shipping first, with the default path preserving today's numbers exactly. The refund ruling and the fork's interaction with the two-slot specialization economy go to the desk alongside it.
The ambitious reserve, held beside S26 for the owner to choose between. Landing Thrust, Double Slash, and Rend each mark an Edge on the target; a finisher spends whatever is marked, one Edge refreshing the wound, two cutting all around, three a guaranteed critical coup. One button with three answers, and a standing reason to play the whole kit when the telemetry says Thrust outweighs the finisher three to one. The genre's cautionary tale rides with it: a spender that is always correct is a tax, so every spend level must be a real decision. S26's guard loop and this card are two target-state economies; the page presents the guard as the near path and the Edges as the far one, and one of them should be the flagship, both is a bookkeeping tangle.
Seen in: FFXIV's Samurai, whose three seals and shape-changing spender are the genre's best finisher economy, with the removed spend-to-buff button as the recorded warning.
Mark stats on both trees, on-hit application from the three earner runes, and a finisher branch by mark count, either on the existing execute or a new spender rune. Owner-gated twice: the S26-versus-S34 flagship ruling first, then scope. No build until both.
Sixteen ideas were weighed and set down, each with its owner named, so the next reader does not re-litigate them.
Thirty-four cards sounds like a new interface. It is not. Everything this page proposes lands on four surfaces that already exist: the target frame gains two marks, the buff strip gains one tile, the deck bar gains two glow states, and the character window gains one panel. Nothing else changes shape.
ZONE B · TARGET FRAME (gains two marks) ┌──────────────────────────────────────────────────┐ │ Ferocious Red Spider │ │ ██████████████▌│░░░░░░░░░░░░ 28% │ │ ▲ execute line 32.5% │ │ REND x3 11s GUARD CRACKED x2 │ └─────────────────────────────────────────────────┘ shows the word BLOODLESS, then a NOTCH, when immune ZONE C · BUFF STRIP (gains one tile) [PARRY WINDOW 3.2s] [RIPOSTE READY] [FOLLOW-THROUGH 4s] ZONE A · DECK BAR (gains two glow states) ┌────┬────┬────┬────┬────┬────┬────┐ │ T │ DS │ RND│ WB │ CdG│ R │ L │ │ │ │~~~~│~~~~│ARMD│ │ │ └────┴────┴────┴────┴────┴────┴────┘ ~~ combo shimmer · ARMD execute armed · L locked ZONE D · CHARACTER WINDOW, ONE NEW PANEL ┌─────────────────────────────────────────────────┐ │ Blade Specialization 100 │ │ Coup de Grace line 20% now 32.5% │ │ Riposte window 2.0s now 4.5s │ │ Rend heal debuff 1.0x now 1.63x │ │ Whirling Blades cost 15 now 9.2 │ │ Weapon family: two handed sword. Leans damage. │ └─────────────────────────────────────────────────┘
Zone B carries S19's execute line, S20's wound readout with its Bloodless and Notch states, and S26's guard cracks. Zone C carries the existing parry window joined by S28's follow-through. Zone A carries S24's combo shimmer and the shared armed glow of S19 and S26. Zone D is the specialization panel that answers Stabbath's 2019 question in one screen: what does blade specialization do, with your own numbers, before and after. The window timeline underneath it all:
flowchart LR PE["Enemy swing parried\nor glancing blow taken, S21"] --> W["Window runs\n2 x (1 + mastery) seconds"] W --> IN["Riposte inside\n3x, ignores armor"] W --> OUT["Riposte after\n0.75x"] IN --> C["Counter lands\navoidance buff granted, S6"] C --> F["Follow-through\nnext glyph empowered, S28"] C --> G["Guard cracked\nthree cracks expose, S26"] G --> X["Coup de Grace\ntreats exposed as under the line"] style F stroke-dasharray: 5 5 style G stroke-dasharray: 5 5 style X stroke-dasharray: 5 5
Five waves, honesty first. Wave zero ships with this page: the corrected book and the golden pins, plus the poison fix already built in the migration branch. Wave one is the fix-first sweep, S2 and S5 and S9 and S10 and S13, with the S12 ruling and the S7 retest requested up front and the S8 audit started, because its findings steer two later cards. Wave two makes the verbs right: the promise kept, the root fed after S12 rules, the other hand counted, the gradients, the guard, the visible execute and wound, the counter armed at home, the typed steel after S8 reports. Wave three is identity: the wider mastery once S6's buff exists, the family passives on S14's helper, the forms page after S9's cooldowns are honest, the never-dead glyph, the answered strike once ripostes fire natively, the first hour. Wave four closes the loop and clears the desk: the opened guard, then Misericorde on top of it, the ledgers and the native-edge review with their evidence packs, and the far pair, the doctrine fork and the three edges, waiting on their rulings.
flowchart TD
subgraph WV0["Wave 0, with this page"]
S1c["S1 the book, built"]
S3c["S3 golden pins"]
S4c["S4 poison fix, built"]
end
subgraph WV1["Wave 1, fix first"]
S5c["S5 third hit"]
S8c["S8 coup audit"]
S9c["S9 combo cooldowns"]
S12c["S12 double-count ruling"]
end
subgraph WV2["Wave 2, the verbs"]
S6c["S6 promise kept"]
S14c["S14 other hand"]
S19c["S19 execute line"]
S21c["S21 armed at home"]
S22c["S22 typed steel"]
end
subgraph WV3["Wave 3, identity"]
S16c["S16 wider mastery"]
S23c["S23 two edges"]
S24c["S24 forms revealed"]
S27c["S27 never dead"]
S28c["S28 answered strike"]
end
subgraph WV4["Wave 4, the loop and the desk"]
S25c["S25 Misericorde"]
S26c["S26 opened guard"]
S30c["S30 crit ledger"]
S32c["S32 native edge"]
S33c["S33 doctrine fork"]
end
S3c --> S5c
S3c --> S8c
S12c --> S6c
S8c --> S22c
S8c --> S30c
S6c --> S16c
S14c --> S23c
S9c --> S24c
S21c --> S28c
S21c --> S26c
S19c --> S26c
S26c --> S25c
S24c --> S25c
S16c --> S33c
S23c --> S33c
S30c --> S32c
Combat in this game is a synchronized client simulation; the server relays which glyph fired and holds the shared identifiers. That is why thirty of thirty-four cards are client data, formulas, and interface: rune behavior lives in authored expressions that a balance changeset can edit, and only the cards that add new shared identifiers or persistent records, the guard, the marks, the fork, the new combo, touch both code trees, always in one synchronized change.
No card reduces any shipped number, per the philosophy players set themselves. Rend's base bleed is untouched everywhere. The artifact offhand builds are untouched; S14 only adds eligibility. Stacking play is untouched; the combo cards ride it. Specialization changes are strictly upward for every existing specialist. Territory owned by other pages stays theirs: the Parry window, reaction glyphs, the maneuver pool, and counter-stances belong to the Tactics page; openers from stealth and blade venom to Subterfuge; the dual-wield compare tooltip, unique components, and damage readouts to the weapons page; masterwork rails to the enhancement page; and the wider melee retune to the balance program, with S32 as this school's evidence brief to that table.
One new golden suite pins the six rune expression sets, the nine specialization riders, and all five combo cooldown pairs before any number moves. New suites arrive with their cards: poison eligibility per rune, the Double Slash hit sequence, the riposte buff, both-hands eligibility, the family matrix, the mask-to-Notch path, the follow-through boundaries, and the guard stacks with their decay and cap. Every suite runs scoped, one class at a time, in the project's ported editor test tree.
Rinaldi, the Thrust poison report, S4 built. Stabbath and jmcclain, the invisible specialization, S2, S15, S16, and zone D. Barugon, spec numbers in tooltips, S2. KenoZuki, Nog, and Alley Oop, the Riposte record, S6 and S21. Jason_M, Sarek, Gravidy, golruul, Ryodin Stormwind, FrostII, Cora Cuz'avich, Boris Mondragon, and ErikRulez, the coup's accountability, S8, S19, and S30. Crazy Phil, KuBaTRiZeS, Smalls, Time Lord, Noric, and agra, the hidden forms, S24. Toular, the stacking constraint, honored throughout. Seggallion and FBohler, the locked-deck economics, S6's rent and the rejected list's honest routing. Khalest, Kain Darkmoor, Ben_Hroth, and Warrior B'Patrick, the other hand, S14. Violet Ronso and Daxxe Diggler, the protected offhand builds, fenced. Yipp, redfish, Curt, and By Tor, the family question, S23. Casey McCormick, Trihugger, null2, Toadster, Brass Knuckles, and Bow Vale, the school's crowned identity, protected. FrostII, buff the weak instead, the page's law. Syee Kco and necronut, the endgame question, S32, both positions on the record.
Live telemetry: per-cast skill logging over the thirty days ending August 14, 8,157,099 casts from 1,236 distinct players, exact per-rune counts and exact caster cardinality, with top-caster concentration reported anonymously. Census: the specialization popularity study of 120,337 characters, same date. Code truth: every formula quoted was read from the shipped rune data and combat code, and the seven errata in S1 were verified against the data before the doc was corrected. Forums: eleven threads from 2016 to August 2026, every requester credited by exact handle; Steam threads were read for background only and are never credited. Genre: primary wikis and design retrospectives for the nine games in section 2. All proposals here are proposals; nothing on this page is a commitment until its card ships, and the two cards marked Built are the exceptions that already did.
No account needed. Every proposal above also has its own Discussion box for talking about that one alone; this thread is for the plan as a whole. Comments are plain text, held to basic decency, and may be trimmed.