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Kliff Skills
March 19, 2026 at 11:48 PM
Enhanced with button inputs, prerequisites, missing skills (Leg Sweep, Giant Swing, Ambush, Diving Force Palm), comprehensive sub-skills table, expanded recommended priorities with gear/chapter context, and additional combo synergies
This page lists every skill available to Kliff in Crimson Desert, organized by the three branches of the Abyss Tree (the game's core progression system). The Abyss Tree is accessed via Start > Progression > Abyss Tree. It replaces traditional experience points and character levels entirely. Instead of earning XP from defeated enemies, Kliff progresses by observing techniques performed by NPCs and enemies in the world, then spending Abyss Artifacts to permanently unlock those techniques as usable skills.
The tree starts completely empty at the beginning of the game and grows into what one preview described as a "full sequoia" by mid-game. Pearl Abyss has stated that they do not want to call Crimson Desert an RPG, noting that traditional leveling systems "are absent from this game." Despite this, the Abyss Tree functions as a deeply customizable progression system with meaningful build choices. For a general overview of how the skill system works across all characters, see Skills. Damiane and Oongka have their own separate skill trees; for recommended builds, see the individual Build Guide: Damiane and Build Guide: Oongka pages.
The Abyss Tree splits into three branches, each tied to a core stat. The Blue Branch (Stamina) covers physical combat techniques and weapon skills across 16 levels. The Green Branch (Spirit) handles supernatural abilities, perception, and Force Palm techniques across 14 levels. The Red Branch (Health) provides elemental powers, traversal skills, and survivability across 18 levels.
Skills follow a two-step unlock process. First, Kliff must observe a technique being performed in the world, whether by watching an NPC, spotting an enemy mid-combat, or discovering a holographic echo. Once observed, the skill appears in the Abyss Tree and can be unlocked by spending Abyss Artifacts. Some skills are unlocked automatically through the main story instead (notably Nature's Grasp, Axiom Force, and Flight).
Each core stat (Stamina, Spirit, Health) also has a large passive node on its branch. Spending Abyss Artifacts on the Stamina node increases maximum Stamina for dodging, blocking, climbing, and flying. The Spirit node increases Spirit for casting skills. The Health node increases maximum HP. The Build Guide: Kliff page has detailed stat allocation recommendations.
All three branches converge at the center of the tree on a single powerful ability: Falling Palm. Completing any one full branch unlocks this ultimate skill.
The Stamina branch covers physical combat techniques: unarmed combat, kicks, grappling, archery, and armed weapon skills. This is typically the first branch players invest in, since it unlocks the core combat moveset including sword techniques, shield attacks, and ranged options. The Blue Branch has four main skill lines: Unarmed Combat, Grappling, Archery, and Armed Combat. Each line branches into multiple sub-skills as ranks increase.
Skill | Max Rank | Input | Cost | Prerequisites | Description |
|---|---|---|---|---|---|
5 | Triangle | 1 Abyss Artifact per rank | None | Bare-fist strikes. Rank 2 unlocks Scissor Takedown. Rank 3 adds combo extensions. Rank 4 unlocks Flying Kick. Rank 5 unlocks Meteor Kick and a lunging punch barrage finisher. | |
Pump Kick | 1 | Hold Triangle | 1 Abyss Artifact | Unarmed Combat Lv 1 | Leaping double kick that sends lighter enemies flying backward. Connects into Giant Swing if Grappling is at Rank 3. |
Dropkick | 1 | Hold Triangle | 1 Abyss Artifact + Observation | Pump Kick Lv 1 | Full-body forward kick delivering heavy knockback on impact. Kliff launches himself forward at full force. |
Vault | 1 | R1 + Square | 40 Stamina | 1 Abyss Artifact | Step on a nearby enemy to leap over them and land behind their back. Opens the enemy to back attacks. |
Flying Kick | 1 | Triangle (midair) | - | Unarmed Combat Lv 4 | Fly toward a target in midair and deliver a double kick. Works from any airborne position including after Double Jump. |
Meteor Kick | 1 | Triangle (high altitude) | 10 Spirit | Unarmed Combat Lv 5 + Observation | Precision foot slam from high altitude that drives Kliff straight down. Can be imbued with Lightning at Rank 4 of Imbue Elements for devastating aerial finishers. |
Leg Sweep | 1 | Triangle (after rolling) | - | Unarmed Combat Lv 1 | Sweep an enemy's legs with a low kick after performing a dodge roll. Knocks enemies to the ground, opening them for follow-up attacks. |
5 | Triangle + Circle | 1 Abyss Artifact per rank | None | Grab attacks. Rank 2 unlocks Lariat. Rank 3 unlocks Giant Swing. Rank 4 unlocks Back Hang. Rank 5 unlocks Lariat Follow-up. | |
Clothesline | 1 | X + Square (sprinting) | 60 Stamina | 1 Abyss Artifact | Catch an enemy while running and slam them into the ground. Requires a sprint to initiate the grab. |
Body Slam | 1 | X + Square (midair) | 60 Stamina | 1 Abyss Artifact + Double Jump or Aerial Force Palm | Slam into enemies from the air with your full weight, dealing AoE damage to the target and nearby enemies. |
Giant Swing | 1 | Triangle + Circle (during kick) | 20 Stamina/sec | Grappling Lv 3 | Grab a smaller enemy by the legs during Pump Kick or Dropkick and swing them around. Release to hurl the enemy with great force. Costs 20 Stamina per second while spinning. |
5 | L2 (aim) | - | None (available from start) | Basic bow attacks. Higher ranks increase damage and unlock new arrow techniques. Available from the very beginning of the game. | |
Multishot | 1 | R1 (while aiming) | 10 Spirit | 1 Abyss Artifact | Simultaneously fires 10 arrows across a wide cone area. Effective against groups of enemies clustered together. |
Evasive Shot | 3 | Circle x2 (while aiming) | - | 1 Abyss Artifact per rank | Slide sideways to evade an enemy attack while firing an arrow. Rank 2 adds speed and double arrows. Rank 3 unlocks Explosive Evasive Shot (fire an arrow into the ground via R1 + R2 while aiming). |
Charged Shot | 1 | Hold R2 (while aiming) | Spirit | 1 Abyss Artifact | Gather the power of the wind to fire a more powerful arrow. Charged Shot is infused with the current element if Imbue Elements is active. |
Armed Combat | 5 | R1 | 1 Abyss Artifact per rank | None | Basic weapon attacks. Rank 2 unlocks Evasive Slash (strike while dodging backward). Rank 3 unlocks Charge (shield rush). Rank 4 unlocks Rush (counter while dodging forward). Rank 5 unlocks Quick Swap (swap weapons with an attack). |
Forward Slash | 3 | R2 | 1 Abyss Artifact per rank | Armed Combat Lv 1 | Advance with a powerful heavy slash. Rank 2 adds a finishing slash follow-up. Rank 3 (Mastery) ensures the attack never misses, making it a guaranteed hit on dodging enemies. |
1 | L1 + R2 | - | 1 Abyss Artifact | Block incoming attacks with your shield while simultaneously striking the enemy. Combines offense and defense in one move. | |
Turning Slash | 3 | R1 + R2 | 10 Spirit | 1 Abyss Artifact per rank | Charge up and spin into a powerful overhead strike that sends enemies flying. Rank 2 adds a slam follow-up (Double Turning Slash). Rank 3 ignores Super Armor, making it effective against bosses. |
Stab | 3 | R1 + Triangle | - | 1 Abyss Artifact per rank | Quick forward thrust that inflicts Bleed. Rank 2 adds Swift Stab (follow-up) and Skewering Stab (grapple on charged hit). Rank 3 adds Aerial Stab and Rend Armor (pierces Super Armor), which ignores boss defenses. |
2 | R1 + X | 30 Stamina | 1 Abyss Artifact per rank | Short leap into a spinning slash. Rank 2 enables consecutive spinning attacks that hit enemies in a wide arc around Kliff. | |
Blinding Flash | 1 | L1 + R1 | - | 1 Abyss Artifact | Reflect light off the shield to temporarily blind all nearby enemies. Also ignites flammable environmental objects. Costs no Spirit or Stamina. |
Blinding Flash Finisher | 1 | R2 (during Blinding Flash) | - | 1 Abyss Artifact | Lunge at enemies blinded by Blinding Flash for a rapid flurry of slashes. Kliff dances forward dealing heavy damage without spending Stamina. |
The Spirit branch handles supernatural perception, clone summoning, time manipulation, and Force Palm techniques. Keen Senses is one of the most important skills in the entire tree, unlocking the parry, backstep, and counter mechanics that are essential for defensive play. The Green Branch also contains several advanced skills with strict prerequisites, such as Nature's Echo (requires both Keen Senses Lv 3 and Forward Slash Lv 3 from the Blue Branch) and Nature's Snare (requires Keen Senses Lv 3 and Focus Lv 2).
Skill | Max Rank | Input | Cost | Prerequisites | Description |
|---|---|---|---|---|---|
Nature's Echo | 3 | Auto (after attack) | Spirit | Keen Senses Lv 3 + Forward Slash Lv 3 + 1 Abyss Artifact + Observation | Summon phantom clones that replicate your attacks. Rank 1: Echoing Forward Slash. Rank 2: Echoing Spinning Slash. Rank 3: Echoing Stab. Effectively multiplies damage output by roughly 50%. |
Nature's Snare | 3 | R (during Focus) | 2 Spirit/sec | Keen Senses Lv 3 + Focus Lv 2 + 1 Abyss Artifact + Observation | Rotate energy to create a wind barrier that blocks projectiles. Rank 2: Nature's Retribution (press R3 to release a burst of condensed energy). Rank 3: Nature's Veil (anchor the barrier in place and move freely). |
3 | Passive / Timing-based | - | 1 Abyss Artifact per rank | Harness the power of nature to enhance reflexes. Rank 1: Parry (press L1 right before impact for a perfect block). Rank 2: Backstep (press Circle right before impact for a perfect dodge). Rank 3: Counter (attack right before being hit to interrupt and counterattack). | |
Evasive Roll | 1 | Circle (precise timing) | 10 Spirit | 1 Abyss Artifact + Observation (learnable from the Hornsplitter boss) | Dodge an incoming hit by rolling at the precise moment of impact. Distinct from the standard dodge. Particularly useful against boss flurry attacks where normal dodging falls short. |
Double Jump | 1 | Square x2 | Spirit | 1 Abyss Artifact | Jump again by stepping on air or pushing off enemies. Chains with aerial skills like Flying Kick, Meteor Kick, and Aerial Force Palm. |
3 | L3 + R3 | 5 Spirit/sec | 1 Abyss Artifact per rank | Enter a state of Focus, slowing time around Kliff. Spirit regenerates while holding Focus. Rank 2: Focused Repulsion (press R1 or L3+R3 when hit to create an AoE knockback). Rank 3: Focused Insight (automatically face incoming attacks and counter with L1). | |
5 | R3 | Spirit | 1 Abyss Artifact per rank | Condense energy in your hands and release it as a strike that reduces the target's Defense. Rank 2 unlocks Aerial Force Palm. Rank 3 adds Healing Force Palm (press L3 while charging to convert energy to health). Higher ranks unlock additional consecutive palm strikes. | |
Nature's Grasp | 1 | Triangle + Circle (on object) | - | Story unlock (automatic) | Lift and move heavy objects using Axiom Force. Can slam environmental objects like boulders onto bosses for massive damage. Acquired automatically through the main story. |
Focus Shot | 3 | L3 + R3 (while aiming), then R1 | Spirit | 1 Abyss Artifact per rank | While aiming, enter Focus to slow time and fire up to 4 precision arrows. Each rank adds 2 additional shots. Rank 2: Focused Charged Shot (press R2 while focused for a rapid arrow volley). Rank 3: Focused Evasive Shot (roll into Focus Shot). |
Force Palm Pulse | 1 | Triangle (during Force Palm) | - | Force Palm Lv 1 + 1 Abyss Artifact | Follow up Force Palm with a swift, powerful strike for extra damage. A quick combo finisher that extends the Force Palm window. |
Focused Palm | 1 | Hold R3 (during Focus) | - | Focus Lv 1 + Force Palm Lv 1 + 1 Abyss Artifact | Unleash a charged Force Palm while in Focus mode that penetrates the target's inner core for increased damage. |
1 | R3 (during Axiom Swing) | - | Axiom Force Lv 3 + Force Palm Lv 1 + 1 Abyss Artifact | While swinging via Axiom Force, blast energy toward the ground below. Damage scales with your current element. A strong opener when arriving at a fight from above. | |
Force Current | 1 | R3 (during Axiom Force) | - | Axiom Force Lv 1 + Force Palm Lv 1 + 1 Abyss Artifact | Channel Force Palm energy through an Axiom Force tether for a long-range pulse. The energy travels along the grapple and can blow up mineral deposits and trees. Builds boss stagger meters at range. |
Diving Force Palm | 1 | R3 (while falling or after Aerial Swing) | Spirit | Axiom Force Lv 3 + Force Palm Lv 2 + 1 Abyss Artifact | Press R3 after an Aerial Swing or while falling to channel energy into a powerful downward strike. A midair Force Palm variant that slams into the ground on impact. |
The Health branch provides elemental combat abilities, Axiom Bracelet traversal, and flight. Many skills here interact with the elemental system, layering fire, ice, and lightning effects onto existing attacks. Three of the Red Branch's most important skills (Axiom Force, Flight, and Nature's Grasp from the Green Branch) are unlocked automatically through story progression rather than Abyss Artifacts. The four elemental abilities (Fist of Flame, Veil of Fog, Mantle of Frost, and Surge of Sparks) each correspond to a button combo using R2 plus a face button.
Skill | Max Rank | Input | Cost | Prerequisites | Description |
|---|---|---|---|---|---|
Mystical Storage | 1 | Triangle (while holding object) | - | Axiom Force Lv 1 + 1 Abyss Artifact | Seal objects inside a Kuku Iron Pot using Axiom Force for later use. Lets Kliff store environmental objects to deploy in combat or puzzles. |
Fist of Flame | 1 | R2 + Triangle | 10 Spirit | 1 Abyss Artifact | Imbue your fists with fire and charge forward with a powerful punch. Can be used during other skill casts, making it a useful combo interrupt or gap closer. |
Veil of Fog | 1 | R2 + X | 10 Spirit | 1 Abyss Artifact | Deploy a smoke cloud to escape the enemy's line of sight. Useful for repositioning, breaking aggro, or setting up stealth attacks from invisibility. |
4 | Passive (after unlocking) | - | Fist of Flame Lv 1 or Mantle of Frost Lv 1 + 1 Abyss Artifact per rank | Manipulate elements and apply them to other skills. Rank 1: Elemental Turning Slash. Rank 2: Elemental Charged Shot. Rank 3: Elemental Force Palm. Rank 4: Elemental Meteor Kick (Lightning). The active element depends on which elemental skill was used most recently. | |
Mantle of Frost | 1 | R2 + Square | 10 Spirit | 1 Abyss Artifact | Freeze the surroundings to create a protective frost barrier that blocks one incoming hit and staggers all nearby enemies on activation. |
Surge of Sparks | 1 | R2 + Circle | 10 Spirit | 1 Abyss Artifact | Release electricity into the ground to create a shock zone around Kliff's position. Builds boss stagger meters. Locks Kliff in place briefly during the animation. |
3 | L3 | - | Story unlock (automatic) | Use the Axiom Force to manipulate objects at a distance like a magical grappling hook. Rank 2: Aerial Maneuver (press L3 to lock on, then Square x2 to leap a great distance). Rank 3: Aerial Swing (hold and release L3, then Square + R3 to swing forward with pendulum momentum). Acquired through the main story. | |
2 | Square (while airborne) | Stamina | Story unlock (automatic) | Glide through the air. Stamina drains while moving but not while hovering in place. Rank 2: Swift Flight (press X to reduce air resistance and fly faster). Acquired through the main story. | |
Aerial Roll | 1 | Circle (during Flight) | Stamina | Flight Lv 1 + 1 Abyss Artifact | Perform a high-speed dash in midair by spending Stamina. Useful for repositioning, dodging projectiles while airborne, or closing distance quickly. |
Winch | 1 | Hold + release L3 (on enemy) | - | Grappling Lv 3 + Axiom Force Lv 3 + 1 Abyss Artifact | Use Axiom Force to pull a distant enemy toward you and slam them onto the ground. Combines the Grappling and Axiom Force skill lines. |
Ambush | 1 | Hold R1 (during Axiom Force shot) | - | Axiom Force Lv 2 + 1 Abyss Artifact | While shooting Axiom Force at a target, hold R1 to move instantly to the target and deliver a surprise strike. A gap-closing attack that teleports Kliff to the Axiom Force anchor point. |
Falling Palm is the ultimate ability at the center of the Abyss Tree. It becomes available once Kliff completes any one of the three branches fully. The skill consumes all remaining Stamina to deliver a devastating ground-impact strike by harnessing the force of a fall and channeling all Stamina into a single blow. The more Stamina you have when activating it, the more damage it deals. Among the three branches, the Green Branch (14 levels) is the shortest path to unlocking Falling Palm. It serves as a powerful finisher against bosses and elite enemies, particularly when combined with high Stamina investment from the passive node.
Many of the main skills listed above unlock inner abilities (sub-skills) as you invest ranks. These sub-skills are tied to their parent skill and become available when the parent reaches a specific rank. Some also require an observation trigger in the open world before they appear on the tree. The table below lists every known sub-skill, the parent skill and rank required, the button input, and what it does.
Sub-Skill | Parent Skill | Input | Description |
|---|---|---|---|
Scissor Takedown | Unarmed Combat Lv 2 | Triangle (while crouching) | Wrap your legs around an enemy and bring them to the ground. A powerful takedown from a crouching position. |
Leg Sweep | Unarmed Combat Lv 1 | Triangle (after rolling) | Sweep an enemy's legs with a low kick after a dodge roll, knocking them prone. |
Throw | Grappling Lv 1 | Triangle + Circle | Toss a grabbed enemy across the battlefield. The throw direction follows Kliff's facing. |
Restrain | Grappling Lv 2 | Triangle + Circle (while piercing) | Take an enemy hostage during combat. Can be used as a human shield against other attackers. |
Lariat | Grappling Lv 2 | X + Square | Slam a grabbed enemy into the ground with overwhelming force. |
Back Hang | Grappling Lv 4 | Triangle + Circle (while airborne near target) | Latch onto a large enemy's back to attack from a safe position or use as an escape route. |
Lariat Follow-up | Grappling Lv 5 | X + Square (while grappling) | Perform multiple consecutive slams after an initial Lariat. The full grappling finisher. |
Evasive Slash | Armed Combat Lv 2 | R1 + Circle | Strike an enemy while dodging backward. Combines offense and evasion in one fluid motion. |
Charge | Armed Combat Lv 3 | X x2 (while guarding) | Charge forward with the shield raised and smash into the enemy. Effective for breaking through enemy lines. |
Rush | Armed Combat Lv 4 | R2 (while dodging forward) | Fend off an enemy attack and counter with a forward rush. Turns your dodge into an offensive move. |
Quick Swap | Armed Combat Lv 5 | L1 + L2 | Switch between primary and secondary weapons mid-combo to perform a transition attack. Keeps pressure on the enemy. |
Swift Stab | Stab Lv 2 + Observation | R1 (after charged Stab) | Perform a quick follow-up attack after landing a charged Stab. Extends the Bleed-inflicting combo. |
Skewering Stab | Stab Lv 2 | Move (after charged Stab) | After a successful charged Stab, move to immediately grapple the impaled enemy for a Skewer throw. |
Aerial Stab | Stab Lv 3 | R1 + Triangle (midair) | Perform a forward Stab while airborne. Lets Kliff attack from the air without landing first. |
Rend Armor | Stab Lv 3 (Mastery) | R1 + Triangle (charged) | Mastery perk that causes charged Stab to ignore Super Armor on bosses and elite enemies. |
Explosive Evasive Shot | Evasive Shot Lv 3 | R1 + R2 (while aiming) | Fire an explosive arrow into the ground after an evasive maneuver, dealing AoE damage. |
Focused Insight | Focus Lv 3 | L1 (during Focus) | Automatically face incoming attacks while Focused and counter them with a precise block. |
Focused Repulsion | Focus Lv 2 + Observation | R1 (during Focus) or L3+R3 when hit | Repel everything in the area with a burst of energy. Can be triggered reactively when struck. |
Focused Charged Shot | Focus Shot Lv 2 | R2 (during Focus aiming) | Press R2 while focused to unleash a rapid arrow volley instead of a single precision shot. |
Focused Evasive Shot | Focus Shot Lv 3 | Circle (during Focus aiming) | Roll while in focused aim mode and immediately transition into a Focus Shot upon recovery. |
Nature's Retribution | Nature's Snare Lv 2 | R3 (during Nature's Snare) | Briefly hold condensed energy from the barrier, then release it as a burst attack. |
Nature's Veil | Nature's Snare Lv 3 | Hold R (during Nature's Snare) | Anchor the wind barrier in place so Kliff can move freely while projectiles are still blocked. |
Elemental Turning Slash | Imbue Elements Lv 1 | R1 + R2 (with element active) | Perform a Turning Slash infused with the current element (fire, frost, or lightning). |
Elemental Charged Shot | Imbue Elements Lv 2 | Hold R2 (while aiming, with element) | Fire a Charged Shot layered with the current elemental effect for added damage and status. |
Elemental Force Palm | Imbue Elements Lv 3 | R3 (with element active) | Release a Force Palm imbued with the current element. Fire deals damage over time, frost slows, lightning stuns. |
Elemental Meteor Kick | Imbue Elements Lv 4 | Triangle (high altitude, with Lightning) | Perform a Meteor Kick infused with Lightning for a devastating aerial finisher that chains between nearby enemies. |
Aerial Maneuver | Axiom Force Lv 2 | L3 (lock), then Square x2 | Lock onto a distant target with Axiom Force, then leap a great distance toward it. A grapple-style traversal jump. |
Aerial Swing | Axiom Force Lv 3 | Hold + release L3, then Square + R3 | Lock onto a target, then swing forward using momentum like a pendulum. The primary long-distance traversal tool. |
Swift Flight | Flight Lv 2 | X (during Flight) | Reduce air resistance to fly much faster. Drains Stamina at a higher rate but covers ground rapidly. |
Abyss Artifacts are found throughout Pywel via multiple methods. They are the single progression currency for the entire Abyss Tree system.
Quests: Artifacts are critical rewards woven into the main story and side content. Many quests reward one or more Artifacts on completion.
Boss defeats: Defeating powerful bosses and world bosses yields Artifacts as rewards.
Exploration: Sealed Abyss Artifacts are hidden in discreet locations across all five regions of Pywel. Look for glowing blue objects near cliff edges, inside caves, and behind waterfalls.
The Abyss: Artifacts can be found within the Abyss dimension itself, often guarded by difficult encounters.
Trials: Earned at the end of combat trials and special challenge encounters.
Contribution shops: The Contribution system lets you trade earned contribution points for Abyss Artifacts at vendors in major towns.
Players can respec by reclaiming Abyss Artifacts for a small cost once they unlock that option at the hub. This allows redistributing points between core stats and branch techniques without permanent commitment to any single build path. The respec cost is minimal, so players are encouraged to experiment with different skill loadouts throughout the game.
There is a limit on how many skills can be equipped in the active pool at any given time, but swapping skills in and out is straightforward with high levels of freedom. Unlocked skills are executed through different button press combinations during combat rather than selected from a traditional hotbar. This keeps the flow of combat smooth and action-oriented. For example, pressing R1 initiates Armed Combat attacks, while holding Triangle triggers Unarmed Combat or kicks, and R3 activates Force Palm. The combination system means players use muscle memory rather than menu selection, keeping the pace fast.
The tree starts completely empty. One hands-on preview noted that switching from an early-game save to a mid-game save transformed the empty Abyss Tree into a "full sequoia," and basic combat (kicking enemies off ledges) gave way to performing flying martial arts moves from great distances. Players focused on progression can fill out the core tree in roughly ten hours, with full mastery of all branches taking considerably longer. The game rewards thorough exploration, since many Artifacts are tucked away in hidden locations rather than handed out through the main path alone.
The Abyss Tree is the primary progression system, but it works alongside several complementary systems.
Boss equipment: Defeating bosses yields exclusive gear that grants the boss's signature skill as a usable ability. This is separate from the Abyss Tree and provides additional combat options on top of tree-unlocked skills.
Abyss Gear: Abyss Gear consists of equipment augments socketed into weapon slots that modify attack properties (attack speed, critical chance, boss damage). These are stat modifiers, distinct from the technique-based unlocks of the Abyss Tree.
Blacksmith refinement: Weapons can be refined at blacksmiths to incrementally increase base stats like Attack. This enhances the weapon itself rather than the character's skill set.
Elemental enhancements: Weapons can be enhanced with elemental effects like fire, ice, and lightning via the Imbue Elements skill from the Red Branch, adding damage types on top of the base moveset.
Equipment sockets: The Equipment Sockets and Enchanting system lets you embed Abyss Cores that add passive effects like bonus damage, speed boosts, or automatic attacks (e.g., the Crow's Pursuit core).
The Abyss Tree is large enough that new players benefit from focusing their early Abyss Artifacts on high-impact skills. The priorities below are based on community consensus and game guide recommendations. For a complete build guide with gear and Abyss Core recommendations, see Build Guide: Kliff.
Health (passive node): Invest several points into the large Health node on the Red Branch. Extra HP makes a huge difference in early combat where enemies hit hard and healing is scarce.
Stamina (passive node): A few points in Stamina dramatically improves dodging, climbing, and flight range. Essential for early exploration.
Keen Senses Rank 1 (Parry): Unlocks the core defensive mechanic. Without this, you can only block or dodge. Parry opens a large window for counterattacks and is required for many boss fights.
Armed Combat Rank 2-3: Unlocks Evasive Slash (Rank 2) and Charge (Rank 3), making melee combat much smoother. Basic attacks also deal more damage with each rank.
Archery Rank 1: Gives you a ranged option from the start. Even one rank makes a big difference against flying enemies and distant threats.
Forward Slash Rank 1: A reliable heavy attack for finishing combos. Press R2 for a powerful step-in slash that staggers most standard enemies.
Keen Senses Rank 2 (Backstep): Unlocks the perfect dodge for unblockable attacks. Some boss attacks cannot be parried, so Backstep becomes your only defensive option against those moves.
Force Palm Rank 2 (Aerial Force Palm): Adds vertical mobility and an air attack in one skill. Often described as the most important skill in the game because it triples your jump height for reaching ledges, mountain peaks, and hidden areas.
Nature's Echo: Creates phantom clones that replicate your attacks, effectively doubling your damage output. Requires Keen Senses Lv 3 and Forward Slash Lv 3, so plan ahead. One of the most enjoyable combat skills in the game.
Turning Slash Rank 2 (Double Turning Slash): One of the highest-damage melee options. The slam follow-up deals heavy stagger damage against bosses.
Focus Rank 1: Time-slow dramatically helps with parry timing against fast enemies. Also opens up Focus Shot for ranged combat.
Imbue Elements Rank 1: Elemental damage on Turning Slash opens up new damage combos. Fire adds DOT, frost slows, lightning stuns.
Blinding Flash + Finisher: Stuns all nearby enemies without costing Spirit or Stamina, then the Finisher delivers massive damage during the stun window. Extremely strong against groups.
Complete one full branch for Falling Palm: The Green Branch (14 levels) is the shortest path. Falling Palm consumes all remaining Stamina for a devastating finisher that trivializes many encounters when fully charged.
Keen Senses Rank 3 (Counter): The most advanced defensive option, turning every enemy attack into a damage opportunity. Attack right before being hit to interrupt and counterattack.
Stab Rank 3 (Rend Armor): The highest DPS basic skill in the game. At Rank 3, Stab ignores Super Armor on bosses and elites, letting you interrupt their attacks with consistent Bleed damage.
Grappling Rank 5: Full grappling tree opens up the entire wrestling moveset, including Lariat Follow-up for repeated slams. Devastating in combination with Clothesline and Body Slam.
Imbue Elements Rank 4: Elemental Meteor Kick with Lightning for devastating aerial finishers that chain between tightly packed enemies.
Nature's Snare: The wind barrier blocks all projectiles and can be anchored in place at Rank 3 (Nature's Veil). Nature's Retribution at Rank 2 releases stored energy as a burst attack.
Skills in the Abyss Tree are designed to chain together across branches. Here are some of the most effective combinations discovered by the community.
Parry into Force Palm Pulse: After a successful Keen Senses parry, the stagger window is long enough for a Force Palm followed by the Pulse follow-up. Devastating damage from a defensive opening.
Focus into Focus Shot into Charged Shot: Activate Focus to slow time, then use Focus Shot for precision aiming. Follow up with a Charged Shot imbued with the current element for massive ranged burst damage.
Vault into Meteor Kick (Lightning): Leap over an enemy with Vault, then slam down with an elemental Meteor Kick. Requires Vault (Blue) and Imbue Elements Rank 4 (Red). The Lightning variant chains damage to nearby enemies.
Stab (Bleed) into Nature's Echo into Echoing Stab: Inflict Bleed with Stab, then summon a phantom clone that repeats the Stab. Double Bleed application on a single target shreds enemy health pools.
Grappling into Clothesline into Body Slam: A pure Blue Branch chain. Sprint into Clothesline to slam an enemy, then follow with an aerial Body Slam for AoE damage to nearby enemies.
Mantle of Frost into Elemental Turning Slash: Activate the frost barrier for protection, then unleash an elemental Turning Slash while enemies are staggered by the frost burst.
Nature's Snare into Blinding Flash into Finisher: Block incoming projectiles with the barrier, blind enemies with the flash, then rush in for the rapid flurry finisher. Effective in chaotic group fights.
Evasive Shot into Multishot: Slide-dodge to safety while firing, then immediately follow with a 10-arrow Multishot to punish grouped enemies at range.
Blinding Flash into Stab into Nature's Echo: Stun enemies with the flash, land a Bleed-inflicting Stab, then summon the echo for a second Stab. Combines crowd control, Bleed, and clone damage in one sequence.
Aerial Swing into Diving Force Palm: Swing toward enemies from a distance using Axiom Force, then slam into the ground with Diving Force Palm. Strong opener when attacking enemy camps from above.
Giant Swing into Body Slam: Grab an enemy during a kick with Giant Swing, hurl them into a group, then follow with an aerial Body Slam for AoE impact. A wrestling-focused crowd control chain.
The Axiom Bracelet adds another layer: any physical skill can be imbued with fire, ice, or lightning via the Imbue Elements skill tree. A fire-imbued Sword Flurry hits an entire group with damage-over-time, while a lightning Charged Shot stuns and chains between tightly packed enemies. A frost-imbued Turning Slash slows enemies in the area, making follow-up attacks easier to land. Experiment with combinations to find what suits your playstyle.