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Executioner's Grace
May 8, 2026 at 08:46 AM
Removed redundant H1 heading from article body
Executioner's Grace is a talent in the Fencer branch of the Windrose Talent System. On every enemy kill, apply a 20-second heal-over-time effect. Duration is fixed at 20 seconds; only per-tick magnitude scales.
Property | Value |
|---|---|
Branch | |
Tier | 2 |
Max rank | 3 |
Points per rank | 1 |
Prerequisite | Tier 1 Fencer investment |
Rank | Heal-over-time on enemy kill (20s duration) |
|---|---|
Rank 1 | +10 HP per tick |
Rank 2 | +15 HP per tick |
Rank 3 | +20 HP per tick |
Strong for sustain-focused Fencer play, especially pirate-camp clears where kills chain rapidly. Situational if the build already runs Too Angry to Die and Stitches and Rum for survival.
Stitches and Rum (multiplies healing received)
Fencer branch overview
Talent System the four-branch progression framework
Stats and Talents stat allocation and respec
Executioner's Grace turns camp clears into their own heal source. Every mob killed ticks HP back, which reduces the potion budget required for sustained farming loops in the Coastal Jungle and Foothills pirate camps.
Killing a pirate Sailor grants a 20-second heal at rank 3 of +20 HP per tick. At 1 tick per second, that is 400 HP returned over the 20-second window. Chaining three kills in under 20 seconds triple-stacks the windows for overlapping healing, though per-kill magnitude does not compound.
The heal is active for 20 seconds regardless of rank; only per-tick magnitude scales. Rank 1 still delivers the same 20-second window.
Stacks with Stitches and Rum (+25% healing effectiveness at rank 3) for +25 HP per tick instead of +20. Tracker 2P (+35%) stacks further to +27 HP per tick.
In ad-heavy zones such as the Foothills and Cursed Swamps, the constant post-kill trickle largely replaces the Bandage slot for trash clears. Each fresh kill refreshes the 20-second window, so an unbroken chain keeps the heal running with no gap.
Pairs cleanly with fast one-handed kits, particularly the Arboris Saber and Rapier of Devastation, which chain finishers in seconds and stack on top of each weapon's own healing.
Slots into bleed-focused survivability builds around the Rapier of a Thousand Cuts, since bleed ticks finish low-health trash and still register as kills.
Boss caveat: the heal does not start until the boss actually dies. Long single-target fights see almost no benefit; plan boss-phase sustain around weapon-tied healing instead.