A lightning-fast desert dervish whose twin curved bronze blades hum at opposing frequencies, slicing through crystal armor and igniting the air with ribbons of solar heat.

Playstyle

Combat Role
Melee Damage Dealer (High-Tempo Dual-Wielding & Acoustic Bleed/Shatter)
Kindred
Human
Primary Resource
Energy (100 Pool, regenerates rapidly) & Harmonic Pitch (Stacks 1–10 by alternating Dawn and Dusk attacks)
Weapons
Dual Curved Chime-Sabers / Twin Daggers
Armor Type
Medium Desert Leather & Bronze Scale
Complexity Rating
3 / 3 (High; fast GCD, requires alternating combo rhythm and melee positioning)

The Verdant Chorus (Born in the Singing Dunes; aligned with the Free Clans of the Chorus) · The Singing Dunes of Kal-Zir

Full-body concept painting of Kaelen Vos, a lean sun-bronzed warrior with copper-gold eyes and a flowing saffron scarf, crouched mid-slide across metallic copper sand with his curved glowing sabers Sol-Edge and Dune-Song crossed in an X of orange and violet sparks.

Kaelen Vos skill tree

Rules and keyboard controls

Tooltip numbers are level-60 values against a 30,000-health dummy. Active skills share a 1.5-second global cooldown. Cooldown: None means no further cooldown. The player equips one Tier-4 capstone. That capstone amplifies its own Tier-1 skill.

This is an unsaved ability preview. Select prerequisites first; refund dependent abilities before their foundations. Only one Tier-4 capstone may be selected.

Ability details and refund controls are shown in the persistent inspector.

Use arrow keys to move between branches and tiers. Home and End move within a tier; Ctrl+Home and Ctrl+End reach the first and last ability. Enter or Space toggles an ability. Delete, Backspace or Shift+Enter refunds it. Escape dismisses the tooltip.

Selected abilities: 0.

Ability reference

Blade-Dancer of Kal-Zir — Combo Rhythm & Sustained Bleeds

Weave an unbroken hurricane of alternating Dawn and Dusk slashes that slice enemies with singing sonic bleeds.

  1. Twin-Note Slash

    Active · Tier 1

    Resource Cost: 25 Energy · Cooldown: None · Range / Area: 5m Melee

    Requires: No prerequisites.

    Strike first with your Dawn-blade for 680 Physical damage, then transforms for 4 seconds into Dusk-Cut, which strikes for 740 Resonant damage and applies Singing Wound (dealing 1,200 bleed damage over 8 seconds). Alternating both hits generates 2 stacks of Harmonic Pitch. (Cost: 25 Energy | Cooldown: None | Range: 5m Melee)

  2. Tempo of the Mirage

    Passive · Tier 2

    Requires: Twin-Note Slash.

    Each stack of Harmonic Pitch increases your attack speed by 2% and your movement speed by 1.5%. At 10 stacks, your blades ignite with Sun-Pitch. Twin-Note Slash and Cross-Blade Shatter cleave to 2 additional nearby enemies. (Passive)

  3. Cross-Blade Shatter

    Active · Tier 3

    Resource Cost: 35 Energy · Cooldown: 8s · Range / Area: 8m Dash

    Requires: Tempo of the Mirage.

    Consume up to 10 stacks of Harmonic Pitch by scraping your blades together and lunging through the target, dealing 320 Resonant damage per stack consumed and instantly triggering 50% of all remaining Singing Wound bleed damage on the target. (Cost: 35 Energy | Cooldown: 8s | Range: 8m Dash)

  4. Dervish of the Seven Winds

    Active · Ultimate capstone · Tier 4

    Resource Cost: 10 Harmonic Pitch · Cooldown: 75s · Range / Area: 8m Radius

    Requires: Cross-Blade Shatter.

    Amplifies: Twin-Note Slash (Tier 1).

    Spin into a blinding cyclone of copper sand and burning light for 4 seconds, moving at 150% speed while immune to crowd control and striking all enemies within 8 meters 12 times for a total of 5,400 Physical and Resonant damage. Grants maximum (10) Harmonic Pitch on completion. (Cost: 10 Harmonic Pitch | Cooldown: 75s | Range: 8m Radius)

Sun-Edge Assassin — Burst Damage & Execution

Concentrate the blinding heat of the desert noon into lethal single-target strikes that melt through boss defenses.

  1. Mirage-Step

    Active · Tier 1

    Resource Cost: 15 Energy · Cooldown: 14s Recharge · Range / Area: 18m

    Requires: No prerequisites.

    Dissolve into a wave of heat-shimmer and teleport up to 18 meters behind your target, granting 3 stacks of Harmonic Pitch and causing your next ability within 4 seconds to be a guaranteed critical strike. Holds 2 charges. (Cost: 15 Energy | Cooldown: 14s Recharge | Range: 18m)

  2. Molten Vein

    Passive · Tier 2

    Requires: Mirage-Step.

    Your critical strikes heat the target's armor, applying Slag-Mark for 6 seconds. Targets with Slag-Mark take 12% increased damage from your Harmonic Pitch spenders, and when they die, they explode for 900 Fire damage to nearby foes. (Passive)

  3. Zenith Pierce

    Active · Tier 3

    Resource Cost: 40 Energy · Cooldown: 10s · Range / Area: 5m Melee

    Requires: Molten Vein.

    Thrust both glowing sabers into the target’s vitals and twist, dealing 1,950 Resonant damage (increased by 35% against targets below 35% health) and generating 4 stacks of Harmonic Pitch. Refunds 50% of its Energy cost if it critically strikes. (Cost: 40 Energy | Cooldown: 10s | Range: 5m Melee)

  4. Noon-Day Guillotine

    Active · Ultimate capstone · Tier 4

    Resource Cost: 10 Harmonic Pitch · Cooldown: 90s · Range / Area: 15m Leap

    Requires: Zenith Pierce.

    Amplifies: Mirage-Step (Tier 1).

    Leap high into the air, catching a beam of raw Sun-Pitch from the Canopy on your blades before crashing down on your target for 7,200 Solar-Resonant damage. For the next 8 seconds, 30% of all damage you deal to that target is stored and detonates a second time when the mark expires. (Cost: 10 Harmonic Pitch | Cooldown: 90s | Range: 15m Leap)

Wind-Harp Skirmisher — Evasion & Acoustic Utility

Ride the vibrating air currents of the battle to dodge lethal blows and disorient enemies with ringing desert chimes.

  1. Ringing Parry

    Active · Tier 1

    Resource Cost: 20 Energy · Cooldown: 16s · Range / Area: Self

    Requires: No prerequisites.

    Spin your sabers in a defensive figure-eight for 2 seconds, parrying 100% of incoming melee and ranged attacks while reflecting sonic sparks back at attackers for 450 Resonant damage per parried hit. Each successful parry generates 2 Harmonic Pitch. (Cost: 20 Energy | Cooldown: 16s | Range: Self)

  2. Skiff-Rider’s Footwork

    Passive · Tier 2

    Requires: Ringing Parry.

    After using any dash, leap, or teleport ability, you gain Wind-Cushion for 3 seconds, increasing your dodge chance by 25% and allowing you to walk unhindered across ground hazards and water. (Passive)

  3. Deafening Crescendo

    Active · Tier 3

    Resource Cost: 30 Energy · Cooldown: 25s · Range / Area: 8m Radius

    Requires: Skiff-Rider’s Footwork.

    Strike the pommels of your sabers together to emit a piercing high-frequency ring in an 8-meter radius, interrupting all enemy spellcasts, blinding enemies for 3 seconds, and removing all movement-impairing effects from yourself. (Cost: 30 Energy | Cooldown: 25s | Range: 8m Radius)

  4. Gale of Wind-Harp Canyon

    Active · Ultimate capstone · Tier 4

    Resource Cost: 5 Harmonic Pitch · Cooldown: 60s · Range / Area: 20m Line

    Requires: Deafening Crescendo.

    Amplifies: Ringing Parry (Tier 1).

    Slash the air open to summon a 15-meter corridor of howling copper desert wind for 8 seconds. Allies inside the wind-corridor gain 30% movement speed and 20% evasion, while enemies inside have their accuracy reduced by 35% and take 600 Resonant damage every second. (Cost: 5 Harmonic Pitch | Cooldown: 60s | Range: 20m Line)

A Half-Step Flat Against the Storm

Kaelen Vos grew up on the deck of a three-masted Sand-Skiff, skimming across the metallic copper dunes of Kal-Zir as part of the nomadic Wind-Harp Clans. In the deep desert, where water is rarer than gold and the sand itself hums under the noon sun, warriors do not wear heavy plate; they learn to move like the heat-shimmer, riding the acoustic cushions of the dunes and wielding Chime-Sabers—hollow-fluted curved blades forged from meteoric bronze and Amber-glass that sing higher and sharper the faster they are swung.

By age twenty-four, Kaelen was the undisputed champion of the Mirage-Bazaar dueling rings, famous for his reckless grin and his signature technique: tuning his left blade a half-step flat against his right blade so that when the two edges crossed, the resulting dissonance could shatter a solid stone pillar. That carefree life ended two Turns ago when a Red-Sail Corsair land-ship raided his clan’s winter oasis to steal a smuggled Spire-shard. During the raid, the Corsairs dropped the unstable shard, triggering a localized Dead-Pitch detonation that turned half the oasis—and Kaelen’s older brother, Joren Vos—into silent white glass. The Bastion’s report filed the blast as a Corsair munition accident.

Refusing the rigid command hierarchy of the Solaris Bastion and distrusting the Syndicate corporations that bought Corsair contraband, Kaelen pledged his blades to the Verdant Chorus. Now he hunts both Red-Sail smugglers and Vitrified Prelates across Kaelvorn, searching the ancient vaults of the Shattered Crown for a frequency high and hot enough to melt the glass encasing his brother without breaking the man inside.

Combat Rhythm — Dawn, Dusk, and Dissonant Shatter

Kaelen Vos is a high-adrenaline melee skirmisher built around rhythm and speed. He wields two distinct blades: Sol-Edge, the Dawn-blade, in his right hand, and Dune-Song, the Dusk-blade, in his left. Alternating between Dawn strikes and Dusk strikes builds Harmonic Pitch (1 to 10 Stacks), steadily increasing his attack speed and heating his blades white-hot. At maximum Pitch, Kaelen crosses his edges to unleash Dissonant Shatters that detonate active sonic bleeds in a shower of golden sparks.