Jerold's talent tree has 36 nodes and costs 43 stones to finish, 19 of them Sea Tooth Bones, the stone used only by the DLC hero. Most of the Attack page decides which Soul Sword and Serene finishers he can use, while the Special page feeds his Sendril Ordeal energy. The tree belongs to Jerold and is part of the Talents system.
Overview#
- 36 nodes: 11 Attack, 11 Special, 7 Alchemy, 7 Sanity. 36 of the 72 grid slots are empty.
- Seven nodes start learned: Soul Sword, Serene, Backstab, Sendril Ordeal, Execution, Evasion: Ensuing and Utl Evasion: Sendril Ordeal.
- Jerold is the only hero whose tree uses Sea Tooth Bone. The stone's own description tells you to use it at the altar to wake Jerold's most hidden talents. Bones appear in map pickups, enemy drops and at least one merchant list according to the item tables (inferred from table references; see Immundus).
- Every Jerold node that would take an Immundus Crystal on the other trees takes a Sea Tooth Bone instead; his tree never uses Crystals.
Reading the tables. Cost per level lists the stone spent for each level, one stone per level (Chipped = Chipped Immundus, Crystal = Immundus Crystal, Diamond = Immundus Diamond). After is the node that must already be learned. Data gives the game's internal effect type and values (permille: 100 = 10%). A * means the node starts at level 1 for free, so the stone named on its first level is never spent.
Stones needed to finish the tree#
| Page | Chipped Immundus | Immundus | Immundus Diamond | Sea Tooth Bone | Total |
|---|---|---|---|---|---|
| Attack | 0 | 5 | 0 | 4 | 9 |
| Special | 0 | 2 | 2 | 4 | 8 |
| Alchemy | 3 | 5 | 1 | 5 | 14 |
| Sanity | 1 | 3 | 2 | 6 | 12 |
| All pages | 4 | 15 | 5 | 19 | 43 |
That is 4 Chipped Immundus, 15 Immundus, 5 Immundus Diamond and 19 Sea Tooth Bone (43 in all), after the seven free starting levels.
Page 1: Attack#
| Slot | Talent | After | Cost per level | What it does | Data |
|---|---|---|---|---|---|
| 101 | Sendril's Arrival | - | Sea Tooth Bone | With full Rage, hold Special. Rage drains steadily; every attack applies Sendril marks and combat skills cost no Rage. Press Special again to knock enemies back and spend the leftover Rage. | SkillOpen moves 23, 24, 61 |
| 102 | Soul Sword: Finale | 101 Sendril's Arrival | Immundus | Hold Light: after a wind-up, lunge. Costs 100 Rage and all Soul Dew. On a hit, three more strikes follow automatically and apply Sendril marks. | SkillOpen moves 1/1, 2/1, 3, 8 |
| 103 | Soul Sword: Grand Finale | 102 Soul Sword: Finale | Sea Tooth Bone | After the third Finale strike, press Light for two extra hits. | SkillOpen moves 1/5, 2/5 |
| 104 | Soul Sword: Esquive | 107 Soul Sword | Immundus | After one or two Lights, press Heavy (30 Rage) to step back; press Back while attacking to dodge backwards. The text promises a longer dodge per level, but the node has one level. | SkillOpen moves 25, 28 |
| 107 | Soul Sword | - | L1 free * | After several Lights, Heavy. Costs 30 Rage, triggers Sendril marks and hits harder per mark. Always available; the node does nothing in the data. | display only |
| 108 | Soul Sword: Thrust | 107 Soul Sword | Immundus | After 3 to 4 Lights, Heavy for a fast thrust. 30 Rage. | SkillOpen moves 26, 29 |
| 110 | Soul Sword: Echo | 107 Soul Sword | Sea Tooth Bone | After 5 or more Lights, Heavy for a brutal strike with one extra hit. 30 Rage. | SkillOpen moves 27, 30 |
| 113 | Serene | - | L1 free * | After several Heavies, Light. Costs 30 Rage and marks enemies; a last hit that carries Sendril Ordeal adds a Sendril star. Always available. | display only |
| 114 | Serene: Begone | 113 Serene | Immundus | After 1 to 2 Heavies, Light. 30 Rage. Knocks enemies back. | SkillOpen moves 36, 32, 31, 35 |
| 116 | Serene: Upraising | 113 Serene | Immundus | After 3 to 4 Heavies, Light. 30 Rage. Launches enemies into the air. | SkillOpen moves 33, 37 |
| 118 | Serene: Star Crossed | 116 Serene: Upraising | Sea Tooth Bone | After 5 or more Heavies, Light. 30 Rage. A last hit with Sendril Ordeal adds three Sendril stars. | SkillOpen moves 34, 38 |
Empty slots: 105, 106, 109, 111, 112, 115, 117. Soul Sword (107) and Serene (113) are "display only" nodes: they are learned from the start and the game has no effect attached to them, so their descriptions exist to explain the move. Backstab (201) and Execution (207) on the Special page are the same.
Page 2: Special#
| Slot | Talent | After | Cost per level | What it does | Data |
|---|---|---|---|---|---|
| 201 | Backstab | - | L1 free * | Press Interact behind an enemy for a Backstab. Always available. | display only |
| 202 | Craze | 201 Backstab | Immundus | Backstab and Execution grant +5 extra Rage. | SkillRageAdd value 5 |
| 203 | Sendril Blast | 202 Craze | Sea Tooth Bone | Backstab and Execution apply Sendril marks and deal extra damage (text; the data only starts the detonation fuse, see Hidden mechanics). | SkillAddStatus value 1 |
| 204 | Sendril Ordeal | 207 Execution | L1 free * | Press Special. Costs 30 Soul Dew, grants one temporary energy so attacks add a Sendril mark; poison and shadow attacks can be blocked while casting. | AddChangeBuffer2 value 1 |
| 206 | Sendril Ordeal: Ensuing | 204 Sendril Ordeal | Sea Tooth Bone | Sendril Ordeal can be fired mid-combo without breaking it (Heavy, Special, Light still reaches Serene: Begone). | SpecialCombo value 1 |
| 207 | Execution | - | L1 free * | Press Interact on a Weakened enemy to Execute. | display only |
| 208 | Less Rage | 207 Execution | L1 Immundus; L2 Sea Tooth Bone; L3 Diamond | Skills cost 16.5% / 33% / 49.5% less Rage (all Soul Sword and Serene moves). | SkillRageSub value 165 +165/level |
| 209 | Sendril Ordeal: Condensation | 206 Sendril Ordeal: Ensuing | Diamond | Sendril Ordeal can hold two grids of energy instead of one. | AddChangeBuffer value 1 |
| 213 | Evasion: Ensuing | - | L1 free * | Dodge in the middle of combos without stopping them. | SkillBeatBack value 1 |
| 214 | Utl Evasion: Sendril Ordeal | 213 Evasion: Ensuing | L1 free * | A last-instant dodge grants one energy for Sendril Ordeal. | BeatbackChangeBuffer value 1 |
| 215 | Bouncy | 214 Utl Evasion: Sendril Ordeal | Sea Tooth Bone | After three hits of a Light/Heavy combo, combo moves cost 30% less stamina. | ComboAttackSubEnergy value 300 |
Empty slots: 205, 210, 211, 212, 216, 217, 218.
Page 3: Alchemy#
| Slot | Talent | After | Cost per level | What it does | Data |
|---|---|---|---|---|---|
| 301 | Health Potions: Stock | - | L1 Chipped; L2 Immundus; L3 Sea Tooth Bone | Raises the number of Health Potions you can carry by 1 per level (up to +3). | ItemHpMaxAdd value 1 +1/level |
| 302 | Prolonged Duration | 301 Health Potions: Stock | L1 Immundus; L2 Sea Tooth Bone | Buff items last 10% longer at level 1 and 20% longer at level 2 (27 buff items qualify). | ItemStatusTimeAdd value 100 +100/level |
| 307 | Health Potion: Patience | - | Chipped | Drinking a Health Potion is harder to interrupt (+100 resilience while the drinking move plays). | SkillToughnessAdd value 100 |
| 308 | Health Potion: Toughness | 307 Health Potion: Patience | Immundus | You take 20% less damage while drinking a Health Potion (the description gives no number). | SkillDamageSubAdd value 200 |
| 313 | Health Potion: Evolved | - | L1 Chipped; L2 Immundus; L3 Sea Tooth Bone | Health Potions heal 10% / 20% / 30% more. | ItemValueAdd value 100 +100/level |
| 314 | Improved Effect | 313 Health Potion: Evolved | L1 Immundus; L2 Sea Tooth Bone; L3 Diamond | Item buffs are 10% / 20% / 30% stronger (24 buff items qualify). | ItemStatusValueAdd value 100 +100/level |
| 317 | Speed Drinking | 314 Improved Effect | Sea Tooth Bone | Health Potions and Elixirs are drunk faster. | EatSpeedUp value 1 |
Page 4: Sanity#
| Slot | Talent | After | Cost per level | What it does | Data |
|---|---|---|---|---|---|
| 401 | Sanity | - | L1 Chipped; L2 Immundus; L3 Sea Tooth Bone | Maximum Sanity +5% / +10% / +15%. | PropertyAdd Sanity value 50 +50/level |
| 402 | Devout | 401 Sanity | Immundus | Your own hits drain 15% less Sanity (no number in the description). | SanAttackSub value 150 |
| 403 | Sanity: Enhanced Elixir | 402 Devout | Sea Tooth Bone | Drinking a Potion or Elixir also restores Sanity: 5 per use in the data (28 items qualify). | ItemSanAdd value 5 |
| 405 | Lucky Madness | 402 Devout | L1 Sea Tooth Bone; L2 Diamond | Trophy drops get extra weight in the drop roll: +5 at level 1, +10 at level 2. Described as "combat items" in game, but the data targets trophies. | ItemProbAdd value 1 +1/level |
| 407 | Calming Rage | - | L1 Immundus; L2 Sea Tooth Bone | In the Abnormal State, the Rage you lose when interrupted falls from 10 to 7.5 (level 1) or 5 (level 2). | SanRageSubInSkillToughness value 250 +250/level |
| 408 | Sendril Affinity | 407 Calming Rage | L1 Sea Tooth Bone; L2 Diamond | In the Abnormal State, hitting Sendril-marked enemies gives +15% (level 1) or +20% (level 2) bonus Rage, up from +10% without the talent. | SanDarkStatusRageAdd value 500 +500/level |
| 409 | Sendril's Arrival: Brier | 408 Sendril Affinity | Sea Tooth Bone | In the Abnormal State, a Special block timed right before a hit during Sendril's Arrival keeps your remaining Rage, though Arrival still ends. | SanRageReserve value 1 |
Nodes 407 to 409 are tied to Jerold's Abnormal State (Abnormal state#Effects by hero); the shared Sanity page nodes are described in Sanity talents and trophies#Talents shared by all five heroes with a tree.
Hidden mechanics#
- Less Rage is the strongest node. It subtracts a share from the Rage cost of 28 move variants: 16.5%, 33% or 49.5%. At level 3 a 30-Rage Soul Sword move costs about 15.
- Bouncy starts at the third hit. The 30% stamina discount applies only once your current combo has landed 3 attacks.
- Calming Rage in numbers. Being interrupted in the Abnormal State costs 10 Rage. Level 1 makes that 7.5, level 2 makes it 5.
- Sendril Affinity in numbers. The Abnormal State already gives +10% Rage on attacks against Sendril-marked enemies. The talent pushes the multiplier to 15% (level 1) and 20% (level 2); the text "5% / 10% more" is the extra on top.
- Sendril Blast applies the short fuse. The talent makes Backstab and Execution apply status 10103 (
TalentDarkClearStatusId), the 1-second fuse that detonates the target's existing Sendril marks when it expires (see Sendril marks). It adds no marks itself, although the in-game text says it does. - Lucky Madness really boosts trophies. The text says "combat items", but the node's data targets trophy types 601 to 603: it adds +5 / +10 drop weight to every trophy entry, with no Abnormal State check (details: Sanity talents and trophies#Lucky Madness by hero).
- Esquive has one level. Its description mentions leveling up for a longer dodge, but the node has only a single level.
- Enhanced Elixir mismatch. The text says 10 Sanity; the data and code use 5.
- Sendril's Arrival: Brier is narrow. The reserve only triggers when you counter with the Special block while Sendril's Arrival is active and Jerold is in the Abnormal State.
- Costs are not smooth. A few nodes skip the middle stones: Less Rage costs Immundus, then a Sea Tooth Bone, then a Diamond.
Differences between the text and the data#
| Node | In-game text | Data / code |
|---|---|---|
| Soul Sword: Esquive (104) | Level up to increase dodge distance | One level only |
| Sanity: Enhanced Elixir (403) | Restore 10 Sanity | Restores 5 |
| Lucky Madness (405) | Combat items drop rate | Targets trophy drops (types 601 to 603) |
| Sendril Blast (203) | Applies Sendril marks and deals extra damage | Starts the 1-second detonation fuse (status 10103), no marks |
| Health Potion: Patience (307) | Text value 10 | Data value 100, applied as +100 resilience |
Sources#
build/wiki/kit/tables/HeroTalent.jsonlrows with HeroId 10005;reports/talent_trees.mdlines 286 to 351.luascript/structdata/fs_talentdata.lua,fs_herodata.lua(as for Norwood),ui/controller/playerinfoctrl.lualines 90 to 96, 4283 to 4330.luascript/logic/playervalue/hero10005_value.lualines 28 to 62 (stamina discount and Rage cost reduction);gamedata/playerdefine/hero10005_define.lualines 163 to 167 (TalentComboAttackNum3,SanHitSubRage10,TalentDarkClearStatusId10103).luascript/logic/player/hero10005.lualines 231 to 241 (Sendril Blast), 268 to 278 (Brier:OnCounterAttack,IsHeroSanNotNormal), 262 to 275 (reserved Rage), 733 to 752.luascript/logic/player/animalbase.lualines 8955 to 8975 (Rage lost when interrupted).luascript/logic/playervalue/animalbase_value.lualines 2738 to 2752 (Sendril Affinity),luascript/structdata/ms_statusdata.lualines 49 to 51.- Item 50005 (Sea Tooth Bone) in
ItemData; rows inStoryItem,StoryMonster,TransactionData(id 90003). - Drop weights:
luascript/controller/controllerstorymode.lualines 5350 to 5416, tablesItemDropDataandStoryMazeDrop.