Sephiria Swiftness Talent: Attack Speed, Dashes and I-Frames
Swiftness is the talent tree that pays into offence and defence at the same breakpoints, which is why it shows up in spreads that have nothing else in common. Each point is one percent of attack speed; the three breakpoints then hand out evasion, dashes and weapon damage in a mix that changes what the tree is for at each stage.

What each stage adds
| Points spent | What arrives |
|---|---|
| 5 | +8 Evasion and one extra Dash |
| 10 | Dash recovery 20% faster, weapon damage +8% |
| 20 | Dash invincibility frames extended by 0.1s, weapon damage +15% |
Note what happens to the weapon damage line: it appears at 10 and appears again at 20. The published figures are +8% and +15%, and nothing in the repo states whether the second replaces the first or adds to it — treat the relationship as unconfirmed and read the level 20 line as "the larger of the two" if you need a conservative estimate.
Five points is a defensive purchase, not a damage one
Eight evasion and an extra dash for five points is the cheapest mobility in the tree, and it explains the one published Hard Mode spread that uses Swiftness sparingly. The tier 50 evasion tank lists five points here on a great sword build whose entire premise is standing in front of a boss, and its author's reasoning is printed plainly: a great sword cannot move mid-swing, so swinging faster is time spent not rooted. The great sword page repeats the same framing — for that class, attack speed reads as a survival stat rather than a DPS stat.
That logic generalises badly, which is worth saying. On a weapon with no commitment problem, five points of Swiftness buys eight evasion and a dash and very little else. The tree's value is set by how long your weapon locks you in place, and that is a property of the weapon, not of the talent.
The capstone and the costume that cancels it
Swiftness 20's headline is the extra 0.1 seconds of dash invincibility. The costumes page flags the interaction directly: White Wolf, unlocked by beating Rataka the Pillager leader five times or more, grants unlimited dashes and removes invincibility frames while dashing. Those are the same twenty points working against the outfit you are wearing. A White Wolf player dodges by positioning and never benefits from a longer i-frame window; a Swiftness 20 player is buying a wider margin for dodging through attacks. Picking both is paying for something the costume has switched off.
That matters more than a footnote because two documented builds live on White Wolf's dash economy. The sword & shield page covers an infinite-dash route built on holding block and dashing continuously with that costume, and a Blizzard Hammer route whose artifact fires on dash consumption. Neither of those spends points on i-frames — the infinite-dash route puts its remaining points into MP regeneration and defence, and the Blizzard Hammer route into Endure and Wisdom. Not confirmed: whether either author would have preferred Swiftness's attack speed instead — the source pages don't say, they only say where the points actually went.
Attack speed as uptime, not as damage
The clearest non-obvious use of this tree is on builds where attack speed governs how often an effect reapplies rather than how much each swing hits for. The Burning Fang fire dagger build publishes twenty points here and says so explicitly: attack speed and MP sustain are uptime stats on that route, because they decide how frequently Burn goes back on the target, and Burn is the mechanism the whole build runs on. For any status-driven route the arithmetic is not "more damage per second" but "more applications per fight."
The same build's published spread is also the standing warning about arithmetic in circulating guides — it lists twenty Swiftness alongside twenty Wrath and ten Ingenuity, which the talent planner will show you exceeds the pool the site documents. Load it there before you copy it.
What the enemy side does to this tree
Hard Mode's Agile Claws modifier raises enemy movement and attack speed by 20% or 35% for two levels and four tiers. That is the modifier Swiftness answers most directly: dash recovery and an extra dash charge are what turn a faster enemy into a dodgeable one. It is also a reminder that the tree's defensive half is priced against enemy behaviour rather than enemy numbers, which is not true of defence or HP.
Two patch-era details sit adjacent. The dagger page records that 1.0.26 let the Dagger's dash attack chain straight into its Parry and Fury specials — the first rule change of the 1.0 era rather than a bug fix — which makes dash charges worth more on that class than they were. And the system requirements page notes 1.0.30 fixed dash failing on a gamepad when the auto-aim target overlapped your own character, so if dashes felt unreliable before 20 August the problem was not your spread.
Not confirmed
Whether the level 10 and level 20 weapon damage bonuses stack or supersede one another is not stated anywhere in this repo. Neither is the base dash count that "+1 Dash" adds to, nor the base i-frame duration that 0.1s extends. The evasion figure at level 5 is a flat +8 with no stated conversion from evasion points to a dodge percentage — the talents page prints the same numbers and no source reconciles them into a rate.
Sources checked for this page
- This site's talents page and
config/talents.json— Swiftness's per-point line and its breakpoints - This site's tier 50 evasion tank and great sword pages — the Swiftness 5 spread and the attack-speed-as-survivability reading
- This site's costumes page — White Wolf's unlimited dash and removed i-frames
- This site's Burning Fang and sword & shield pages — attack speed as uptime, and the dash-driven routes
- This site's Hard Mode, dagger and system requirements pages — Agile Claws, the 1.0.26 dash chain, the 1.0.30 gamepad dash fix
- This site's talents page and config/talents.json — per-point line and the Lv 5/10/20 breakpoints for Swiftness
- This site's tier 50 evasion tank page — the Swiftness 5 spread and the 'attack speed is survivability' framing
- This site's great sword page — why a weapon that locks you in place buys attack speed
- This site's costumes page — White Wolf's unlimited dash and its i-frame cost
- This site's Burning Fang fire dagger build page — attack speed as an uptime stat
- This site's Hard Mode page — Agile Claws
- This site's dagger and sword & shield pages — dash-driven kits