Understand Karyst
Useful when…
- Normal melee hits that combine physical damage and innate Toxin.
- Heavy slams that deal Toxin damage in an area.
Attack modes
Normal attacks deal 87 Toxin, 84 Puncture, 72 Slash, and 30 Impact damage, with 10% critical chance, a 2× critical multiplier, and 26% status chance. A standard slam deals 546 Impact damage in an area out to 5 m with 50% falloff and 10% status chance. A heavy slam deals 819 Toxin damage out to 6 m with 30% falloff and 26% status chance. The attack modes have distinct damage types and ranges.
Handling and investment
The dagger has a listed attack speed of 0.75, range of 1.75 m, and heavy-attack wind-up of 0.4 seconds. Its Naramon polarity supports a matching mod. Normal-hit status chance is 26%, while critical chance is 10%; status-oriented upgrades fit the former base profile more directly, though the right investment depends on your mod options and goals. Do not infer final damage from these base values.
Alternatives
Karyst Prime is also a dagger, but requires mastery rank 12 and has a higher listed critical chance and multiplier. Cadus is a staff and Ether Sword is a sword, so they change weapon type and handling. The supplied comparisons do not establish which choice performs best in a particular build.
Limitations and tradeoffs
- Short listed melee range of 1.75 m.
- Critical chance is 10%, compared with 26% normal-attack status chance.
Common mistakes to avoid
- Do not assume all three attack modes share the same status chance or damage type.
- Do not overlook the 1.75 m listed range when relying on melee reach.






