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Crimson Master

What it is

The Crimson Master bleeds to fight. Its signature move costs it some of its own health, and it heals only when its blows land. Its strikes are slow and deliberate. Each one winds up for about 0.6 to 0.7 seconds, and it stays open for 0.7 to 0.8 seconds after a chain. It has 26 named techniques and raises its guard after every third attack.

At the start of the trial it tells you its lesson: it bleeds to strike four times and heals only when it lands. Jump low, duck high, sidestep, then get clear.

How to get it

Sneak and use a wandering duelist who breathes Crimson, or type /master challenge crimson. A Crimson duelist always calls the Crimson Master. You need Aura Form or Heart Circle VIII. See Sword Masters for the full trial rules.

To train for it, look for a Forge Dojo in the badlands. Its Crimson vault is sealed with blood: hit every seal block with a blood spell within 10 seconds. See Masters’ sites.

Blood Frenzy

The banner reads “Jump, duck, sidestep, then get clear!” First, the Master pays 3% of its own health. It never starts the frenzy at 6% health or lower, and the cost can never kill it.

Then come four beats. Each one deals 15 damage, and a banner names its answer as it locks.

Beat Lands at Shape Answer
1 0.65 s Low arc, 4 blocks Jump
2 1.25 s High arc, 4.5 blocks Crouch
3 1.85 s Lane 1.6 blocks wide, 5 blocks long Sidestep
4 2.45 s Ring, 3.5 blocks Get clear

Each beat turns to follow you until 0.3 seconds before it lands. Every beat that hits heals the Master by 5% of its health.

If at least one beat lands, the Master is open for about 0.8 seconds afterwards. If you answer all four, it stays open for 1.3 seconds. Solid cover blocks the beats.

The Master uses Blood Frenzy when you are within 4 blocks and roughly level with it. It comes as the fourth move of a four-move phrase, at most once every 10 seconds.

Other moves

  • Techniques: chains of two to four strikes. Read each strike’s shape. See Reading a Master.
  • Pursuit dash: if you hold a spell too long, it may dash up to 4.8 blocks at you, at most once every 7 seconds.
  • Crescent volley: flying blades if you stay far away or high up.

Rewards for a clear

  • Your first Crimson clear teaches the Infuse technique part.
  • The win goes into your lore journal. Type /master victories to see which Masters you have beaten.

The Crimson breathing method

Crimson is the Blood method. Its passive lets your coated blows drain a little health. Its arts unlock as your aura grows:

Art Opens at Input
Bloodletting Glow swing, swing, low swing
Red Rain Flow leaping swing, then low swing
Sanguine Parry Edge first swing after a perfect Aura Guard
Frenzy Form first swing after an Aura Step
Crimson Moon Sovereign three full swings, then low swing

Crimson Moon costs a quarter of your health, but it never takes you below one heart. See Breathing Methods for the full numbers. A Forge Dojo’s Crimson chest can hold Bleed, Leech and Gash runes.

Tips and counterplay

  • Learn the order: jump, crouch, sidestep, get clear. It never changes.
  • Every beat you dodge stops it from healing. Answer all four and you get the longest opening it ever gives.
  • Start backing away during beat 3 so you are already outside the ring for beat 4.
  • The Crimson Master guards after every third attack. Flank it or use an axe.

Type to find a guide, rune or recipe.