Haki
The mother engine of power. Every character can earn it, it works everywhere and it needs no fruit: a player with no fruit can grow just as strong through Haki alone.
The three colours
Each colour climbs five tiers: Basic, Intermediate, Advanced, Master and the hidden King. Each tier has five ranks, I to V, so you might be Master III in Armament and Basic II in Observation.
| Tier | Armament | Observation | Conqueror |
|---|---|---|---|
| Basic | Hardening: coat fists, legs or weapon. Coated blows land on Logia users and ignore immunities | Presence: sense living beings nearby through walls, brighter the stronger they are | Pressure: an untamed burst; the weak faint and animals flee, friend or foe |
| Intermediate | Full coat: harder blows, a harder body, Flash Harden; coated arrows and shots | Intent: a warning before each aimed blow, Perfect Read, a slip now and then | Control: the burst spares allies and the harmless, staggers those near your level |
| Advanced | Emission: blows reach past contact; a coated punch throws a ring of force | Future sight: an afterimage of the enemy's next move | Infusion: black lightning around your blows; the Glare floors one target |
| Master | Internal destruction: a charged blow ripples inside the body, past guard and armour | All-seeing: sense everything in a wide circle, the invisible too | Bursts crack the ground and darken the sky; hide from enemy sight |
| King | The Will That Does Not Yield | The World Laid Bare | Splitting the Heavens |
The flash grows with the tier: Basic is subtle, Master is a spectacle, and anyone can read your tier from the look. Your Haki shows crimson from the day it wakes; other colours are collected by doing things, and a glow's movement shows how rare it is.
Awakening
A colour first wakes on its own, in a fight, with no teacher. You need all three, in one fight:
- Outclassed or outnumbered. The enemies that hurt you in the last 10 seconds add up to a threat of at least your level plus 3. A boss adds 5 to its level, an elite 3. Higuma alone is desperate for anyone up to level 9.
- Low. You fall below a quarter of your health.
- Survive. Beat or drive off the enemies, or still be standing 15 seconds later.
You must be at least level 5. Blows you land count toward Armament; blows you slip with a dash count toward Observation, and the larger count wins. The colour flares for the rest of the fight, then time slows, the world drains to grey and the title card appears: Armament Haki: Awakened. It plays once per colour.
No faking it: training dummies, enemies spawned by a command, crewmates and self-harm never count.
Ranks and Haki XP
| Colour | Earned by |
|---|---|
| Armament | Each coated blow that lands; more for a Flash Harden or breaking through another coating |
| Observation | Each blow slipped with Observation on; more for a Perfect Read; time in a fight with an enemy sensed |
| Conqueror | Enemies fainted or staggered by a burst; infused blows; and it grows as you grow |
- Fight up. XP is multiplied by how strong the fight is next to you: ×0.1 far below you, ×1 an even fight, up to ×3 when the enemies are 8 or more levels above.
- The Surge. Your first desperate fight each real day starts five minutes of double Haki XP.
- Daily training. Hit a training dummy or a block of iron, copper or stone while coated, or wear a Blindfold and slip a sparring partner's blows. Half XP, the first 30 minutes per colour each day, Basic and Intermediate only.
| Tier | Total XP | Rough time |
|---|---|---|
| Basic | 10,000 | about 4 hours |
| Intermediate | 30,000 | about 12 hours |
| Advanced | 75,000 | about 30 hours |
| Master | 140,000 | about 55 hours |
| King | No XP: a hidden feat | |
The first rank-up arrives about 25 minutes after awakening. Each rank grows the Haki bar, makes the colour cheaper and its effect stronger.
The Haki bar
Haki drains a bar of its own. An empty bar burns your Haki out for a while. You may Push Past the Limit into the red, for triple XP and a longer burnout.
Breakthrough Trials
Filling rank V does not raise the tier by itself. It opens that colour's trial; pass it to rise. Failing costs nothing, and you can retry after 10 minutes.
| Trial | Armament | Observation | Conqueror |
|---|---|---|---|
| To Intermediate | Iron Body. Win a desperate fight landing only coated blows | The Blindfold. Blindfolded, slip 10 blows from a stronger foe without being hit | Hold It Back. Burst near three villagers without any fainting, then floor three enemies |
| To Advanced | Garp's trials (below) | ||
| To Master | Shatter. Break obsidian without touching it, then win a hard fight coated throughout | The Whole Field. Win a hard fight while hit no more than three times | Will Against Will. Withstand another Conqueror's pressure and floor them |
| To King | Hidden | ||
The mentor: Monkey D. Garp
Advanced needs a mentor. Garp is on leave at the edge of Foosha Village, eating rice crackers. He speaks of training only to someone at Intermediate V in a colour; to anyone else he is an old Marine who laughs and offers a cracker.
- Fist of Love (Armament): survive a minute against Garp, holding back, landing coated blows.
- The Jungle Night (Observation): thrown into the forest at night, blindfolded, find your way back by Observation alone while wolves and bandits hunt you.
- The Rock (Conqueror): stand before Garp as he releases his will, and do not faint.
Garp is a mentor, not a boss: he cannot be killed or farmed.
King
Each colour has a sealed fifth tier. Players learn of it only through rumours: three per colour, overheard from people in different places across the world.
Aptitude
Your rolled Haki aptitude earns half again as much XP in its colour. Conqueror is the rarest aptitude at 2%, but anyone can earn Conqueror's Haki through its quest; the aptitude makes it stronger and grander.