One point per level
The budget reaches 50 points at level 50, including the initial point.
Guide · Skill paths
Seven paths, thirty-five evolving skills, and seven masteries for building a hero up to level 50.
Hero building
Each character level grants one skill point. The five ranks unlock at character levels 1, 5, 10, 20, and 30, and every skill accepts up to five points.
The budget reaches 50 points at level 50, including the initial point.
The hero’s starting path can be complemented by three secondary paths: Physical Defence, Magic Resistance, and Auras.
One point in the preceding skill is enough to learn the next at the required character level. Its skill level may exceed that of the preceding skill.
Each path has five skills with five levels, up to 25 points. Its mastery unlocks at 20 invested points without any additional spending.
Specialisation
The Knight starts on the Sword Path, the Archer on the Bow Path, the Battle Mage on the Arcane Path, and Soraline on her own path. The first point in their initial attack is permanent and cannot be removed.
Sword, Bow, Arcane, and Soraline are the hero-specific paths and cannot be selected as secondary paths. Physical Defence, Magic Resistance, and Auras remain available to every hero.
In the skill browser, left click invests a point and right click refunds it. Ctrl+click handles up to five points, and Ctrl+Shift+click the maximum allowed. The budget, cap, and prerequisite point stay protected. Emptying a secondary path releases its slot.
Skills can also be reset for free from the character sheet. Attributes have a separate reset and confirmation.
In play
Evaluated offensive skills show the average damage of the main hit, including critical hits, and the theoretical interval between uses. The displayed DPS divides that damage by the interval. The calculation accounts for coefficients, learned synergies, the applicable mastery, and cooldowns.
This estimate is calculated before target defences. Additional effects such as bleeding are listed separately. A skill is shown as unavailable if its cost exceeds maximum Energy.
Friendly auras benefit allies in range, both with solo companions and online. If two heroes use the same aura, only the strongest applies. The next strongest takes over if the first ends or its caster moves out of range. Different aura types combine.
Active auras keep their skill level and remaining duration when crossing into another floor or crypt. Their targets are recalculated on arrival, with no reactivation or extra cost. Auras cannot cross the boundary of a sealed arena.
Complete catalogue
Each path unlocks its mastery at 20 invested points. Passive masteries apply automatically. Precision takes an action bar slot and is removed from the bar if Soraline drops below 20 points.
The synergies shown on each skill card depend on the level of the skill that grants them and stay active off the action bar.
The Knight’s starting path
Physical melee strikes, control, and bleeding. The Knight’s four special attacks leave a semicircular trail in front of him.
Increases Sword skill damage by 25% and executes ordinary enemies below 15% health. Bosses below that threshold take double damage.
Strikes one target for 100–180% weapon damage.
Learned synergy. Adds 25% / 30% / 35% / 40% / 45% of weapon damage to all Sword attacks, including Basic Attack itself, based on Basic Attack’s level.
Example. At level 1, Basic Attack deals 125% of weapon damage in total (100% base + 25% from its own synergy).
Hits enemies in a 180° arc for 150–250%.
Learned synergy. Lets Basic Attack, Heavy Strike, and Armour Breaker hit 0 / 0 / 1 / 1 / 2 extra targets, based on Circular Attack’s level. Targets must be in range with a clear line of effect. Circular Attack already hits all enemies in its arc.
Example. With level 5 Circular Attack, Heavy Strike can hit up to three enemies in range.
Deals 200–400% weapon damage and stuns for 0.5–1.5 seconds.
Learned synergy. All Sword attacks, including Heavy Strike itself, slow the movement and attacks of enemies hit by 5% / 10% / 15% / 20% / 25% for 1 / 2 / 3 / 4 / 5 seconds, based on Heavy Strike’s level.
Example. With level 3 Heavy Strike, Basic Attack slows its target by 15% for 3 seconds.
Deals 125–225% weapon damage and reduces armour by 15–35% for 10 seconds before synergy.
Learned synergy. All Sword attacks reduce the target’s armour by 5% / 10% / 15% / 20% / 25% for 10 seconds, based on Armour Breaker’s level. On Armour Breaker itself, this reduction adds to the base effect.
Example. At level 5, Armour Breaker reduces armour by 60% (35% base + 25% from its own synergy).
Hits in a 180° arc for 100–200%. Its base bleed deals 90% / 130% / 170% / 210% / 250% of reference damage over 5 seconds.
Learned synergy. All Sword attacks, including Bleeding Sweep itself, add a bleed for 10% / 20% / 30% / 40% / 50% of reference damage over 5 seconds, based on Bleeding Sweep’s level.
Example. At level 5, Bleeding Sweep’s bleed deals 300% of reference damage (250% base + 50% from its own synergy).
The Archer’s starting path
Specialises in bow attacks, volleys, control, and ranged bleeding.
Arrows pierce their first target and may hit a second target for 50% direct damage.
Fires an arrow for 120–200% of the bow and quiver’s combined damage.
Learned synergy. Adds 25% / 30% / 35% / 40% / 45% of the bow and quiver’s combined damage to all Archer shots, including Normal Shot itself, based on Normal Shot’s level.
Example. At level 1, Normal Shot deals 145% of that damage in total (120% base + 25% from its own synergy).
Deals 100% weapon damage, knocks the target back, and neutralises it for 1–5 seconds.
Learned synergy. All Archer shots, including Repulsion Shot itself, slow the movement and attacks of enemies hit by 5% / 10% / 15% / 20% / 25% for 1 / 2 / 3 / 4 / 5 seconds, based on Repulsion Shot’s level.
Example. With level 3 Repulsion Shot, Normal Shot slows its target by 15% for 3 seconds.
Fires 2–6 arrows at 100% each and redistributes remaining shots among available targets.
Learned synergy. Adds 1% / 2% / 3% / 4% / 5% to the critical chance of all Archer shots, including Multishot itself, based on Multishot’s level.
Example. With level 3 Multishot, a 10% critical chance becomes 13% for Archer shots.
Deals 200–400% weapon damage and reduces armour by 5–25% for 5 seconds before synergy.
Learned synergy. All Archer shots reduce the target’s armour by 5% / 10% / 15% / 20% / 25% for 5 seconds, based on Power Shot’s level. On Power Shot itself, this reduction adds to the base effect.
Example. At level 5, Power Shot reduces armour by 50% (25% base + 25% from its own synergy).
Deals 150–250% on impact and applies an area bleed for 140–200% of reference damage over 5 seconds.
Learned synergy. All Archer shots, including Hemorrhagic Shot itself, add a bleed for 10% / 20% / 30% / 40% / 50% of reference damage over 5 seconds to the enemy hit directly. Enemies near Hemorrhagic Shot’s impact take its base area bleed.
Example. At level 5, the enemy hit directly by Hemorrhagic Shot bleeds for 250% of reference damage (200% base + 50% from its own synergy).
Soraline’s starting path
Independent archery: freezing arrows, fan volleys, bleeding attacks, and a spectral clone.
Marks up to five visible enemies for 5 seconds. Marked enemies take 30% more damage, including from the Clone’s shots and allies’ attacks. Prepare this active mastery in one of the eight slots.
Fires an arrow for 100% / 120% / 140% / 160% / 180% of weapon damage from level 1 to level 5.
Learned synergy. Adds 25% / 30% / 35% / 40% / 45% of weapon damage to all of Soraline’s shots, based on Normal Shot’s level. Normal Shot itself and the Clone’s arrows also benefit. The synergy applies from the first point invested, even off the action bar.
Example. At level 1, Normal Shot deals 125% of weapon damage in total (100% base + 25% from its own synergy).
Deals 50% damage within 2–4 metres and freezes enemies for 1–3 seconds. Bosses are slowed by 50% instead. Normal Shot boosts its damage and Multishot increases its critical chance. With Hemorrhagic Shot learned, it can also make enemies hit by its frost area bleed.
Fires five simultaneous arrows at 100% in a fan towards the pointer.
Learned synergy. Adds 1% / 2% / 3% / 4% / 5% to the critical chance of all Soraline shots, including Multishot itself and the Clone’s arrows, based on Multishot’s level.
Example. With level 3 Multishot, a 10% critical chance becomes 13% for Soraline’s and the Clone’s shots.
Deals 150–250% on impact and applies an area bleed for 140–200% of reference damage over 5 seconds.
Learned synergy. Normal Shot, Multishot, Hemorrhagic Shot, and Freezing Shot add a bleed for 10% / 20% / 30% / 40% / 50% of reference damage over 5 seconds, based on Hemorrhagic Shot’s level. On Hemorrhagic Shot itself, the bonus adds to its base bleed on the enemy hit directly.
Example. At level 5, the enemy hit directly by Hemorrhagic Shot bleeds for 250% of reference damage (200% base + 50% from its own synergy).
Summons a translucent orange silhouette for 7/9/11/13/15 seconds. It follows Soraline and adds one Normal Shot per shooting action from its own position. Its arrows inherit Normal Shot’s damage bonus and Multishot’s critical chance bonus. They trigger no runes or secondary effects and do not pierce.
The Battle Mage’s starting path
A sword-and-shield hybrid path built around elemental damage, area control, and reflective defence.
Every 2 seconds in combat, lightning strikes an enemy already engaged with the hero for 100% base spell damage.
Strikes with the sword for 100–180% spell damage, reduced by armour. Its cadence follows cast speed.
Learned synergy. Adds 25% / 30% / 35% / 40% / 45% of spell damage to Arcane Basic Attack itself, Fireball, Ice Blast, and Force Wave, based on Arcane Basic Attack’s level.
Example. With level 5 Arcane Basic Attack, level 1 Fireball’s impact rises from 150% to 195% of spell damage (150% base + 45% from the synergy).
Explodes for 150–250% spell damage within 2 metres. At skill levels 3–5, burns for an additional 25/50/75% over 3 seconds.
Learned synergy. Adds 1% / 2% / 3% / 4% / 5% to the critical chance of Arcane Basic Attack, Fireball itself, Ice Blast, and Force Wave, based on Fireball’s level.
Example. With level 3 Fireball, a 10% critical chance becomes 13% for Ice Blast.
Deals 50% spell damage in a frozen area and freezes enemies for 1–3 seconds. Bosses are slowed by 50% instead. Arcane Basic Attack boosts its damage and Fireball increases its critical chance.
Deals 25–125% spell damage around the hero and pushes enemies back 5 metres.
Learned synergy. Shortens future cooldowns by 0.2 / 0.4 / 0.6 / 0.8 / 1 second, based on Force Wave’s level. It applies to Force Wave itself and learned skills across all the Battle Mage’s paths, including charge recovery and aura activation delays. Existing timers and the potion keep their original timing.
Example. At level 5, Force Wave recharges in 9 seconds instead of 10, and level 1 Dispel recharges in 19 seconds instead of 20.
For 3 seconds, reduces physical and magical damage by 20% and reflects magical projectiles. At level 5, the protection also reflects physical projectiles.
Learned synergy. Once Arcane Aegis is learned, the Battle Mage gains a 4% / 8% / 12% / 16% / 20% chance to reflect eligible physical or magical projectiles, based on its level. This passive reflection works without casting Arcane Aegis.
Example. With level 5 Arcane Aegis, the passive reflection chance is 20% outside the 3 seconds of active protection.
Secondary path
Strengthens armour, dodge, mobility, and parry while granting access to Dash.
Cheats death, restores 50% health, and grants 2 seconds of complete immunity.
Increases the character’s total armour by 10–50%.
Adds 3–15 points to dodge chance.
Moves quickly over 10 metres without crossing walls and grants a brief speed bonus.
Increases walking and running speed by 6–30%.
Adds 3–15 points to parry chance.
Secondary path
Strengthens resistances, reflects spells, and provides dispel, reset, and teleportation tools.
Cheats death and restores 50% health. If a retreat is possible, the hero teleports to the safest previously visited position in the current zone.
Adds 5–25 points to fire, cold, lightning, and poison resistances.
Grants a 5–25% chance to cancel a spell and return it to the caster at 100% power.
Teleports to a navigable position in the current zone within 10/15/20/25 metres at skill levels 1–4. At level 5, any valid position in that zone is within range. Teleportation respects sealed arena boundaries.
Immediately removes every active negative effect.
Transfers the longest remaining skill cooldown to Cooldown Reset. If that timer was recovering a charge, the skill regains one charge. The potion uses its own timer.
Secondary path
Weakens nearby enemies or strengthens the caster and allies in range.
Allows two auras to remain active at the same time instead of one.
Reduces nearby enemies’ damage and movement speed by 10–50%.
Increases all damage dealt by the caster and allies in range by 10–50%.
Increases the attack speed of the caster and allies in range by 10–50%.
Adds 10–50 points to fire, cold, lightning, and poison resistances for the caster and allies in range.
Increases armour for the caster and allies in range by 10–50%.