One point per level
The character receives 1 skill point at every level, for a total of 50 points from level 1 to level 50.
Guide · Skill paths
Five paths, twenty-five evolving skills, and five 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, 10, 20, 30, and 40, and every skill accepts up to five points.
The character receives 1 skill point at every level, for a total of 50 points from level 1 to level 50.
The hero’s starting path is always available. Spending the first point in rank I selects up to two secondary paths.
A rank can never exceed the level of the preceding rank. Points are never transferred automatically between ranks.
Every skill has 5 levels. Filling a path to 25/25 automatically activates its mastery.
Specialisation
The Knight starts on the Sword Path and the Archer on the Bow Path. The first point in their initial attack is permanent and cannot be removed.
Sword and Bow are incompatible. Physical Defence, Magic Resistance, and Auras may be selected as secondary paths.
In the character sheet, left click invests a point and right click refunds it while preserving the cascade. 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.
Complete catalogue
The Knight’s starting path
Specialises in physical melee strikes, area attacks, control, and bleeding.
Strikes one target for 125–225% of equipped weapon damage.
Hits enemies in a 180° arc for 150–250%, with a radius that grows with skill level.
Deals 200–400% weapon damage and stuns the target for 0.5–1.5 seconds.
Deals 125–225% weapon damage and reduces the target’s armour by 20–60%.
Hits in a 180° arc for 100–200% and applies increasing physical bleed damage for 5 seconds.
The Archer’s starting path
Specialises in bow attacks, volleys, control, and ranged bleeding.
Fires an arrow for 125–225% of the bow and quiver’s combined damage.
Deals 100% weapon damage and neutralises the target for 1–5 seconds.
Fires 2–6 arrows at 100% each and redistributes remaining shots among available targets.
Deals 200–400% weapon damage and reduces the target’s armour by 10–50%.
Deals 150–250% on impact and as bleed damage over 5 seconds in an area.
Secondary path
Strengthens armour, dodge, mobility, and parry before unlocking Dash.
Increases the character’s total armour by 10–50%.
Adds 3–15 points to dodge chance.
Increases walking and running speed by 6–30%.
Adds 3–15 points to parry chance.
Moves quickly over 10 metres without crossing walls and grants a brief speed bonus.
Secondary path
Strengthens resistances, reflects spells, and provides dispel, reset, and teleportation tools.
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.
Immediately removes every active negative effect.
Resets the skill with the longest remaining cooldown, then receives exactly the cooldown it removed.
Instantly teleports to a valid navigable position up to 10–30 metres away.
Secondary path
Maintains permanent auras for weakness, power, speed, resistance, and armour.
Reduces nearby enemies’ damage and movement speed by 10–50%.
Increases all character damage by 10–50%.
Increases the character’s attack speed by 10–50%.
Adds 10–50 points to fire, cold, lightning, and poison resistances.
Increases the character’s armour by 10–50%.
Completion
Mastery costs no extra point. It activates when all five skills in the path reach level 5.
Increases Sword skill damage by 25% and executes ordinary enemies below 15% health. Bosses below that threshold take double damage.
Arrows pierce their first target and may hit a second target for 50% direct damage.
Cheats death, restores 50% health, and grants 2 seconds of complete immunity.
Cheats death, restores 50% health, and teleports the character to the safest previously visited area.
Allows two auras to remain active at the same time instead of one.