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.
Complete catalogue
The Knight’s starting path
Specialises in physical melee strikes, area attacks, control, and bleeding.
Strikes one target for 100–180% weapon damage. Its learned bonus adds 25/30/35/40/45 points to every skill coefficient in its own path, even off the bar.
Hits enemies in a 180° arc for 150–250%. Its learned bonus adds 0/0/1/1/2 targets to single-target attacks in the path, within range and with a clear line of effect.
Deals 200–400% weapon damage and stuns for 0.5–1.5 seconds. Its learned bonus slows movement and attacks by 5–25% for 1–5 seconds.
Deals 125–225% weapon damage. Its own 15–35% armour reduction adds to the learned 5–25% bonus, reaching up to 60% for 10 seconds.
Hits in a 180° arc for 100–200%. Bleeding for 90/130/170/210/250% reference damage adds to the learned 10–50% bonus, reaching up to 300% over 5 seconds.
The Archer’s starting path
Specialises in bow attacks, volleys, control, and ranged bleeding.
Fires an arrow for 120–200% of the bow and quiver’s combined damage. Its learned bonus adds 25/30/35/40/45 points to skill coefficients in its own path.
Deals 100% weapon damage and neutralises the target for 1–5 seconds. Its learned bonus slows movement and attacks by 5–25% for 1–5 seconds.
Fires 2–6 arrows at 100% each and redistributes remaining shots among available targets. Its learned bonus adds 1–5 critical points to skills in its path.
Deals 200–400% weapon damage. Its own 5–25% armour reduction adds to the learned 5–25% bonus, reaching up to 50% for 5 seconds.
Deals 150–250% on impact. Bleeding for 140–200% reference damage adds to the learned 10–50% bonus, reaching up to 250% over 5 seconds.
Soraline’s starting path
Independent archery: freezing arrows, fan volleys, bleeding attacks, and a spectral clone.
Deals 100–180% reference damage. Its learned bonus adds 25/30/35/40/45 points to the coefficients of Soraline’s skills.
Deals 50% damage within 2–4 metres and freezes enemies for 1–3 seconds. Bosses are slowed by 50% instead.
Fires five simultaneous arrows at 100% in a fan towards the pointer. Its learned bonus adds 1–5 critical points to Soraline’s skills.
Deals 150–250% on impact, then 140–200% bleeding enhanced by a learned 10–50% bonus, over 5 seconds.
Summons a translucent orange silhouette for 7/9/11/13/15 seconds. It follows Soraline and repeats one Normal Shot after each of her actions, from its own position, without runes, secondary attacks, or piercing.
The Battle Mage’s starting path
A sword-and-shield hybrid path built around elemental damage, area control, and reflective defence.
Strikes with the sword for 100–180% spell damage, reduced by armour. Its cadence follows cast speed. Its learned bonus adds 25/30/35/40/45 points to Arcane skill coefficients.
Explodes for 150–250% spell damage within 2 metres. At skill levels 3–5, burns for an additional 25/50/75% over 3 seconds. Its learned bonus adds 1–5 critical points to its path.
Deals 50% spell damage in a frozen area and freezes enemies for 1–3 seconds. Bosses are slowed by 50% instead.
Deals 25–125% spell damage around the hero and pushes enemies back 5 metres. Its learned bonus reduces future cooldowns of all learned skills by 0.2–1 second, including itself and other paths.
For 3 seconds, reduces physical and magical damage by 20% and reflects magical projectiles; physical projectiles are also reflected at level 5. Once learned, even off the bar, grants a 4–20% chance to reflect physical and magical projectiles.
Secondary path
Strengthens armour, dodge, mobility, and parry while granting access to Dash.
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.
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 valid navigable position within 10/15/20/25 metres at skill levels 1–4. At level 5, it can reach any valid position in the dungeon.
Immediately removes every active negative effect.
Resets the skill with the longest remaining cooldown, then receives exactly the cooldown it removed.
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%.
Specialisation
Mastery unlocks at 20 invested points without any additional spending. Passive masteries take no slot. Precision, Soraline’s active exception, must be prepared in one of the eight slots. Dropping below 20 points removes mastery and takes Precision off the bar.
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.
Marks up to five visible enemies and increases the damage they take by 30% for 5 seconds. Prepare this active mastery in one of the eight slots.
Every 2 seconds in combat, lightning strikes an enemy already engaged with the hero for 100% base spell 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.