Guide · Skill paths

Choose your path

Seven paths, thirty-five evolving skills, and seven masteries for building a hero up to level 50.

Hero building

One point, one lasting choice

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.

50points at level 50
4paths maximum per hero
5 × 5ranks and skill levels
20points to unlock mastery

One point per level

The budget reaches 50 points at level 50, including the initial point.

Up to four paths

The hero’s starting path can be complemented by three secondary paths: Physical Defence, Magic Resistance, and Auras.

A one-point prerequisite

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.

Mastery at 20 points

Each path has five skills with five levels, up to 25 points. Its mastery unlocks at 20 invested points without any additional spending.

Specialisation

One starting path, three secondary paths

Your hero’s first path

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.

Invest and revise

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 seven paths and their ranks

The Knight’s starting path

Sword Path

Specialises in physical melee strikes, area attacks, control, and bleeding.

25 points
Rank ILevel 1Active

Basic Attack

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.

  • Range 1.45 m
  • No cooldown
  • Bonus limited to the Sword Path
Rank IILevel 5Active

Circular Attack

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.

  • Radius 3–4 m
  • Cooldown 5 s
  • Learned bonus works off the bar
Rank IIILevel 10Active

Heavy Strike

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.

  • Bosses: 0.5 s maximum
  • Range 1.5 m
  • Cooldown 5 s
Rank IVLevel 20Active

Armour Breaker

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.

  • Duration 10 s
  • New hit refreshes duration
  • Cooldown 5 s
Rank VLevel 30Active

Bleeding Sweep

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.

  • Radius 3 m
  • Bleed is refreshed
  • Cooldown 5 s

The Archer’s starting path

Bow Path

Specialises in bow attacks, volleys, control, and ranged bleeding.

25 points
Rank ILevel 1Active

Normal Shot

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.

  • Maximum flight 30 m
  • No cooldown
  • Learned bonus works off the bar
Rank IILevel 5Active

Repulsion Shot

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.

  • Movement capped at 5 m
  • Bosses: 1 s maximum
  • Cooldown 10 s · flight 30 m
Rank IIILevel 10Active

Multishot

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.

  • 0.1 s interval
  • Maximum flight 30 m
  • Cooldown 5 s
Rank IVLevel 20Active

Power Shot

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.

  • Reduction lasts 5 s
  • Maximum flight 30 m
  • Cooldown 5 s
Rank VLevel 30Active

Hemorrhagic Shot

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.

  • Radius 2–3 m
  • Maximum flight 30 m
  • Cooldown 5 s

Soraline’s starting path

Path of Soraline

Independent archery: freezing arrows, fan volleys, bleeding attacks, and a spectral clone.

25 points
Rank ILevel 1Active

Normal Shot

Deals 100–180% reference damage. Its learned bonus adds 25/30/35/40/45 points to the coefficients of Soraline’s skills.

  • Maximum flight 30 m
  • No cooldown
  • Bonus limited to her own path
Rank IILevel 5Active

Freezing Shot

Deals 50% damage within 2–4 metres and freezes enemies for 1–3 seconds. Bosses are slowed by 50% instead.

  • Maximum flight 30 m
  • Area freeze
  • Cooldown 10 s
Rank IIILevel 10Active

Multishot

Fires five simultaneous arrows at 100% in a fan towards the pointer. Its learned bonus adds 1–5 critical points to Soraline’s skills.

  • 2 charges
  • One charge recovers every 5 s
  • Maximum flight 30 m
Rank IVLevel 20Active

Hemorrhagic Shot

Deals 150–250% on impact, then 140–200% bleeding enhanced by a learned 10–50% bonus, over 5 seconds.

  • Radius 2–3 m
  • Maximum flight 30 m
  • Cooldown 5 s
Rank VLevel 30Active

Clone

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.

  • Cooldown 60 s
  • Dissolves for 2 s on expiry
  • No piercing bonus

The Battle Mage’s starting path

Arcane Path

A sword-and-shield hybrid path built around elemental damage, area control, and reflective defence.

25 points
Rank ILevel 1Active

Arcane Basic Attack

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.

  • Range 1.45 m
  • No cooldown
  • Learned bonus works off the bar
Rank IILevel 5Active

Fireball

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.

  • Maximum flight 30 m
  • Cooldown 3 s
  • Fixed radius 2 m
Rank IIILevel 10Active

Ice Blast

Deals 50% spell damage in a frozen area and freezes enemies for 1–3 seconds. Bosses are slowed by 50% instead.

  • Radius 2–4 m
  • Maximum flight 30 m
  • Cooldown 8 s
Rank IVLevel 20Active

Force Wave

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.

  • Radius 3–5 m
  • Cooldown 10 s
  • Potion excluded from the reduction
Rank VLevel 30Active

Arcane Aegis

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.

  • Cooldown 12/10/10/8/8 s
  • Active protection 3 s
  • Active physical reflection at level 5

Secondary path

Physical Defence Path

Strengthens armour, dodge, mobility, and parry while granting access to Dash.

25 points
Rank ILevel 1Passive

Reinforced Armour

Increases the character’s total armour by 10–50%.

  • Active as soon as learned
  • Multiplicative bonus
  • No cooldown
Rank IILevel 5Passive

Reinforced Dodge

Adds 3–15 points to dodge chance.

  • Active as soon as learned
  • No cost
  • No cooldown
Rank IIILevel 10Active

Dash

Moves quickly over 10 metres without crossing walls and grants a brief speed bonus.

  • 1–3 charges
  • 5 s recharge per charge
  • +10 to +20% speed for 2 s
Rank IVLevel 20Passive

Reinforced Mobility

Increases walking and running speed by 6–30%.

  • Active as soon as learned
  • Walk and run
  • No cooldown
Rank VLevel 30Passive

Reinforced Parry

Adds 3–15 points to parry chance.

  • Active as soon as learned
  • No cost
  • No cooldown

Secondary path

Magic Resistance Path

Strengthens resistances, reflects spells, and provides dispel, reset, and teleportation tools.

25 points
Rank ILevel 1Passive

Universal Resistance

Adds 5–25 points to fire, cold, lightning, and poison resistances.

  • Active as soon as learned
  • Four resistances
  • No cooldown
Rank IILevel 5Passive

Magic Reflection

Grants a 5–25% chance to cancel a spell and return it to the caster at 100% power.

  • Active as soon as learned
  • Reflectable spells
  • No cooldown
Rank IIILevel 10Active

Teleportation

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.

  • 1–2 charges
  • 10 s recharge per charge
  • Second charge from skill level 3
Rank IVLevel 20Active

Dispel

Immediately removes every active negative effect.

  • Cooldown 20–12 s
  • Self effect
  • Complete dispel
Rank VLevel 30Active

Cooldown Reset

Resets the skill with the longest remaining cooldown, then receives exactly the cooldown it removed.

  • Same effect at all 5 levels
  • One affected skill
  • Cooldown transferred

Secondary path

Aura Path

Maintains permanent auras for weakness, power, speed, resistance, and armour.

25 points
Rank ILevel 1Aura

Weakness Aura

Reduces nearby enemies’ damage and movement speed by 10–50%.

  • Radius 20 m
  • Permanent after activation
  • One active aura by default
Rank IILevel 5Aura

Might Aura

Increases all character damage by 10–50%.

  • Radius 20 m
  • Permanent after activation
  • One active aura by default
Rank IIILevel 10Aura

Attack Speed Aura

Increases the character’s attack speed by 10–50%.

  • Radius 20 m
  • Permanent after activation
  • One active aura by default
Rank IVLevel 20Aura

Magic Resistance Aura

Adds 10–50 points to fire, cold, lightning, and poison resistances.

  • Radius 20 m
  • Permanent after activation
  • Four resistances
Rank VLevel 30Aura

Armour Aura

Increases the character’s armour by 10–50%.

  • Radius 20 m
  • Permanent after activation
  • One active aura by default

Specialisation

A mastery at 20 points in a path

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.

Sword Path

Master-at-Arms

Increases Sword skill damage by 25% and executes ordinary enemies below 15% health. Bosses below that threshold take double damage.

  • Automatic at 20 points
  • +25% Sword damage
  • Threshold: 15% health
Bow Path

Master Archer

Arrows pierce their first target and may hit a second target for 50% direct damage.

  • Automatic at 20 points
  • Pierces one target
  • Second target: 50%
Path of Soraline

Precision

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.

  • Unlocked at 20 points
  • No additional point
  • Cooldown 10 s
Arcane Path

Living Storm

Every 2 seconds in combat, lightning strikes an enemy already engaged with the hero for 100% base spell damage.

  • Automatic at 20 points
  • One lightning strike every 2 s
  • Never targets neutral enemies
Physical Defence Path

Unyielding

Cheats death, restores 50% health, and grants 2 seconds of complete immunity.

  • Automatic at 20 points
  • Internal cooldown 60 s
  • Immunity 2 s
Magic Resistance Path

Arcane Escape

Cheats death, restores 50% health, and teleports the character to the safest previously visited area.

  • Automatic at 20 points
  • Internal cooldown 60 s
  • Retreats to a visited area
Aura Path

Aura Mastery

Allows two auras to remain active at the same time instead of one.

  • Automatic at 20 points
  • Two simultaneous auras
  • Explicit aura activation