The small intro game tells players how they became a Bestia Master: They came into direct contact with an ephemeral mana crystal that changed their nature through magic and connected them to the mana flows of the universe. They are therefore receptive to the influence of mana and are able to communicate with the beings that emerge from this mythical energy: the Bestia.

The attachment to mana also explains why Bestia masters were able to survive the destruction of their world relatively unscathed and to pass on to the next incarnation of the world.

Master Skills

The bestia master can learn a set of skills. These skills are freely chosen by the player and determine the job or profession of the master.

Some of this account skills can be used by every Bestia in posession of the master (or at least have an passive effect on them) others can only be used actively by the master itself.

  • The number of total skil ranks inside a tree should be between 70-80
  • The possible rank counts of a skill should be: 1, 3, 5 and 10
  • There should be some meaningful dependency of the skills forming a tree
  • In each profession tree there should form 2-3 sub-trees which create a meaningful hierarchy
  • There should be some kind of three tiers inside a tree to lead from low and basic skill to the much powerfull skills

Especially crafting skills should be, when possible, require some sort of minigame or meaningful player interaction. Their outcome should also be dependent on the status values of a player, on the skill level but also on environmental aspects. An example teleport could go as follows:

After the master Saferu has selected a few of his and friendly Bestia he prepares to teleport to a fairly distant location. While he is very skilled and has a maxed teleport skill, on the target location there is a manastorm causing some interference. Upon teleportation the group is set of course and spawns almost a kilometer off from their target in a very hostile environment.

Ultimately, it remains important to leave the outcome of skills open in some way. However, the result should remain understandable and influenceable by the player.

Skill Progression

Every master starts as novice to get into the game. Here he can only learn a certain sets of skills from the Novice skill tree. After he became level 10 he can start to prepare a small ritual to become a full Bestia Master which will unlock the full skill tree. After he becomes a Bestia Master the player can not choose anymore novice skills anymore. However every novice skill he has learned so far he can take with him. It depends on the player how long he wants to stay a novice before progressing into a full blown master.

On each level up the master gains 1 skillpoint to put into the skills rank. This is permanent and means a player can spend about 100 points for improving the ranks of his skills.

The skilltrees are designed as such that to reach the highest professions in each tree the player needs to spend about 60 points.

The player can decide to have mediocre profession in each tree or to max out one and have maybe half of the meaningful professions of another tree. The skilltree is a hierarchical dependency of skills.

Tree Mastery

Skillpoints spent within a subtree (e.g. Blacksmith, Priest, Wizard, …) do more than unlock its skills - they also declare a profession to the world.

  • As soon as 5 or more skillpoints are invested into a single subtree, the master becomes a Master of that tree.
  • Being a Master of a tree determines which of its associated items and weapons the master is able to use and equip.
  • A Bestia Master can be a Master of at most 3 trees.
  • Which trees count is decided by order of achievement: the first 3 subtrees in which a master reaches 5 or more skillpoints become their masteries. Reaching 5 or more skillpoints in any further subtree afterwards does not grant an additional mastery.

Skill Trees

The following trees exist, they are organized in subtrees.

Novice Tree

In order to learn how to interact with other player you need to invest your first skill points in this skill tree.

graph TD
    BasicSkill(["Basic Skill (1-7)"])
    PlayDead["Play Dead (1)"]
    FirstAid["First Aid (1-3)"]
    MasterRitual["Master Ritual (1)"]
    Cooking["Cooking (1-3)"]

    BasicSkill -->|Lv.2| PlayDead
    BasicSkill -->|Lv.3| FirstAid
    BasicSkill -->|Lv.4| Cooking
    BasicSkill -->|Lv.7| MasterRitual

Basic Skill Max Lv. 10

Enables the use of the basic user interface.

Lv. 1
Allows to trade with other players.
Lv. 2
Allows to chat with other players via public and whisper chat.
Lv. 3
Allows to express emotes.
Lv. 4
Allows sitting to double HP & Mana recovery.
Lv. 5
Allows to join and create parties.
Lv. 6
Allows to use trade posts.
Lv. 7
Allows the user to perform the “Master Ritual”.
Cooking Max Lv. 3

↳ Requires Basic Skill Lv. 4

The Master and his Bestia can start to cook meals on fire places. These meals apply certain buff effects when they are eaten.

Lv.Cooking TimeSuccess Chance
1-10%+10%
2-20%+20%
3-30%+30%
Play Dead Max Lv. 1

↳ Requires Basic Skill Lv. 2

Feigns death to avoid menace of nearby enemies. This skill can be switched on and off. After performing the ritual to become a Bestia Master this skill can not be used anymore.

First Aid Max Lv. 3

↳ Requires Basic Skill Lv. 3

Apply bandages to a Bestia and channel a healing effect over 10s. The cooldown of this skill is 5 minutes. A Bestia can only receive a single First Aid every 60 secs.

Lv.Max HP Healed (% based)Max HP Healed (flat)
1+20%+100 HP
2+40%+200 HP
3+60%+300 HP
Master Ritual Max Lv. 1

↳ Requires Basic Skill Lv. 7

Automatically enabled once Lv. 7 in Basic Skill is reached. Can only be used as long as you are a Novice. Converts 25 Void Essence, 5 Mana Dust and 3 Clay into a Seal of Mastery.

Craftsman Tree

The workbenches, forges and cauldrons of the tradesfolk turn raw ambition into things a player can actually use. Every blade, trinket and bottled miracle a master ever relies on started out as somebody’s Craftsman skill paying off.

Crafting always runs in two phases: a Craftsman first discovers a blueprint by experimenting with raw materials, then produces that item from it as often as they like. A learned blueprint can be inscribed onto paper as a shareable recipe. The skills below govern how reliably a Craftsman discovers, produces and refines within their trade — see Item Crafting for the full system.

graph TD
    Carpentry["Carpentry (1-10)"]
    Tinkerer["Tinkerer (1-5)"]
    ItemCustomization["Item Customization (1-10)"]
    Gate{{"5+ pts in Craftsman Tree"}}
    Blacksmith(("Blacksmith"))
    Artificer(("Artificer"))
    Alchemist(("Alchemist"))

    Carpentry -->|Lv.3| Tinkerer
    Carpentry -->|Lv.3| ItemCustomization
    Carpentry -.-> Gate
    Tinkerer -.-> Gate
    ItemCustomization -.-> Gate
    Gate -.->|unlocks| Blacksmith
    Gate -.->|unlocks| Artificer
    Gate -.->|unlocks| Alchemist

Carpentry Max Lv. 10

Allows you to construct useful items of daily use and structures which can be placed in the world.

Lv.Success ChanceMax Item Level
1+5%10
2+10%20
3+15%30
4+20%40
5+25%50
6+30%60
7+35%70
8+40%80
9+45%90
10+50%100+
Tinkerer Max Lv. 5

↳ Requires Carpentry Lv. 3

You are very skilled in working with tools and raw material. Building structures in the world is very quick for you and the Bestia under your command.

Lv.Construction Time
1-10%
2-20%
3-30%
4-40%
5-50%
Item Customization Max Lv. 10

↳ Requires Carpentry Lv. 3

You are able to rework items to put slots in them in which runes can be slottet.
Requires an Engraving Set which will be consumed in the process.

Blacksmith

Steel remembers who beat it into shape. Blacksmiths turn raw ore into finest weaponry and armor which protects its carrier even in the mid of of a manastorm.

graph TD
    ItemCustomization[/"Item Customization (Craftsman Tree)"/]
    OreRefinement["Ore Refinement (1-3)"]
    ForgeWeapon["Forge Weapon (1-10)"]
    ForgeArmor["Forge Armor (1-10)"]
    WeaponRepair["Weapon Repair (1-5)"]
    WeaponryResearch["Weaponry Research (1-10)"]
    MasterSmith["Master Smith (1-5)"]

    ItemCustomization -->|Lv.5| ForgeWeapon
    ItemCustomization -->|Lv.5| ForgeArmor
    OreRefinement -->|Lv.1| ForgeWeapon
    OreRefinement -->|Lv.1| ForgeArmor
    OreRefinement -->|Lv.3| WeaponRepair
    WeaponRepair -->|Lv.3| WeaponryResearch
    ForgeWeapon -->|Lv.8| MasterSmith
    ForgeArmor -->|Lv.8| MasterSmith

Ore Refinement Max Lv. 3

Enables the smith to refines the finest ores. A must have to produce the raw materials for weapon or armor forging.

Lv.Max Ore Level
130
260
390+
Forge Weapon Max Lv. 10

↳ Requires Ore Refinement Lv. 1 and Item Customization Lv. 5

Able to discover and forge weapon blueprints from raw ingredients. Higher skill levels reliably reach higher-level weapons; blueprints far above your skill can still be attempted, just at a steeply falling chance.

Forge Armor Max Lv. 10

↳ Requires Ore Refinement Lv. 1 and Item Customization Lv. 5

The counterpart to Forge Weapon: discovers and forges armor blueprints - plate, mail and shields - from smelted ingots. Higher skill levels reliably reach higher-level armor; blueprints far above your skill can still be attempted, just at a steeply falling chance.

Weaponry Research Max Lv. 10

↳ Requires Weapon Repair Lv. 3

Deeper knowledge of weapons and armor that raises the odds of successfully refining either one further after forging. This governs post-forging refinement only - discovering and forging new blueprints is handled by Forge Weapon and Forge Armor. If an upgrade fails the equipment can be destroyed.

Lv.Upgrade SuccessForging SuccessATK (forged weapon)Accuracy (forged weapon)
1+4%+1%+2+2%
2+8%+2%+4+4%
3+12%+3%+6+6%
4+16%+4%+8+8%
5+20%+5%+10+10%
6+24%+6%+12+12%
7+28%+7%+14+14%
8+32%+8%+16+16%
9+36%+9%+18+18%
10+40%+10%+20+20%
Weapon Repair Max Lv. 5

↳ Requires Ore Refinement Lv. 3

You can repair damaged or broken equipment to refurbish and make it usable again. Higher levels unlock repairing equipment of a higher item level.

Lv.Max Item Level
120
240
360
480
5100+
Master Smith Max Lv. 5

↳ Requires Forge Weapon Lv. 8 and Forge Armor Lv. 8

The capstone of the forge. Makes a Blacksmith’s hands steady enough to trust with the rarest ore.

Lv.Forging ChanceUpgrade Chance
1+5%+5%
2+10%+10%
3+15%+15%
4+20%+20%
5+25%+25%

Artificer

Where Blacksmiths hammer steel, Artificers coax it into remembering spells. This path enscribes magic onto items, binds it to triggers, and crystalizes raw mana into shards other professions can build on.

graph TD
    ItemCustomization[/"Item Customization (Craftsman Tree)"/]
    ManaHarvester["Mana Harvester (1-10)"]
    ManaflowExpert["Manaflow Expert (1-5)"]
    RunicEtching["Runic Etching (1-10)"]
    MagicArtisan["Magic Artisan (1-10)"]

    ManaHarvester -->|Lv.3| ManaflowExpert
    ItemCustomization -->|Lv.3| RunicEtching
    RunicEtching -->|Lv.5| MagicArtisan

Mana Harvester Max Lv. 10

Build and operate Mana Harvesters which channel mana from the environment into raw crystals - the source of magic for many use cases.

Level 1 enables you to place a Mana Harvester

Lv.Harvesting TimeCrystal Yield
1-5%+3%
2-10%+6%
3-15%+9%
4-20%+12%
5-25%+15%
6-30%+18%
7-35%+21%
8-40%+24%
9-45%+27%
10-50%+30%
Manaflow Expert Max Lv. 5

↳ Requires Mana Harvester Lv. 3

Refine the raw and unstable mana crystals harvested by a Mana Harvester into the finest arcane raw materials used to build powerful magic artifacts.

Higher levels unlock refining higher-grade crystals.

Lv.Shatter Chance
1-4%
2-8%
3-12%
4-16%
5-20%
Runic Etching Max Lv. 10

↳ Requires Item Customization Lv. 3

Create runes from Bestia essences. These runes are imbued with the power of the Bestia and can be slotted into a weapon or piece of equipment that has been prepared with Item Customization. An attempt to convert a Bestia into an essence destroys the Bestia.

Lv.Success Chance
1+5%
2+10%
3+15%
4+20%
5+25%
6+30%
7+35%
8+40%
9+45%
10+50%
Magic Artisan Max Lv. 10

↳ Requires Runic Etching Lv. 5

Can create magic artefacts by binding sustained enchantments to an item, going well beyond what a single etched rune can hold.

Lv.Enchantment ChanceDestroy Chance on Failed Bind
1+4%-7%
2+8%-14%
3+12%-21%
4+16%-28%
5+20%-35%
6+24%-42%
7+28%-49%
8+32%-56%
9+36%-63%
10+40%-70%

Alchemist

Equal parts kitchen and laboratory. Alchemists turn raw ingredients - mundane or mana-soaked - into food, tonics and reagents nobody else can replicate twice. Some carry the first bandages they ever learned to wrap as a Novice all the way into a healer’s toolkit.

graph TD
    Herbalism["Herbalism (1-5)"]
    Alchemy["Alchemy (1-10)"]
    Transmutation["Transmutation (1-10)"]
    AlchemyMastery["Alchemy Mastery (1-5)"]
    SpeedyBrewer["Speedy Brewer (1-5)"]

    Herbalism -->|Lv.2| Alchemy
    Alchemy -->|Lv.5| Transmutation
    Alchemy -->|Lv.5| AlchemyMastery
    Alchemy -->|Lv.3| SpeedyBrewer

Herbalism Max Lv. 5

Teaches which roots, herbs and mana-touched growth are worth the harvest, and how to keep them potent until they reach the cauldron.

Lv. 1
Can collect herbs up to level 20
Lv. 2
Can collect herbs up to level 40
Lv. 3
Can collect herbs up to level 60
Lv. 4
Can collect herbs up to level 80
Lv. 5
Can collect herbs up to level 100+
Alchemy Max Lv. 10

↳ Requires Herbalism Lv. 2

The core craft of the Alchemist: brewing reagents down into potions, tonics and other consumables. Builds directly on what Herbalism teaches about picking the right ingredient.

Lv. 1
Reliably discover and craft basic potions and elixirs up to level 10. Allows you to install Alchemist Workbenches.
Lv. 2
Reliably discover and craft potions and elixirs up to level 20.
Lv. 3
Reliably discover and craft potions and elixirs up to level 30.
Lv. 4
Reliably discover and craft potions and elixirs up to level 40.
Lv. 5
Reliably discover and craft potions and elixirs up to level 50.
Lv. 6
Reliably discover and craft potions and elixirs up to level 60.
Lv. 7
Reliably discover and craft potions and elixirs up to level 70.
Lv. 8
Reliably discover and craft potions and elixirs up to level 80.
Lv. 9
Reliably discover and craft potions and elixirs up to level 90.
Lv. 10
Reliably discover and craft potions and elixirs up to level 100+.
Transmutation Max Lv. 10

↳ Requires Alchemy Lv. 5

The Alchemist’s capstone. Where Alchemy brews what nature already provides, Transmutation reshapes mundane matter itself into the rare magically-infused resources needed for strong artifact creation and weapon refinements.

Higher levels unlock transmuting higher-grade infused resources.

Lv. 1
Can transmute items up to Lv. 20. Allows you to install Transmutation Workbenches.
Lv. 2
Can transmute items up to Lv. 40.
Lv. 3
Can transmute items up to Lv. 60.
Lv. 4
Can transmute items up to Lv. 80.
Lv. 5
Can transmute items up to Lv. 100+.
Alchemy Mastery Max Lv. 5

↳ Requires Alchemy Lv. 5

Increased yield and success chance for Alchemy crafting operations.

Lv.Success ChanceYield Increase
1+10%+5%
2+20%+10%
3+30%+15%
4+40%+20%
5+50%+25%
Speedy Brewer Max Lv. 5

↳ Requires Alchemy Lv. 3

Increased brewing speed for all your alchemist tasks performed by you and your Bestia.

Lv.Alchemist Crafting Speed
1+10%
2+20%
3+30%

Survival Tree

Skills which allow the player to keep exploring the world and stay active longer far away from settlements are placed in this skill tree. Foresters live off the land, Prospectors chart what nobody has mapped yet, and Miners dig for what the land is hiding.

graph TD
    Meditation["Meditation (1-10)"]
    QuickTravel["Quick Travel (1-5)"]
    Fishing["Fishing (1-5)"]
    Cooking["Cooking (1-3)"]
    Gate{{"5+ pts in Survival Tree"}}
    Forester(("Forester"))
    Prospector(("Prospector"))
    Miner(("Miner"))

    Meditation -.-> Gate
    QuickTravel -.-> Gate
    Fishing -.-> Gate
    Cooking -.-> Gate
    Gate -.->|unlocks| Forester
    Gate -.->|unlocks| Prospector
    Gate -.->|unlocks| Miner

Quick Travel Max Lv. 5

You and your Bestia know every kind of terrain.

Lv.Movement Speed
1+3%
2+6%
3+9%
4+12%
5+15%
Meditation Max Lv. 10

Your Bestia and Master gain an increased HP and Mana regeneration rate.

Lv.HP/Mana Regeneration
1+3%
2+6%
3+9%
4+12%
5+15%
6+18%
7+21%
8+24%
9+27%
10+30%
Fishing Max Lv. 5

With this skill you are able to catch fish. Fish can be cooked and are used for food and trading.

Lv.Max Fish Level
120
240
360
480
5100+

Forester

At home wherever the trees outnumber the people. Foresters live off the land - felling timber, landing the catch of the day, and striking up a bond with Bestia most masters would call unapproachable.

graph TD
    Lumberjack["Lumberjack (1-5)"]
    Trapping["Trapping (1-5)"]
    BestiaTrapping["Bestia Trapping (1-5)"]
    ExpertTaming["Expert Taming (1-5)"]
    Beastfriend["Beastfriend (1-5)"]

    Trapping -->|Lv.3| BestiaTrapping
    ExpertTaming -->|Lv.3| Beastfriend

Lumberjack Max Lv. 5

The player is able to gather wood resources.

Level 1 allows you to install a woodworker cabin.

Lv.Gathering TimeResource Drop Chance
1-10%+20%
2-20%+40%
3-30%+60%
4-40%+80%
5-50%+100%
Trapping Max Lv. 5

Sets snares and deadfalls that keep working for the master even while they’re off doing something else, passively catching small game over time for meat and pelts on a later check-in.

Level 1 allows you to place a trap.

Lv.Catch Chance
1+6%
2+12%
3+18%
4+24%
5+30%
Bestia Trapping Max Lv. 5

↳ Requires Trapping Lv. 3

Special traps and lures empowered with mana dust to catch Bestia.

Level 1 allows you to place a special Bestia trap.

Lv.Catch Chance
1+6%
2+12%
3+18%
4+24%
5+30%
Expert Taming Max Lv. 5

Bestia under your control gain faster experience and require less food to maintain their stamina out in the open.

Lv.EXP GainStamina Loss
1+5%-2%
2+10%-4%
3+15%-6%
4+20%-8%
5+25%-10%
Beastfriend Max Lv. 5

↳ Requires Expert Taming Lv. 3

Detailed knowledge of the Bestia and their behavior makes it easier for you to tame and catch them. Also increases the success chance for Bestia Trapping.

Lv.Tame Chance
1+5%
2+10%
3+15%
4+20%
5+25%

Prospector

Half surveyor, half treasure hunter. Prospectors chart unclaimed land, feel out resources long before anyone else arrives, and travel heavier and further than sense would recommend.

graph TD
    MaximizeCarryCapacity["Maximize Carry Capacity (1-5)"]
    EnlargeWeightLimit["Enlarge Weight Limit (1-5)"]
    Cartography["Cartography (1-5)"]
    WildernessSurvival["Wilderness Survival (1-5)"]
    WeatherSense["Weather Sense (1-3)"]

    MaximizeCarryCapacity -->|Lv.3| EnlargeWeightLimit
    EnlargeWeightLimit -->|Lv.3| WildernessSurvival
    WeatherSense -->|Lv.1| Cartography

Maximize Carry Capacity Max Lv. 5

Raises the carrying capacity of your own Master.

Lv.Weight Limit
1+10%
2+20%
3+30%
4+40%
5+50%
Enlarge Weight Limit Max Lv. 5

↳ Requires Maximize Carry Capacity Lv. 3

Raises the carrying capacity of every Bestia under your control.

Lv.Weight Limit
1+10%
2+20%
3+30%
4+40%
5+50%
Wilderness Survival Max Lv. 5

↳ Requires Enlarge Weight Limit Lv. 3

Hardens the master and their Bestia against travel through hostile terrain, far from the comfort of a settlement. Reduces the stamina drain caused by hostile terrain and raises tolerance against extreme temperatures.

Lv.Stamina Drain (hostile terrain)Temperature Tolerance
1-10%+5%
2-20%+10%
3-30%+15%
4-40%+20%
5-50%+25%
Weather Sense Max Lv. 3

An instinct for reading the sky and wind well before a storm ever arrives, letting the Prospector plan a route or a dig around what’s coming.

Level 1 shows you the current wind direction and speed.

Lv.Forecast Range
15 min
210 min
315 min
Cartography Max Lv. 5

↳ Requires Weather Sense Lv. 1

Enables the player to chart unexplored land, revealing terrain that can be shared, traded on, or built on. See World Exploration for how the surveying minigame plays out.

Each level reduces the difficulty of surveying unexplored land.

Miner

If it’s buried, a Miner will find a way to it. Equal parts pickaxe and stubbornness, this path turns raw earth - literally - into opportunity.

graph TD
    Mining(["Mining (1-5)"])
    GemCutting["Gem Cutting (1-5)"]
    CaveExplorer["Cave Explorer (1-5)"]
    ResourceSonar{{"Resource Sonar (1-3)"}}

    Mining -->|Lv.3| GemCutting
    Mining -->|Lv.3| CaveExplorer
    CaveExplorer -->|Lv.3| ResourceSonar

Mining Max Lv. 5

Specialized in digging mine shafts and gathering mineral resources.

Level 1 enables you to place a mining shaft.

Lv.Mining TimeMax Resource Level
1-10%20
2-20%40
3-30%60
4-40%80
5-50%100+
Gem Cutting Max Lv. 5

↳ Requires Mining Lv. 3

Turns the rough gemstones a Miner digs up into cut stones fit for an Artificer’s socket or a Trader’s scale. Can cut raw gems recovered from mining into faceted gemstones, increasing their value and unlocking their use in socketed equipment.

Higher levels unlock cutting higher-grade gems.

Lv.Shatter Chance
1-8%
2-16%
3-24%
4-32%
5-40%
Cave Explorer Max Lv. 5

↳ Requires Mining Lv. 3

Lets a Miner push shafts deeper than good sense would recommend, into ground that pays off precisely because nobody else risks it. Grants access to deeper, more dangerous mine shafts holding rarer ore veins and the odd buried structure.

Lv.Bonus Resources
1+10%
2+20%
3+30%
4+40%
5+50%
Resource Sonar Max Lv. 3

↳ Requires Cave Explorer Lv. 3

The Miner’s capstone: a feel for what’s underfoot precise enough to map a shaft before the first swing of the pick.

Can sense ore and gem deposits through solid rock.

Lv.Sense Range
15m
210m
315m

Scholar Tree

The Scholar tree contains skills which help with sensing the world’s events and performing rituals to shape the face of the Bestia world itself. Traders keep the gears of commerce turning while Sages chase magic to its source - enscribing, discovering, and eventually bending distance itself.

graph TD
    MagicSense(["Magic Sense (1-5)"])
    Observation(["Observation (1-5)"])
    Founder(["Founder (1)"])
    Ruwach["Ruwach (1-3)"]
    Gate{{"5+ pts in Scholar Tree"}}
    Priest(("Priest"))
    Trader(("Trader"))
    Sage(("Sage"))

    MagicSense -->|Lv.2| Ruwach
    MagicSense -.-> Gate
    Observation -.-> Gate
    Founder -.-> Gate
    Ruwach -.-> Gate
    Gate -.->|unlocks| Priest
    Gate -.->|unlocks| Trader
    Gate -.->|unlocks| Sage

Detect Magic Max Lv. 5

User can detect the presence of magic nearby. It can also identify a magical spell which might be bound to an entity.

Sense Max Lv. 1

Cast on a monster to read what mana and instinct alone can tell about it.

Reveals the monster status values, element, HP and Mana.
Observation Max Lv. 5

You can detect the direction and distance of nearby world events like mana rifts which open, spawned bosses or other world changing events. Level 1 let you place an observatory.

Lv.Detection Distance
11km
22km
33km
44km
55km
Founder Max Lv. 1

Allows you to create a settlement by placing a city sign.

Ruwach Max Lv. 3

↳ Requires Magic Sense Lv. 2

A pulse of second sight that peels back concealment - hidden traps, camouflaged Hunters and cloaked Assassins stand out for what they are, and counterfeit goods stop passing as genuine. Useful to any Scholar, whether they’re scrying old ruins, appraising a shady deal, or walking a party into an ambush.

Higher levels shorten how long a concealed target needs to hold still before being revealed.

Lv.Detection Range
1+3m
2+6m
3+9m

Priest

Priests channel mana into blessings that keep a party alive - restoring health, lifting curses, and bolstering the vitality of Bestia out in the field.

graph TD
    MagicSense[/"Magic Sense (Scholar Tree)"/]

    subgraph Foundations
        Heal(["Heal (1-10)"])
    end

    subgraph "Utility Rites"
        Suffragium["Suffragium (1-3)"]
        Gloria["Gloria (1-3)"]
    end

    subgraph "Cleansing & Wards"
        Cure["Cure (1)"]
        AquaBenedicta["Aqua Benedicta (1)"]
        StatusRecovery["Status Recovery (1)"]
        Aspersio["Aspersio (1-3)"]
    end

    subgraph Blessings
        Blessing["Blessing (1-10)"]
        IncreaseAGI(["Increase AGI (1-5)"])
        DecreaseAGI["Decrease AGI (1-3)"]
        KyrieEleison(["Kyrie Eleison (1-3)"])
        ImpositioManus["Impositio Manus (1-3)"]
        Pneuma["Pneuma (1-3)"]
        Magnificat["Magnificat (1-3)"]
    end

    subgraph "Holy Offense"
        SignumCrucis["Signum Crucis (1-3)"]
        HolyLight["Holy Light (1-5)"]
        DemonBane["Demon Bane (1-3)"]
        DivineProtection["Divine Protection (1-3)"]
        TurnUndead["Turn Undead (1-5)"]
        LexAeterna["Lex Aeterna (1)"]
        MagnusExorcismus{{"Magnus Exorcismus (1-3)"}}
    end

    subgraph Ultimate
        Sanctuary{{"Sanctuary (1-3)"}}
        Resurrection{{"Resurrection (1)"}}
    end

    MagicSense -->|Lv.2| Gloria
    MagicSense -->|Lv.2| Suffragium

    Heal -->|Lv.2| Cure
    Heal -->|Lv.3| Blessing
    Heal -->|Lv.8| Resurrection

    Cure -->|Lv.1| AquaBenedicta
    Cure -->|Lv.1| StatusRecovery
    StatusRecovery -->|Lv.2| Resurrection
    AquaBenedicta -->|Lv.2| Aspersio
    MaceMastery -->|Lv.2| Aspersio

    IncreaseAGI -->|Lv.2| DecreaseAGI

    Blessing -->|Lv.3| ImpositioManus
    Blessing -->|Lv.3| Magnificat
    KyrieEleison -->|Lv.2| Pneuma
    KyrieEleison -->|Lv.3| Magnificat

    SignumCrucis -->|Lv.2| HolyLight
    SignumCrucis -->|Lv.2| DemonBane
    SignumCrucis -->|Lv.2| DivineProtection
    HolyLight -->|Lv.3| LexAeterna
    HolyLight -->|Lv.3| TurnUndead
    HolyLight -->|Lv.5| MagnusExorcismus
    DemonBane -->|Lv.3| TurnUndead
    TurnUndead -->|Lv.3| MagnusExorcismus

    Magnificat -->|Lv.3| Sanctuary
    Pneuma -->|Lv.2| Sanctuary

Heal Max Lv. 10

Channels mana directly into a target’s wounds, restoring HP in an instant. The Priest’s bread and butter - simple, reliable, and the first rite every Priest learns.

Heals a target’s HP for [(BaseLV+INT)/8]*(4+8*SkillLV). When used against Undead property monsters, it is a holy attack that ignores MDEF and INT, but deals only half damage

(that is, HealValue*ElementModifier/2). To use against a monster, you must shift-click it or turn on /noshift.

Lv.Mana Cost
113
216
319
422
525
628
731
834
937
1040
Suffragium Max Lv. 3

↳ Requires Magic Sense Lv. 2

A murmured rite that lightens the burden of spellcasting for a short while - a Sage burning through scrolls, a Priest chaining blessings and a Trader rushing a linking ritual all feel the difference equally.

Applies to the next spell cast by the target ally within 30s.

Lv.Cast Time Reduction
1-10%
2-20%
3-30%
Gloria Max Lv. 3

↳ Requires Magic Sense Lv. 2

A quiet benediction that nudges fortune to smile a little wider on the caster and their party for a short while - stalls turn up better goods, dice favor the bold, and the elusive becomes that much easier to spot.

Lv.WILL BonusDuration
1+530s
2+1060s
3+1590s
Cure Max Lv. 1

↳ Requires Heal Lv. 2

Lifts the fog of Silence, Blindness and Confusion from a target’s mind with a touch.

Aqua Benedicta Max Lv. 1

↳ Requires Cure Lv. 1

The rite of blessing plain water into Holy Water. User must be standing in water, consuming an Empty Bottle in the process. Holy Water is the reagent behind Aspersio and several higher rites.

Blessing Max Lv. 10

↳ Requires Heal Lv. 3

A benediction that steadies body and mind, raising a party’s core stats for a short while.

Lv.STR/INT/DEXDuration
1+180s
2+2100s
3+3120s
4+4140s
5+5160s
6+6180s
7+7200s
8+8220s
9+9240s
10+10260s
Increase AGI Max Lv. 5

Lightens a target’s limbs with borrowed haste, quickening step and swing alike.

Grants a flat +15% Movement Speed at any level, plus:

Lv.AGIASPDDuration
1+4+1%80s
2+5+2%100s
3+6+3%120s
4+7+4%140s
5+8+5%160s
Decrease AGI Max Lv. 3

↳ Requires Increase AGI Lv. 2

The same rite turned inward out - a mote of leaden mana that slows an enemy’s step and swing instead of quickening it.

Lv.Movement/Attack Speed
1-4%
2-8%
3-12%
Kyrie Eleison Max Lv. 3

A shimmering ward of mana that stands between a target and harm, soaking up a number of hits before it gives out.

Lv.Hits AbsorbedDamage Absorbed per Hit
11+10% of HP
22+20% of HP
33+30% of HP
Pneuma Max Lv. 3

↳ Requires Kyrie Eleison Lv. 2

Lays a veil of still air over a patch of ground; anything standing in it becomes untouchable by arrows, bolts and thrown weapons, though a blade still finds its mark.

Higher levels extend how long the veil holds.

Lv.Radius
1+1m
2+2m
3+3m
Holy Light Max Lv. 5

↳ Requires Signum Crucis Lv. 2

Condenses raw holy mana into a single searing beam - the Priest’s answer to needing to deal damage rather than mend it.

Lv.MATK
1+10%
2+20%
3+30%
4+40%
5+50%
Demon Bane Max Lv. 3

↳ Requires Signum Crucis Lv. 2

Years spent studying the weak points of the unholy pay off passively - every strike against a demon or undead lands that much harder.

Lv.Damage vs Demon/Undead
1+4%
2+8%
3+12%
Divine Protection Max Lv. 3

↳ Requires Signum Crucis Lv. 2

The defensive twin of Demon Bane - a standing ward that dulls what comes back the other way from anything unholy.

Lv.Damage Taken from Demon/Undead
1-5%
2-10%
3-15%
Impositio Manus Max Lv. 3

↳ Requires Blessing Lv. 3

The laying on of hands, channeling raw striking power into a single ally rather than the whole party.

Lv.ATK and MATK
1+5
2+10
3+15
Status Recovery Max Lv. 1

↳ Requires Cure Lv. 1

Where Cure lifts the fog from a mind, Status Recovery breaks the ice, stone and cramp from a body - lifting Stun, Freeze and Stone Curse in a single rite.

Aspersio Max Lv. 3

↳ Requires Aqua Benedicta Lv. 2 and Mace Mastery Lv. 2

Anoints a weapon with Holy Water, temporarily imbuing its strikes with the holy element. Consumes a unit of Holy Water per cast.

Higher levels extend the duration and allow higher-grade Holy Water to be used for a stronger imbue
Turn Undead Max Lv. 5

↳ Requires Demon Bane Lv. 3 and Holy Light Lv. 3

A focused holy strike aimed squarely at what should not be moving. Deals heavy damage to undead-type enemies, with a chance to unmake weaker ones outright.

Higher levels raise the chance of an instant kill against sufficiently weak undead.

Lv.Damage vs Undead
1+8%
2+16%
3+24%
4+32%
5+40%
Lex Aeterna Max Lv. 1

↳ Requires Holy Light Lv. 3

Marks a single target so that the very next hit it takes lands twice as hard. The mark breaks the instant it’s used, on friend or foe alike.

Magnificat Max Lv. 3

↳ Requires Kyrie Eleison Lv. 3 and Blessing Lv. 3

A hymn of thanksgiving that quickens the natural recovery of everyone within earshot.

Lv.HP/Mana Regeneration
1+10%
2+20%
3+30%
Magnus Exorcismus Max Lv. 3

↳ Requires Turn Undead Lv. 3 and Holy Light Lv. 5

The Priest’s offensive capstone: a pillar of holy mana erupts around the caster, searing everything caught in it and the undead and demonic worst of all.

Lv.MATKBonus Damage vs Demon/Undead
1+15%+10%
2+30%+20%
3+45%+30%
Sanctuary Max Lv. 3

↳ Requires Magnificat Lv. 3 and Pneuma Lv. 2

Consecrates a patch of ground into holy ground: allies standing in it are steadily mended, while any undead or demon caught inside burns instead.

Deals equivalent holy damage per tick to undead and demon-type enemies standing within.

Lv.Max HP Healed per Tick
1+5%
2+10%
3+15%
Resurrection Max Lv. 1

↳ Requires Heal Lv. 8 and Status Recovery Lv. 2

The rite few Priests ever get to cast and fewer still get to cast twice in a row on the same ally - channels enough mana to call a fallen Bestia or Master back over the threshold, returning them to the world with a portion of their HP restored. Long cooldown; can not be used on the caster.

Trader

Coin has its own kind of magic. Traders read markets instead of mana flows, linking auction houses together, minting the coin everyone else trades in, and looking out for goods that might otherwise walk off on their own.

graph TD
    Appraisal(["Appraisal (1-5)"])
    Scavenger(["Scavenger (1-10)"])
    TradePostOwner(["Trade Post Owner (1-5)"])
    Minting["Minting (1-5)"]
    TradeAgreement["Trade Agreement (1-5)"]
    HonorableCitizen{{"Honorable Citizen (1-5)"}}

    Appraisal -->|Lv.5| Minting
    Scavenger -->|Lv.3| Minting

    TradePostOwner -->|Lv.3| TradeAgreement

    Minting -->|Lv.2| HonorableCitizen
    TradeAgreement -->|Lv.1| HonorableCitizen

Appraisal Max Lv. 5

Trains an eye for what goods are actually worth, cutting through both a merchant’s markup and a forger’s polish. Reveals an item’s true condition and quality before it’s bought or sold, and can flag counterfeit or mislabeled goods.

You can identify an item.

Lv.Item Level Identified
120
240
360
480
5100
Scavenger Max Lv. 10

When breaking up and recycling items the probability to recycle a higher amount of components is increased.

Lv.Recycle Chance
1+5%
2+10%
3+15%
4+20%
5+25%
6+30%
7+35%
8+40%
9+45%
10+50%
Minting Max Lv. 5

↳ Requires Appraisal Lv. 5, Scavenger Lv. 3

The final step between a fistful of raw gold and coin that actually spends. Allows the master to mint raw gold directly into gold coins. See Currency for how the world’s money supply is minted from mined gold.

Lv.Mint Yield
1+10%
2+20%
3+30%
4+40%
5+50%
Trade Post Owner Max Lv. 5

Allows you to build trading posts which can be used by other citizen to buy and sell items. Only a single trading post can be located inside a settlement.

Lv.Trading PostsMax Fee
11+5%
22+10%
33+15%
44+20%
55+25%
Trade Agreement Max Lv. 5

↳ Requires Trade Post Owner Lv. 3

Allows the master to link his auction house with those of other consenting players, merging their listings into a single, wider marketplace.

To get linked from other players at least level 1 in this skill is required.

Lv.Linked Players
11
22
33
44
55
Honorable Citizen Max Lv. 5

↳ Requires Minting Lv. 2 and Trade Agreement Lv. 1

A quiet ledger of who’s been caught with sticky fingers. Anyone caught stealing from this Trader’s stock, mint or linked auction listings suffers a steeper honor penalty than they otherwise would.

Lv.Honor Penalty for Robbers
1+20%
2+40%
3+60%
4+80%
5+100%

Sage

Books, wards and long nights spent staring into scrying bowls. Sages study magic itself - discovering it, enscribing it, binding it, and eventually learning to fold distance in on itself with teleportation and portals.

graph TD
    SpellTraining(["Spell Training (1-10)"])
    FreeCast(["Free Cast (1-5)"])
    Scry["Scry (1-5)"]
    Dispell["Dispell (1-5)"]
    SpellEnscription["Spell Enscription (1-10)"]
    SpellBinding["Spell Binding (1-10)"]
    Teleport["Teleport (1-2)"]
    WarpPortal["Warp Portal (1-10)"]
    MagicRod["Magic Rod (1-3)"]
    ManaDrain["Mana Drain (1-3)"]
    ManaSwap["Mana Swap (1-3)"]
    LandProtector["Land Protector (1-3)"]
    EndowFire["Endow Fire (1-3)"]
    EndowIce["Endow Ice (1-3)"]
    EndowWind["Endow Wind (1-3)"]
    EndowEarth["Endow Earth (1-3)"]
    WeatherControl["Weather Control (1-3)"]

    SpellTraining -->|Lv.2| Scry
    SpellTraining -->|Lv.2| Dispell
    SpellTraining -->|Lv.3| SpellEnscription
    SpellEnscription -->|Lv.3| SpellBinding
    SpellBinding -->|Lv.3| Teleport
    Teleport -->|Lv.1| WarpPortal

    Dispell -->|Lv.2| MagicRod
    MagicRod -->|Lv.1| ManaDrain
    ManaDrain -->|Lv.2| ManaSwap
    MagicRod -->|Lv.2| LandProtector

    FreeCast -->|Lv.2| EndowFire
    FreeCast -->|Lv.2| EndowIce
    FreeCast -->|Lv.2| EndowWind
    FreeCast -->|Lv.2| EndowEarth
    EndowWind -->|Lv.3| WeatherControl

Spell Training Max Lv. 10

Train a spell from a scroll to a Bestia. The scroll will be consumed in this process. The success chance depends on the level of the scroll.

Free Cast Max Lv. 5

Trains a Sage to keep moving through an incantation instead of rooting to the spot. Raises how much movement speed is kept while a spell is being cast and lowers the chance an incoming hit breaks concentration.

Lv.Movement Speed While CastingInterrupt Resistance
120%+10%
240%+20%
360%+30%
480%+40%
5100%+50%
Scry Max Lv. 5

↳ Requires Spell Training Lv. 2

The caster can gather information about areas located far away from his position. This is also a helpful spell to detect possible resources in areas which might be worth exploring.

Dispell Max Lv. 5

↳ Requires Spell Training Lv. 2

Cancels all magical effects on a target. Success chance is based on skill level and the target’s MDEF, with a base chance of (50 + 10 * SkillLv)%. Requires 1 Yellow Mana Crystal per cast.

Lv.Base Success Chance
160%
270%
380%
490%
5100%
Magic Rod Max Lv. 3

↳ Requires Dispell Lv. 2

A reactive ward raised at a gesture. The next single-target spell to strike the caster is caught and unravelled instead of landing, its energy siphoned back as mana. Area spells wash straight over it - only single-target magic is caught.

Catches a single incoming spell while the ward holds.

Lv.Mana Recovered (of spell cost)Ward Duration
150%10s
275%15s
3100%20s
Mana Drain Max Lv. 3

↳ Requires Magic Rod Lv. 1

Opens a slow siphon on the mana of everything hostile standing too close, pulling it steadily into the Sage’s own reserves for a short while. Cooldown is 15s.

Lv.RangeMana Drained per SecondDuration
12m1%10s
24m2%20s
36m3%30s
Mana Swap Max Lv. 3

↳ Requires Mana Drain Lv. 2

A gamble of a rite that trades the caster’s own pool of mana for the target’s, wholesale. Higher skill makes the exchange more likely to take hold.

Lv.Swap Success Chance
133%
266%
3100%
Land Protector Max Lv. 3

↳ Requires Magic Rod Lv. 2

Consecrates a patch of ground against hostile magic. While it holds, no area-of-effect or ground-targeted spell can take root inside its bounds - friend’s and foe’s alike.

Lv.RadiusDuration
13m15s
24m25s
35m35s
Spell Enscription Max Lv. 10

↳ Requires Spell Training Lv. 3

Enables you to extract a spell from the memory of a Bestia onto a spell scroll, which can then either trigger the spell once or teach it to another Bestia. However, there is a chance that the mind of a Bestia is destroyed during the extraction, killing the Bestia in the process.

The base success chance depends on the level of the attack being enscribed and is further modified by skill level, equipment and intelligence (INT / 2 + WIL / 4):

Attack LevelBase Success
1–2080%
21–4070%
41–6060%
61–8050%
81–9010%
91–100-20%
101+-40%

A negative base means the extraction is impossible on raw talent alone and only becomes viable with strong bonuses from intelligence, skill level and equipment.

Spell Binding Max Lv. 10

↳ Requires Spell Enscription Lv. 3

Allows the user to bind certain spells to entities and create trigger for them. This can be used to permanently bind spells to artifacts or setup alarms or traps for example.

Teleport Max Lv. 2

↳ Requires Spell Binding Lv. 3

Can teleport own bestias over a distance. To teleport somewhere one needs to setup Teleport Runes which form some kind of magical anchor - the same kind of anchor a Spell Binder learns to set for alarms and traps. They can be used as targets when trying to teleport. The teleportation gets harder and more error prone the longer distances are tried to travel. The teleported entity also gets a debuff which will prevent it from teleporting again for some time.

LevelBase Success
1Teleport to a random spot within 150m
2Teleport back to spawn point
Warp Portal Max Lv. 10

↳ Requires Teleport Lv. 1

The Sage’s capstone. Where Teleport moves one anchor’s worth of travelers once, a Portal tears a standing hole between two anchors that anyone can walk through. To teleport somewhere one needs to setup Portal Runes which form some kind of magical anchor. As soon as a portal has opened it can be used in both directions for some time.

Lv.Simultaneous Users
11
22
33
44
55
66
77
88
99
1010
Endow Fire Max Lv. 3

↳ Requires Free Cast Lv. 2

Temporarily infuses an ally’s weapon with the fire element, so its strikes burn as well as bite. Consumes a Blue Mana Crystal to carry the charge.

Lv.DurationBonus Fire Damage
160s+5%
2120s+10%
3180s+15%
Endow Ice Max Lv. 3

↳ Requires Free Cast Lv. 2

Temporarily infuses an ally’s weapon with the water element, wreathing each strike in biting cold. Consumes a Blue Mana Crystal to carry the charge.

Lv.DurationBonus Water Damage
160s+5%
2120s+10%
3180s+15%
Endow Wind Max Lv. 3

↳ Requires Free Cast Lv. 2

Temporarily infuses an ally’s weapon with the wind element, so its strikes crack like lightning. Consumes a Blue Mana Crystal to carry the charge.

Lv.DurationBonus Wind Damage
160s+5%
2120s+10%
3180s+15%
Endow Earth Max Lv. 3

↳ Requires Free Cast Lv. 2

Temporarily infuses an ally’s weapon with the earth element, so its strikes land with the weight of stone. Consumes a Blue Mana Crystal to carry the charge.

Lv.DurationBonus Earth Damage
160s+5%
2120s+10%
3180s+15%
Weather Control Max Lv. 3

↳ Requires Endow Wind Lv. 3

The Sage’s command of the elements grown wide enough to lean on the sky itself. Calls a chosen weather front - rain, gale or heat - over a large area for a time, strengthening spells and endowments of the matching element for everyone beneath it while dampening its opposite. Where a Prospector’s Weather Sense only reads the sky, a Sage bends it.

Lv.AreaDurationMatching-Element Boost
115m60s+10%
230m120s+20%
345m180s+30%

Warrior Tree

Where the other trees build, gather and study, the Warrior tree is built to fight. Wizards burn the battlefield down with elemental and arcane fury, Brawlers shrug off punishment nobody should be able to shrug off, Hunters strike up a bond with wild Bestia most people just run from, Assassins vanish before the first drop of blood even hits the ground, Knights plant themselves between danger and everyone else, and Bards and Dancers turn a battlefield into something worth listening to.

Endure Max Lv. 1

HP and Mana regeneration is not stopped during combat.

Iron Skin Max Lv. 5

The physical counterpart to a Wizard’s Magic Armor: hide toughened by nothing more than sheer stubbornness. Reduces incoming physical damage. Unlike Magic Armor this costs no mana, but the reduction is more modest.

Lv.Physical Damage Reduction
1-2%
2-4%
3-6%
4-8%
5-10%
Magic Armor Max Lv. 5

Reduces damage of magical effects but each hit costs 0.2% percent of the max mana of the owner. When the mana drops below 10% the buff is cancelled.

Lv.Damage Reduction
1-2%
2-4%
3-6%
4-8%
5-10%

Wizard

Fire, water, wind, earth, and the deeper currents of holy and dark magic - Wizards bend all of it into a weapon, at the cost of the armor most masters would rather keep.

graph TD
    MagicArmor[/"Magic Armor (Warrior Tree)"/]

    subgraph Foundations
        ElementalMastery(["Elemental Mastery (1-5)"])
        SpiritualMastery(["Spiritual Mastery (1-5)"])
        FireBolt(["Fire Bolt (1-10)"])
        IceBolt(["Ice Bolt (1-10)"])
        ThunderBolt(["Thunder Bolt (1-10)"])
        EarthSpike(["Earth Spike (1-10)"])
    end

    subgraph "Elemental Amplification"
        MasterOfFire["Master of Fire (1-5)"]
        MasterOfWater["Master of Water (1-5)"]
        MasterOfWind["Master of Wind (1-5)"]
        MasterOfEarth["Master of Earth (1-5)"]
    end

    subgraph "Wards & Hexes"
        SafetyWall["Safety Wall (1-10)"]
        EnergyCoat["Energy Coat (1)"]
        StoneCurse["Stone Curse (1-5)"]
        SuppressMagic["Suppress Magic (1-5)"]
        SuppressAura["Suppress Aura (1-3)"]
    end

    subgraph "Storm & Field Magic"
        FireWall["Fire Wall (1-5)"]
        MeteorStorm["Meteor Storm (1-5)"]
        SturmGust["Sturm Gust (1-5)"]
        WaterBall["Water Ball (1-5)"]
        FrostNova["Frost Nova (1-5)"]
        Quagmire["Quagmire (1-5)"]
        ThunderStorm["Thunder Storm (1-5)"]
        Earthquake["Earthquake (1-5)"]
    end

    subgraph "Arcane Ordnance"
        FrostOrb["Frost Orb (1-5)"]
        SoulBreak["Soul Break (1-5)"]
        ThunderOfJupiter["Thunder of Jupiter (1-5)"]
    end

    Mindbreak{{"Mindbreak (1-5)"}}

    ElementalMastery -->|Lv.2| MasterOfFire
    ElementalMastery -->|Lv.2| MasterOfWater
    ElementalMastery -->|Lv.2| MasterOfWind
    ElementalMastery -->|Lv.2| MasterOfEarth
    FireBolt -->|Lv.3| MasterOfFire
    IceBolt -->|Lv.3| MasterOfWater
    ThunderBolt -->|Lv.3| MasterOfWind
    EarthSpike -->|Lv.3| MasterOfEarth

    MasterOfFire -->|Lv.2| FireWall
    MasterOfFire -->|Lv.3| MeteorStorm
    MasterOfWater -->|Lv.3| WaterBall
    MasterOfWater -->|Lv.3| SturmGust
    MasterOfWater -->|Lv.4| FrostNova
    MasterOfWind -->|Lv.2| Quagmire
    MasterOfWind -->|Lv.3| ThunderStorm
    MasterOfEarth -->|Lv.3| Earthquake

    SafetyWall -->|Lv.3| StoneCurse
    SafetyWall -->|Lv.5| EnergyCoat
    StoneCurse -->|Lv.2| SuppressMagic
    SuppressMagic -->|Lv.2| SuppressAura

    FrostNova -->|Lv.2| FrostOrb
    ElementalMastery -->|Lv.4| SoulBreak
    SpiritualMastery -->|Lv.2| SoulBreak
    ThunderStorm -->|Lv.3| ThunderOfJupiter
    MasterOfWind -->|Lv.5| ThunderOfJupiter

    ElementalMastery -->|Lv.3| Mindbreak
    SpiritualMastery -->|Lv.3| Mindbreak

Elemental Mastery Max Lv. 5

Increases damage or healing of spells with elemental (earth, wind, water, fire) domain.

Lv.Damage/Healing
1+3%
2+6%
3+9%
4+12%
5+15%
Spiritual Mastery Max Lv. 5

Increases damage or healing of spells with the Holy or Dark domain.

Lv.Damage/Healing
1+5%
2+10%
3+15%
4+20%
5+25%
Fire Bolt Max Lv. 10

A quick bolt of flame hurled at a single target. The first spell most Wizards ever learn, and the one they cast the most often.

Lv.MATKCast Time
1+10%-0.1s
2+20%-0.2s
3+30%-0.3s
4+40%-0.4s
5+50%-0.5s
6+60%-0.6s
7+70%-0.7s
8+80%-0.8s
9+90%-0.9s
10+100%-1.0s
Ice Bolt Max Lv. 10

A shard of hardened cold flung at a single target - the water-elemental counterpart to Fire Bolt.

Lv.MATKCast Time
1+10%-0.1s
2+20%-0.2s
3+30%-0.3s
4+40%-0.4s
5+50%-0.5s
6+60%-0.6s
7+70%-0.7s
8+80%-0.8s
9+90%-0.9s
10+100%-1.0s
Thunder Bolt Max Lv. 10

A crack of lightning called down onto a single target - the wind-elemental counterpart to Fire Bolt.

Lv.MATKCast Time
1+10%-0.1s
2+20%-0.2s
3+30%-0.3s
4+40%-0.4s
5+50%-0.5s
6+60%-0.6s
7+70%-0.7s
8+80%-0.8s
9+90%-0.9s
10+100%-1.0s
Earth Spike Max Lv. 10

A jagged spar of stone erupts beneath a single target - the earth-elemental counterpart to Fire Bolt.

Lv.MATKCast Time
1+10%-0.1s
2+20%-0.2s
3+30%-0.3s
4+40%-0.4s
5+50%-0.5s
6+60%-0.6s
7+70%-0.7s
8+80%-0.8s
9+90%-0.9s
10+100%-1.0s
Safety Wall Max Lv. 10

Conjures a shimmering barrier of solidified mana in front of a target. It blocks incoming physical projectiles and melee strikes until it has absorbed enough hits or its duration runs out.

Lv.Hits AbsorbedDuration
1120s
2224s
3328s
4432s
5536s
6640s
7744s
8848s
9952s
101056s
Energy Coat Max Lv. 1

↳ Requires Safety Wall Lv. 5

Where Safety Wall turns aside physical blows, Energy Coat turns aside all of them - trading a slice of mana for every hit absorbed instead of flesh. Reduces incoming physical and magical damage by -15%, converting the absorbed damage into a 5% max-mana cost per hit instead. Like Magic Armor, the buff cancels once mana drops below 10%.

Stone Curse Max Lv. 5

↳ Requires Safety Wall Lv. 3

Encases a target in solid stone, petrifying them where they stand. Requires 1 Red Mana Crystal per cast.

Lv.Petrify ChanceDuration
120%5s
230%8s
340%11s
450%14s
560%17s
Suppress Magic Max Lv. 5

↳ Requires Stone Curse Lv. 2

A ward of counter-mana thrown over a target mid-incantation, interrupting whatever spell they were weaving and leaving their casting muddled for a short time after.

Lv.Interrupt ChanceSilence Duration
120%3s
230%4s
340%5s
450%6s
560%7s
Suppress Aura Max Lv. 3

↳ Requires Suppress Magic Lv. 2

Cast on an object, Bestia or Master to mute the mana clinging to it, making it invisible towards magic detection - wards, Magic Sense, and similar scrying senses.

Lv.Mana Suppression
140%
270%
3100%
Fire Wall Max Lv. 5

↳ Requires Master of Fire Lv. 2

Conjures a wall of roaring flame across a line of tiles. Anything that tries to push through is burned and shoved back the way it came.

Lv.MATK (per tick)Knockback
1+10%1 tile
2+20%1 tile
3+30%2 tiles
4+40%2 tiles
5+50%3 tiles
Meteor Storm Max Lv. 5

↳ Requires Master of Fire Lv. 3

Calls down a rain of blazing meteors onto an area, scorching everything caught beneath it over and over as it falls.

Lv.MATK (per meteor)Meteor Count
1+10%3
2+20%4
3+30%5
4+40%6
5+50%7
Sturm Gust Max Lv. 5

↳ Requires Master of Water Lv. 3

A freezing gale that batters an area with repeated waves of ice, each one carrying a chance to freeze anything caught in the flurry solid.

Lv.MATK (per tick)Freeze Chance (per tick)
1+8%5%
2+16%10%
3+24%15%
4+32%20%
5+40%25%
Water Ball Max Lv. 5

↳ Requires Master of Water Lv. 3

Gathers the water in a 5x5 area around the caster into a single crashing orb hurled at a target. The caster must be standing in water for the spell to draw from, and it strikes once for every water tile it manages to pull from around them - up to 25 hits at once.

Lv.Hits per Cast
15
210
315
420
525
Frost Nova Max Lv. 5

↳ Requires Master of Water Lv. 4

A burst of subzero cold erupts outward from the caster, freezing anything caught too close.

Lv.RadiusFreeze Chance
12m15%
23m25%
34m35%
45m45%
56m55%
Quagmire Max Lv. 5

↳ Requires Master of Wind Lv. 2

Turns the ground in an area into thick, clinging mud. Any AGI-increasing buff on someone caught in it is stripped away, and their own AGI and DEX are dragged down for as long as they remain inside.

Regardless of level, the reduction is capped at -25% against other Bestia Masters and -50% against wild Bestia and monsters.

Lv.AGI/DEX Reduction (uncapped)
1-10%
2-20%
3-30%
4-40%
5-50%
Thunder Storm Max Lv. 5

↳ Requires Master of Wind Lv. 3

Wind churns into a raging storm overhead, calling down lightning bolts across the whole area at random.

Lv.MATK (per strike)Strike Count
1+10%3
2+20%4
3+30%5
4+40%6
5+50%7
Earthquake Max Lv. 5

↳ Requires Master of Earth Lv. 3

Splits the ground in a wide radius around the caster, the shockwave dealing repeated damage to everything caught standing on it.

Lv.MATK (per tick)Radius
1+10%2m
2+20%3m
3+30%4m
4+40%5m
5+50%6m
Frost Orb Max Lv. 5

↳ Requires Frost Nova Lv. 2

A dense orb of packed ice hurled at a single target, hitting hard and near-guaranteed to leave them frozen solid.

Lv.MATKFreeze Chance
1+15%30%
2+30%40%
3+45%50%
4+60%60%
5+75%70%
Soul Break Max Lv. 5

↳ Requires Elemental Mastery Lv. 4 and Spiritual Mastery Lv. 2

Tears into a target with raw, undirected mana that ignores elemental resistance, ripping away a portion of their own mana in the process.

Lv.MATKTarget Mana Drained
1+20%5%
2+40%10%
3+60%15%
4+80%20%
5+100%25%
Thunder of Jupiter Max Lv. 5

↳ Requires Thunder Storm Lv. 3 and Master of Wind Lv. 5

The Wizard’s answer to a single stubborn target: a column of lightning that strikes over and over, once for every level of mastery behind it.

Lv.Hits per CastMATK (per hit)
11+20%
22+20%
33+20%
44+20%
55+20%
Mindbreak Max Lv. 5

↳ Requires Elemental Mastery Lv. 3 or Spiritual Mastery Lv. 3

The Wizard’s capstone: a buff channeling so much raw magic through a Bestia at once that its armor is the first thing to give. Once applied it reduces the armor but increases magical attack of a Bestia. It cancels Mindfocus.

Lv.MATKMDEF
1+20%-20%
2+40%-40%
3+60%-60%
4+80%-80%
5+100%-100%

Brawler

No fancy footwork, no elemental theatrics - just the kind of toughness that keeps going long after everyone else has called it quits.

Tough Guy Max Lv. 5

Stamina is faster regenerated and drops slower in high demanding environments and while doing activities which would otherwise deplete your stamina.

Lv.Stamina ReductionStamina Regeneration
1-10%+10%
2-20%+20%
3-30%+30%
4-40%+40%
5-50%+50%
Second Wind Max Lv. 3

↳ Requires Tough Guy Lv. 3

A Brawler’s answer to running on empty: dig deep once, and get back up.

Lv. 1
Once every few minutes, can trigger a burst that restores a portion of Stamina immediately.
Lv. 2
The burst also restores a small portion of HP.
Lv. 3
Cooldown between bursts is reduced.
Unbreakable Max Lv. 3

↳ Requires Iron Skin Lv. 3 and Second Wind Lv. 2

The Brawler’s capstone. Everyone else has a breaking point; this is the skill that argues otherwise.

Lv. 1
Once per cooldown, an otherwise lethal hit instead leaves the Bestia at 1 HP.
Lv. 2
Stagger and knockback effects are greatly reduced while above 50% HP.
Lv. 3
Cooldown of the lethal-hit save is reduced.

Hunter

Neither predator nor prey, exactly. Hunters move like the terrain isn’t there and build the kind of bond with wild Bestia that makes taming look almost effortless.

Camouflage Max Lv. 3

Teaches the Hunter to read the land well enough to disappear into it. Reduces the range at which wild Bestia and monsters notice the master, and grants a damage bonus on an opening attack from concealment.

Lv.Detection Range (wild Bestia)Ambush Damage
1-10%+8%
2-20%+16%
3-30%+24%
Lightfooted Max Lv. 5

Hard terrain does not reduce the Bestia movement speed anymore. On Level 5 the terrain does not reduce movement speed at all.

Lv.Movement Reduction Negated
1-20%
2-40%
3-60%
4-80%
5-100%
Master Tracker Max Lv. 3

↳ Requires Camouflage Lv. 2 and Lightfooted Lv. 3

The Hunter’s capstone: a Bestia’s trail stops being a trail and starts being a map.

Lv. 1
Can follow the trail of any Bestia across long distances, even hours after it passed.
Lv. 2
Gains a critical strike bonus against a tracked target.
Lv. 3
Trail-tracking range and duration are both doubled.

Assassin

Masters of hidden infiltration. They can deal high amount of single target damage and know a lot about poisons to coat their weapons.

  • Strip Weapons (placeholder)
  • Dual Wield (placeholder)
  • Hide (placeholder)
  • Cloak (placeholder)
  • Poison Research (placeholder)
  • Enchant Poison (placeholder)
Weapon Coating Max Lv. 5

Coat weapons and armor to protect them against damage and strip effects.

Plagiarism Max Lv. 10

A passive knack for stealing more than just gold - whenever the Assassin is struck by an enemy spell, there’s a chance they memorize it well enough to cast it back once, at a reduced level. Casting the copied spell consumes it, and getting hit by a new spell overwrites whatever was memorized before.

Lv.Copy ChanceMax Spell Level Copied
15%10
210%20
315%30
420%40
525%50
630%60
735%70
840%80
945%90
1050%100+
Preserve Max Lv. 1

↳ Requires Plagiarism Lv. 5

Toggle. While active, a spell memorized via Plagiarism is not lost to a fresh copy - the Assassin keeps whatever they stole last until they switch this off and let a new hit overwrite it.

Knight

Where a Brawler trusts bare knuckles and a Wizard trusts raw mana, a Knight trusts steel - a lot of it, worn on the body and swung in the hand. This is the tree for masters who would rather stand at the front of a fight than avoid it.

Heavy Weapon Mastery Max Lv. 10

Years spent drilling with sword, axe, mace and spear until the weight stops mattering. Increases damage dealt with heavy one- and two-handed melee weapons and reduces the accuracy penalty from wielding oversized ones.

Lv.ATK (heavy melee weapons)Accuracy Penalty Reduction
1+3-10%
2+6-20%
3+9-30%
4+12-40%
5+15-50%
6+18-60%
7+21-70%
8+24-80%
9+27-90%
10+30-100%
Heavy Armor Mastery Max Lv. 10

Plate and mail punish anyone who hasn’t trained to move in them. This skill teaches the body to carry the weight without giving up speed, complementing the protection of Iron Skin with the ability to actually wear it.

Lv.DEF (heavy armor)Speed Penalty Reduction
1+2-5%
2+4-10%
3+6-15%
4+8-20%
5+10-25%
6+12-30%
7+14-35%
8+16-40%
9+18-45%
10+20-50%
Provoke Max Lv. 5

A shout, a slammed shield, whatever gets the job done - forces nearby enemies to focus their attacks on the Knight instead of their allies for a short duration.

Higher levels extend the duration and the range at which enemies can be provoked.

Lv.Chance-to-Target Bonus
1+10%
2+20%
3+30%
4+40%
5+50%
Shield Wall Max Lv. 5

↳ Requires Heavy Armor Mastery Lv. 2

Plants the Knight’s feet and raises their shield into a proper wall. While active, incoming physical damage is reduced but movement speed drops sharply.

Lv. 1
-15% incoming physical damage, -50% movement speed while active.
Lv. 3
Damage reduction improves to -25% and the movement penalty eases to -30%.
Lv. 5
Damage reduction improves to -35% and a portion of blocked damage is returned to the attacker.
Bash Max Lv. 5

↳ Requires Heavy Weapon Mastery Lv. 3

A single committed swing that trades finesse for raw impact, with a chance to stagger whatever it lands on.

Lv.Bonus DamageStagger Chance
1+20%+5%
2+40%+10%
3+60%+15%
4+80%+20%
5+100%+25%
Auto Guard Max Lv. 5

↳ Requires Shield Wall Lv. 2

A trained reflex that raises the shield on its own the instant a blow lands, sometimes fast enough to stop it cold.

Lv.Full Block Chance
1+4%
2+8%
3+12%
4+16%
5+20%
Charge Max Lv. 5

↳ Requires Bash Lv. 3

Closes the distance to a target in an instant, weapon first. The impact deals damage and briefly forces the target to focus the Knight, folding a gap closer and a taunt into a single swing.

Deals damage and applies a short Provoke effect on impact.

Lv.Cooldown Reduction
1-0.5s
2-1.0s
3-1.5s
4-2.0s
5-2.5s
Juggernaut Max Lv. 3

↳ Requires Heavy Armor Mastery Lv. 5 and Charge Lv. 3 and Auto Guard Lv. 3

The Knight’s capstone. For a short time the line between wall and weapon stops meaning anything.

Lv. 1
Once activated, gains +20% DEF and +20% ATK for a short duration.
Lv. 2
Duration is extended and the Knight becomes immune to stagger and knockback while active.
Lv. 3
Cooldown is reduced and a fully blocked hit (via Auto Guard) refreshes the remaining duration.

Bard

Where a Sage studies magic to bend it, a Bard studies it to sing along with it. Every note carried on the wind can steady an ally’s arm or unstring an enemy’s nerve. A Bard alone can hearten a party; a Bard standing next to a Dancer can do quite a lot more.

Instrument Mastery Max Lv. 10

Training with stringed and wind instruments well enough to fight with them in a pinch and to make every song carry further and land harder.

Lv.ATK (instrument equipped)Song Range/Effect
1+2+3%
2+4+6%
3+6+9%
4+8+12%
5+10+15%
6+12+18%
7+14+21%
8+16+24%
9+18+27%
10+20+30%
Voice Training Max Lv. 5

A trained voice reaches further and holds a note longer than an untrained one ever could.

Lv.Song AoESong Duration
1+1 tile+10%
2+2 tiles+20%
3+3 tiles+30%
4+4 tiles+40%
5+5 tiles+50%
Ballad of the Fallen Max Lv. 5

↳ Requires Instrument Mastery Lv. 3

A driving battle hymn that steels the resolve of everyone in earshot.

Lv.ATK and MATK (party, while playing)
1+2%
2+4%
3+6%
4+8%
5+10%
War March Max Lv. 5

↳ Requires Instrument Mastery Lv. 3

A quickstep tune that puts a spring in the step and a snap in the swing of everyone marching to it.

Lv.Movement/Attack Speed (party, while playing)
1+2%
2+4%
3+6%
4+8%
5+10%
Dissonant Chord Max Lv. 5

↳ Requires Instrument Mastery Lv. 5

Deliberately off-key and unpleasant to hear by design. Rattles nearby enemies badly enough to throw off their aim and their footing.

Lv.HIT and ASPD (enemies, while playing)
1-3%
2-6%
3-9%
4-12%
5-15%
Poem of the Netherworld Max Lv. 5

↳ Requires Dissonant Chord Lv. 2

A mournful dirge that drags at the mana of anyone unlucky enough to hear it, siphoning it into the surrounding air.

Lv.Mana Drain per Tick (enemies, while playing)
1+2%
2+4%
3+6%
4+8%
5+10%
Siren's Lullaby Max Lv. 3

↳ Requires Dissonant Chord Lv. 3

Not every song is meant to be heard for long. A slow, heavy melody that can lull a listener clean off their feet.

Lv. 1
Small chance per tick to put an enemy in range to sleep.
Lv. 2
Sleep chance and range are increased.
Lv. 3
Sleep chance is increased further and the effect ignores a portion of the target’s status resistance.
Mystic Melody Max Lv. 5

↳ Requires Voice Training Lv. 3

An old wandering tune said to carry a bit of luck with it. Occasionally shakes loose a minor beneficial effect for whoever is listening.

Lv.Proc Chance per Tick
1+3%
2+6%
3+9%
4+12%
5+15%
Harmonic Duet Max Lv. 3

↳ Requires Ballad of the Fallen Lv. 5 and War March Lv. 5

The Bard’s capstone. No song written for one voice sounds quite complete - performing alongside a master who has trained the Dancer tree lets both of you play parts neither could carry alone.

Lv. 1
While performing near a master with Dancer skills active, active songs and dances gain +15% effect strength for both performers’ parties.
Lv. 2
The bonus increases to +25% and the combined range is extended.
Lv. 3
The bonus increases to +40% and a single additional song or dance from each performer can be active at the same time.

Dancer

Where a Bard leans on breath and instrument, a Dancer leans on footwork and nerve - closing the distance, reading an enemy’s weak step, and turning a whip into an argument nobody wins. A Dancer alone can unravel a fight from the inside; a Dancer standing next to a Bard can do quite a lot more.

Whip Mastery Max Lv. 10

Training with whips and chain-weapons until the reach stops feeling awkward. Increases damage dealt with whip-type weapons and the range at which they can strike.

Lv.ATK (whip equipped)Effective Reach
1+2+3%
2+4+6%
3+6+9%
4+8+12%
5+10+15%
6+12+18%
7+14+21%
8+16+24%
9+18+27%
10+20+30%
Nimble Steps Max Lv. 5

A Dancer trusts footwork over plate. Rather than wearing heavy armor, they learn to simply not be where the hit lands.

Lv.FLEE (light/no armor)
1+2%
2+4%
3+6%
4+8%
5+10%
Slow Grace Max Lv. 5

↳ Requires Whip Mastery Lv. 3

A whip-strike aimed less at the flesh than at the footing. Leaves a target’s steps a beat slower for a while after.

Lv.Movement/Attack Speed (target)
1-3%
2-6%
3-9%
4-12%
5-15%
Sultry Rhythm Max Lv. 5

↳ Requires Slow Grace Lv. 2

A hypnotic sway that draws an enemy’s guard down before they even notice it slipping.

Lv.DEF and SDEF (target)
1-3%
2-6%
3-9%
4-12%
5-15%
Venomous Flourish Max Lv. 5

↳ Requires Slow Grace Lv. 2

A whip’s tip can carry more than momentum. Coats each strike with a mild toxin that wears an enemy down over time.

Lv.Poison Chance per Hit
1+2%
2+4%
3+6%
4+8%
5+10%
Mirage Step Max Lv. 5

↳ Requires Nimble Steps Lv. 3

A dance performed in motion rather than in place, sharing the Dancer’s own knack for not being where the hit lands with everyone nearby.

Lv.FLEE (party, while dancing)
1+2%
2+4%
3+6%
4+8%
5+10%
Guiding Steps Max Lv. 5

↳ Requires Nimble Steps Lv. 3

A steady, ground-eating rhythm that keeps a traveling party’s legs fresh long after they should have given out.

Lv.Movement Speed (party, while dancing)Stamina Drain (party, while dancing)
1+2%-2%
2+4%-4%
3+6%-6%
4+8%-8%
5+10%-10%
Captivating Gaze Max Lv. 3

↳ Requires Venomous Flourish Lv. 3

A held look and a held breath is sometimes all it takes. A single enemy loses track of who it was even fighting.

Lv. 1
Small chance to force the target to attack a random nearby enemy instead of the Dancer’s party for a short duration.
Lv. 2
Chance and duration are increased.
Lv. 3
Chance is increased further and the effect ignores a portion of the target’s status resistance.
Radiant Waltz Max Lv. 3

↳ Requires Mirage Step Lv. 5 and Guiding Steps Lv. 5

The Dancer’s capstone. No dance choreographed for one performer sounds quite complete - performing alongside a master who has trained the Bard tree lets both of you play parts neither could carry alone.

Lv. 1
While performing near a master with Bard skills active, active songs and dances gain +15% effect strength for both performers’ parties.
Lv. 2
The bonus increases to +25% and the combined range is extended.
Lv. 3
The bonus increases to +40% and a single additional song or dance from each performer can be active at the same time.

Last updated 24 Jul 2026, 02:09 +0200 . history