Bestia Master
Overview of the Bestia Master, their origin and skill system, including skill trees, skill point progression, and profession design guidelines.
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 these account skills can be used by every Bestia in possession of the master, or at least have a passive effect on them. Others can only be used actively by the master itself.
- The possible rank counts of a skill should be: 1, 3, 5 and 10
- Budget skills per branch, not per tree. A branch is a chain of 3-6 dependent skills that a player buys as a unit, and holds 15-45 ranks - that is what one career can realistically finish.
- Reaching the capstone of a single branch must cost no more than 60 skill points, so a career can finish one branch and still dabble in a second.
- A base tree holds 10-25 ranks. It teaches the basics and gates its sub-trees.
- A sub-tree carries 2-6 branches. Crafting and gathering sub-trees sit at the low end, fighting sub-trees at the high end. The Wizard is the widest of them all because it repeats the same branch shape once per element - that is width, not depth, and it costs a player nothing to ignore three quarters of it.
- 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 skills to the much more powerful ones
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 out limited to the Novice skill tree - a small set of basics that teaches the player how to get around and how to deal with others. Once 5 skill points are invested into Basic Skill all remaining skill trees unlock and the master can start to specialize.
The Novice tree then closes behind the player: as soon as the first skill point is spent outside of it, no further novice skills can be learned. Everything learned up to that point is kept. It depends on the player how much of the Novice tree he wants to finish before branching out.
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 a mediocre profession in each tree, or to max out one and take 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 trained in that tree.
- Being trained in a tree determines which of its associated items and weapons the master is able to use and equip.
Mana Circles
Almost every master skill that can fail rolls against a success chance: forging a blade, cutting a rune slot, binding an enchantment, transmuting matter, inscribing a spell. Skill rank, status values and equipment all feed that roll, and a lone master eventually hits the ceiling of what those three can buy.
A Mana Circle is how a group pushes past it. It is a placeable prop - a ring of Mana Concentrate laid into the ground - that anyone standing inside contributes to, whatever their profession. The rite is started by the master who owns the skill; everyone else is simply present, and presence is the whole contribution.
Circle Bonus = 5 × Participants × ManaFactor [Participants ≤ 6, caster included]
ManaFactor comes from the local mana concentration: 0.5 in a
drained region, 1.0 in an ordinary one, 1.5 where mana runs thick. A full circle of six in a mana-rich place is
therefore worth +45% on the roll - as much as most governing skills grant at max rank - while the same six people
standing on drained ground get +15% and would have been better off scouting a different site first.
Three rules keep it from becoming a formality:
- The mana cost of the rite is split evenly across every participant, so a circle makes expensive rites affordable as well as more likely to land. A participant who cannot pay their share drops out and the circle recalculates.
- Every participant is locked out of contributing again for 5 minutes, and cannot act while the rite runs. Standing in someone’s circle is a real cost, not a favor that takes a second.
- A circle only helps a success roll. It does nothing for damage, healing, movement or anything else a skill does.
This is the intended answer to “my crafting rolls have plateaued”: find other players, not better gear. It is also why the highest-level artifacts are expected to be group work - see the Encourage Social Interaction principle.
Skill Trees
The following trees exist, they are organized in subtrees. These form the skill trees of a master. After a level up one skill point can be spend to increase a single level of a skill.
Novice Tree
In order to learn how to interact with other player you need to invest your first skill points in this skill tree. It is expected that every user learns at least Basic Skill Lv. 5, since this is the threshold which unlocks all the other skill trees.
graph TD
BasicSkill["Basic Skill (1-5)"]
FirstAid["First Aid (1-3)"]
Cooking["Cooking (1-3)"]
BasicSkill -->|Lv.3| FirstAid
BasicSkill -->|Lv.3| Cooking
Basic Skill Max Lv. 5
The first lessons every wanderer learns before mana ever answers their call - how to speak with others, strike a fair trade, and hold their own among strangers.
Cooking Max Lv. 3
↳ Requires Basic Skill Lv. 3
The Master and his Bestia can learn recipes and start to cook meals on fire places. Food helps a Bestia to keep its health and stamina up and usually apply buff effects when they are eaten.
Requires a cooking place. Lv 1 allows you to place a campfire which counts as cooking place.
The three ranks only govern how well the Master handles a cooking place. What a Master can actually cook grows through recipes, discovered the same way a Craftsman discovers a blueprint - by experimenting with ingredients. A Lv. 1 cook with a long recipe book outperforms a Lv. 3 cook who never left the campfire.
| Lv. | Cooking Time Reduction | Success Chance | Stamina Cost |
|---|---|---|---|
| 1 | 0% | +0% | 5 |
| 2 | 20% | +20% | 8 |
| 3 | 40% | +40% | 11 |
First Aid Max Lv. 3
↳ Requires Basic Skill Lv. 3
Apply bandages to a Bestia or yourself, channeling a steady mend into whatever’s bleeding.
Channels for 10s. A Bestia can only receive a single First Aid every 60 secs. It will heal whatever limit is reached first.
| Lv. | Max HP Healed (% based) | Max HP Healed (flat) |
|---|---|---|
| 1 | +30% | +100 HP |
| 2 | +60% | +200 HP |
| 3 | +100% | +350 HP |
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. 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)"]
UpgradeEquipment["Upgrade Equipment (1)"]
MasterCraftsman["Master Craftsman (1-5)"]
ItemCustomization["Item Customization (1-10)"]
Gate["5+ pts in Craftsman Tree"]
Blacksmith["Blacksmith"]
Artificer["Artificer"]
Alchemist["Alchemist"]
Carpentry -->|Lv.3| MasterCraftsman
Carpentry -->|Lv.3| ItemCustomization
Carpentry -.-> Gate
MasterCraftsman -.-> Gate
ItemCustomization -.-> Gate
UpgradeEquipment -.-> Gate
Gate -.->|unlocks| Blacksmith
Gate -.->|unlocks| Artificer
Gate -.->|unlocks| Alchemist
Carpentry Max Lv. 10
Turns raw timber and honest labor into the workbenches, furniture and structures every settlement needs to stand on its own.
Lv. 1 allows you to build a workbench, which you can use for crafting. The time it needs to craft an item depends on the item level you want to craft.
| Lv. | Success Chance | Max 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+ |
This bonus is added on top of the item-level base chance and the crafter’s DEX/WIL — see Construction Crafting Success Chance for the full formula.
Master Craftsman Max Lv. 5
↳ Requires Carpentry Lv. 3
A lifetime of calluses paid off - tools answer faster and structures rise quicker under this Craftsman’s hand, and the Bestia working alongside them keep pace.
| Lv. | Construction Time Reduction | Success Chance |
|---|---|---|
| 1 | 10% | +2% |
| 2 | 20% | +4% |
| 3 | 30% | +6% |
| 4 | 40% | +8% |
| 5 | 50% | +10% |
This bonus is added on top of the item-level base chance and the crafter’s DEX/WIL — see Construction Crafting Success Chance for the full formula.
Upgrade Equipment Max Lv. 1
Time spent far from settlements teaches a Craftsman to adapt and improvise, reworking weapons and armor in the field to better suit their needs.
Allows you to perform upgrades of armor and weapons. There is a chance this fails and potentially destroys your equipment.
See Weapon Refinement and Armor Refinement for the upgrade chances and effects.
Item Customization Max Lv. 10
↳ Requires Carpentry Lv. 3
A meticulous rework that opens sockets in an item’s frame, letting a Runic Etcher’s runes be slotted into it later.
Requires an Engraving Set which will be consumed in the process. You can choose how many slots you want to put into an item. But every slot makes it harder to succeed. Every extra slot above 1 reduces the success chance by 40%.
The Success Chance below is added on top of a base chance that drops as the item’s own level rises. See Item Customization for the full formula and worked examples.
| Lv. | Success Chance | Destroy Chance On Failure | Max Slots |
|---|---|---|---|
| 1 | +10% | 30% | 1 |
| 2 | +20% | 28% | 1 |
| 3 | +30% | 26% | 1 |
| 4 | +40% | 24% | 2 |
| 5 | +50% | 22% | 2 |
| 6 | +60% | 20% | 2 |
| 7 | +70% | 18% | 3 |
| 8 | +80% | 16% | 3 |
| 9 | +90% | 14% | 3 |
| 10 | +100% | 12% | 3 |
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 the harshest environments and hottest battles.
graph TD
ItemCustomization[/"Item Customization (Craftsman Tree)"/]
UpgradeEquipment[/"Upgrade Equipment (Craftsman Tree)"/]
OreRefinement["Ore Refinement (1-3)"]
ForgeWeapon["Forge Weapon (1-10)"]
ForgeArmor["Forge Armor (1-10)"]
WeaponRepair["Equipment 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
UpgradeEquipment -->|Lv.1| WeaponryResearch
OreRefinement -->|Lv.3| WeaponRepair
WeaponRepair -->|Lv.3| WeaponryResearch
ForgeWeapon -->|Lv.8| MasterSmith
ForgeArmor -->|Lv.8| MasterSmith
Ore Refinement Max Lv. 3
Feeds raw ore to the roar of the furnace, coaxing out the pure ingots every weapon and suit of armor is ultimately built from.
Lv. 1 allows you to place a Furnace. Every batch burns fuel: Coal. A failed smelt loses both the ore and the fuel.
| Lv. | Ore Refinement Success |
|---|---|
| 1 | +30% |
| 2 | +60% |
| 3 | +90% |
There is no ore level cap - the bonus is added on top of an ore-level base chance that starts at 30% for
Tin and Copper and keeps falling by 1%
per ore level above 10, plus the smith’s STR and WIL. Even a maxed smith loses roughly every second batch of
Adamantium Ore. See
Ore Refinement Success Chance for the full formula and
Refining for the level of every ore.
Forge Weapon Max Lv. 10
↳ Requires Ore Refinement Lv. 1 and Item Customization Lv. 5
Discovers and forges weapon blueprints from smelted ingots - the Blacksmith’s bread and butter. Higher skill levels reliably reach higher-level weapons; blueprints far above your skill can still be attempted, just at a steeply falling chance.
Lv. 1 allows you to place a Forge.
| Lv. | Success Chance | Reliable 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+ |
There is no hard cap. A blueprint above the reliable item level can still be attempted - every item level above it
costs another 5% success chance. A Lv. 5 smith reaching for a level 80 weapon is working at a deep penalty, not
against a locked door. See Item Crafting for the full roll.
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.
Lv. 1 allows you to place a Forge.
| Lv. | Success Chance | Reliable 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+ |
Same rule as Forge Weapon: no hard cap, but every item level above the reliable one costs another
5% success chance.
Weaponry Research Max Lv. 10
↳ Requires Equipment Repair Lv. 3, Upgrade Equipment Lv. 1
Deeper knowledge of weapons and armor that raises the odds of successfully refining either one further after forging. If an upgrade fails the equipment can be destroyed.
| Lv. | Upgrade Success | Forging Success |
|---|---|---|
| 1 | +4% | +1% |
| 2 | +8% | +2% |
| 3 | +12% | +3% |
| 4 | +16% | +4% |
| 5 | +20% | +5% |
| 6 | +24% | +6% |
| 7 | +28% | +7% |
| 8 | +32% | +8% |
| 9 | +36% | +9% |
| 10 | +40% | +10% |
Equipment Repair Max Lv. 5
↳ Requires Ore Refinement Lv. 3
Hammers dents from armor and sets a fresh edge to broken blades, coaxing worn-out equipment back into fighting shape.
Restores the durability of weapons and armor alike. Those are the only things in the world that wear out - nothing else needs a repair skill.
| Lv. | Max Item Level |
|---|---|
| 1 | 20 |
| 2 | 40 |
| 3 | 60 |
| 4 | 80 |
| 5 | 100+ |
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 Chance | Upgrade 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 inscribes 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. Yield follows the local mana concentration, so where a harvester stands matters as much as its rank.
Level 1 enables you to craft, place and use a Mana Harvester.
| Lv. | Harvesting Time Reduction | Crystal Yield | Total Active Harvesters |
|---|---|---|---|
| 1 | 5% | +3% | 1 |
| 2 | 10% | +6% | 1 |
| 3 | 15% | +9% | 1 |
| 4 | 20% | +12% | 2 |
| 5 | 25% | +15% | 2 |
| 6 | 30% | +18% | 2 |
| 7 | 35% | +21% | 3 |
| 8 | 40% | +24% | 3 |
| 9 | 45% | +27% | 3 |
| 10 | 50% | +30% | 4 |
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. The Crystal Lathe is for mana crystals only - a Miner’s Gem Cut Station handles ordinary gemstones.
Level 1 enables you to craft, place and use a Crystal Lathe. Cast time depends on the processed material.
| Lv. | Success 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.
Cast time depends on the level of the Bestia. Level 1 allows you to create a Carving Table.
| 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.
Level 1 allows you to create an Enchantment Altar. Cast time depends on the item level and the enchantment you want to use.
| Lv. | Enchantment Chance | Destroy Chance on Failed Bind |
|---|---|---|
| 1 | +4% | 40% |
| 2 | +8% | 37% |
| 3 | +12% | 34% |
| 4 | +16% | 31% |
| 5 | +20% | 28% |
| 6 | +24% | 25% |
| 7 | +28% | 22% |
| 8 | +32% | 19% |
| 9 | +36% | 16% |
| 10 | +40% | 13% |
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)"]
Herbalism -->|Lv.2| Alchemy
Alchemy -->|Lv.5| Transmutation
Alchemy -->|Lv.5| AlchemyMastery
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. | Max Herb Level |
|---|---|
| 1 | 20 |
| 2 | 40 |
| 3 | 60 |
| 4 | 80 |
| 5 | 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 allows you to install Alchemy Laboratory. Higher levels let you reliably discover and craft stronger potions and elixirs.
| Lv. | Max Potion Level |
|---|---|
| 1 | 10 |
| 2 | 20 |
| 3 | 30 |
| 4 | 40 |
| 5 | 50 |
| 6 | 60 |
| 7 | 70 |
| 8 | 80 |
| 9 | 90 |
| 10 | 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.
Lv. 1 allows you to install Transmutation Workbenches. Higher levels unlock transmuting higher-grade infused resources. Cast time depends on the item level used to transmute.
| Lv. | Max Item Level |
|---|---|
| 1 | 20 |
| 2 | 40 |
| 3 | 60 |
| 4 | 80 |
| 5 | 100+ |
Alchemy Mastery Max Lv. 5
↳ Requires Alchemy Lv. 5
A deeper feel for the cauldron - reagents stretch further and brews take hold more reliably under this Alchemist’s hand.
| Lv. | Success Chance | Crafting Speed |
|---|---|---|
| 1 | +10% | +10% |
| 2 | +20% | +20% |
| 3 | +30% | +30% |
| 4 | +40% | +40% |
| 5 | +50% | +50% |
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
ResourceSense["Resource Sense (1-5)"]
QuickTravel["Quick Travel (1-5)"]
Fishing["Fishing (1-5)"]
Gate["5+ pts in Survival Tree"]
Forester["Forester"]
Prospector["Prospector"]
Miner["Miner"]
ResourceSense -.-> Gate
QuickTravel -.-> Gate
Fishing -.-> Gate
Gate -.->|unlocks| Forester
Gate -.->|unlocks| Prospector
Gate -.->|unlocks| Miner
Quick Travel Max Lv. 5
Years on the road teach a Master and their Bestia how to cross any terrain without losing a step.
| Lv. | Movement Speed |
|---|---|
| 1 | +3% |
| 2 | +6% |
| 3 | +9% |
| 4 | +12% |
| 5 | +15% |
Resource Sense Max Lv. 5
The physical counterpart to a Sage’s Observation: an instinct for the direction and distance of nearby physical resources - ore veins, herb patches, timber stands and game trails - long before they come into view.
Level 1 lets you place a Lookout Post.
| Lv. | Detection Distance | Detection Accuracy |
|---|---|---|
| 1 | 1km | +10% |
| 2 | 2km | +20% |
| 3 | 3km | +30% |
| 4 | 4km | +40% |
| 5 | 5km | +50% |
Fishing Max Lv. 5
A patient hand with rod and net that pulls fish from any water worth casting into - as good on the plate as it is at the trade post.
| Lv. | Max Fish Level |
|---|---|
| 1 | 20 |
| 2 | 40 |
| 3 | 60 |
| 4 | 80 |
| 5 | 100+ |
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. The ones who stay at it long enough stop merely catching Bestia and start shaping the bloodlines they come from.
graph TD
Lumberjack["Lumberjack (1-5)"]
Trapping["Trapping (1-5)"]
TrackReading["Track Reading (1-5)"]
BestiaTrapping["Bestia Trapping (1-5)"]
ExpertTaming["Expert Taming (1-5)"]
Beastfriend["Beastfriend (1-5)"]
BloodlineStudy["Bloodline Study (1-5)"]
Trapping -->|Lv.3| BestiaTrapping
Trapping -->|Lv.3| TrackReading
ExpertTaming -->|Lv.3| Beastfriend
Beastfriend -->|Lv.3| BloodlineStudy
Lumberjack Max Lv. 5
An axeman’s read of the forest - which trunks fell clean, which grain splits true, and how to bring both down efficiently.
Level 1 allows you to install a woodworker cabin.
| Lv. | Gathering Time Reduction | Resource 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 | Max Traps |
|---|---|---|
| 1 | +6% | 1 |
| 2 | +12% | 2 |
| 3 | +18% | 3 |
| 4 | +24% | 4 |
| 5 | +30% | 5 |
Track Reading Max Lv. 5
↳ Requires Trapping Lv. 3
An eye trained to the forest floor, reading the tracks a Bestia or player left behind long after they’ve moved on.
Displays a track a player or bestia recently took. Shows you also the direction of nearby Bestia.
| Lv. | Bestia Indicator Max Distance | Oldest Detectable Track |
|---|---|---|
| 1 | 100m | 1h |
| 2 | 200m | 3h |
| 3 | 300m | 6h |
| 4 | 400m | 12h |
| 5 | 500m | 1d |
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
A Forester’s patient hand with wild Bestia rubs off on them, sharpening how fast they learn and how little they need to keep going out in the open.
| Lv. | EXP Gain | Stamina Loss Reduction |
|---|---|---|
| 1 | +5% | 2% |
| 2 | +10% | 4% |
| 3 | +15% | 6% |
| 4 | +20% | 8% |
| 5 | +25% | 10% |
Beastfriend Max Lv. 5
↳ Requires Expert Taming Lv. 3
A lifetime studying Bestia behavior down to the last twitch of an ear, making both the taming and the trapping of them that much easier.
| Lv. | Tame Chance |
|---|---|
| 1 | +5% |
| 2 | +10% |
| 3 | +15% |
| 4 | +20% |
| 5 | +25% |
Bloodline Study Max Lv. 5
↳ Requires Beastfriend Lv. 3
Knowing a Bestia well enough to tame it is one thing. Knowing which pair of them is worth putting in a Breeder, and why the last clutch came out the way it did, is another. The Forester’s capstone.
Applies to every Breeder the master owns.
The time reduction stacks with breeder upgrades, feed and buffs, and counts against the same 50% floor - it lets a modest setup reach the cap instead of raising it. The dominant-IV column is the part that cannot be bought: at Lv. 4 a clutch draws a fourth dominant individual value, so a bloodline improves on four stats per generation rather than three.
| Lv. | Breeding and Hatch Time Reduction | Dominant IVs per Clutch |
|---|---|---|
| 1 | 5% | 3 |
| 2 | 10% | 3 |
| 3 | 15% | 3 |
| 4 | 20% | 4 |
| 5 | 25% | 4 |
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
ResourceSense[/"Resource Sense (Survival Tree)"/]
MaximizeCarryCapacity["Maximize Carry Capacity (1-5)"]
Cartography["Cartography (1-5)"]
WildernessSurvival["Wilderness Survival (1-5)"]
WeatherSense["Weather Sense (1-3)"]
MaximizeCarryCapacity -->|Lv.3| WildernessSurvival
ResourceSense -->|Lv.1| Cartography
Cartography -->|Lv.2| WeatherSense
Maximize Carry Capacity Max Lv. 5
Smarter packing, better-fitted saddlebags and a stronger back. Everything a Prospector and their Bestia can shoulder gets easier to shoulder.
Raises the weight limit of the Master and of every Bestia under their command by the same amount.
| Lv. | Weight Limit (Master and Bestia) |
|---|---|
| 1 | +10% |
| 2 | +20% |
| 3 | +30% |
| 4 | +40% |
| 5 | +50% |
Wilderness Survival Max Lv. 5
↳ Requires Maximize Carry Capacity 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 the extreme temperatures out there.
| Lv. | Stamina Drain Reduction (hostile terrain) | Temperature Tolerance |
|---|---|---|
| 1 | 10% | +5% |
| 2 | 20% | +10% |
| 3 | 30% | +15% |
| 4 | 40% | +20% |
| 5 | 50% | +25% |
Cartography Max Lv. 5
↳ Requires Resource 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.
Weather Sense Max Lv. 3
↳ Requires Cartography Lv. 2
Charting the same valley through a dozen seasons teaches a Prospector to read the sky above it. An instinct for what the wind is about to do, well before the storm arrives.
Level 1 shows you the current wind direction and speed. See Weather for what each front does to the world.
| Lv. | Forecast Range |
|---|---|
| 1 | 5 min |
| 2 | 10 min |
| 3 | 15 min |
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
A pickaxe, a steady lamp, and the nose for where the rock is worth breaking.
Level 1 enables you to place a mining shaft.
| Lv. | Mining Time Reduction | Max 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 sale.
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. Level 1 allows you to place a Gem Cut Station
| Lv. | Cut Success 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 |
|---|---|
| 1 | 5m |
| 2 | 10m |
| 3 | 15m |
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. Priests keep a party standing through blessings and holy rites, Traders keep the gears of commerce turning, and Sages chase magic to its source - inscribing, discovering, and eventually bending distance itself.
graph TD
MagicSense["Magic Sense (1-5)"]
Sense["Sense (1)"]
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 -->|Lv.1| Sense
MagicSense -.-> Gate
Sense -.-> Gate
Observation -.-> Gate
Founder -.-> Gate
Ruwach -.-> Gate
Gate -.->|unlocks| Priest
Gate -.->|unlocks| Trader
Gate -.->|unlocks| Sage
Magic Sense Max Lv. 5
A prickle at the back of the mind that flags mana at work nearby, and picks apart what spell an item or entity carries bound to it.
Sweeps the area around the caster once per cast. What comes back gets sharper with rank: first that something is there, then where it is, and finally what it actually does. Local mana concentration adds to the range in a mana-rich region and eats into it in a drained one. A target hidden under Suppress Aura stays silent.
| Lv. | Range | What It Reveals |
|---|---|---|
| 1 | 10m | That something nearby carries mana |
| 2 | 20m | Direction and rough strength of each source |
| 3 | 30m | The element the mana belongs to |
| 4 | 40m | The exact spell bound to an item or place |
| 5 | 50m | Who bound it, and what trigger a Spell Binding is waiting for |
Sense Max Lv. 1
↳ Requires Magic Sense Lv. 1
Cast on a monster to read what mana and instinct alone can tell about it.
Observation Max Lv. 5
The Scholar’s ear to the ground - a sense for the direction and distance of world-changing events long before word of them travels.
Detects nearby world events like mana rifts which open, spawned bosses or other world changing events. It reads events, not things: a Resource Sense finds the ore vein, a Scry looks at a place you are not standing in, and a Magic Sense picks apart a single spell. Observation is the only one that notices something is about to happen.
Level 1 lets you place an observatory.
| Lv. | Detection Distance |
|---|---|
| 1 | 1km |
| 2 | 2km |
| 3 | 3km |
| 4 | 4km |
| 5 | 5km |
Founder Max Lv. 1
The founding rite that plants a city sign in the ground and calls a settlement into being around it.
This skill only starts a settlement. It does not grow one - a town grows because players keep building inside it, and no further skill gates that.
Only one settlement can be active at any time. You must destroy the settlement before you can place a new one. Only inactive settlements can be destroyed, which means no functional building (post office, trade post, etc.) may be left inside the settlement’s sphere of influence.
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)"/]
Heal["Heal (1-10)"]
Suffragium["Suffragium (1-3)"]
Gloria["Gloria (1-3)"]
Cure["Cure (1)"]
AquaBenedicta["Aqua Benedicta (1)"]
StatusRecovery["Status Recovery (1)"]
Aspersio["Aspersio (1-3)"]
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)"]
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)"]
Sanctuary["Sanctuary (1-3)"]
Resurrection["Resurrection (1)"]
MagicSense -->|Lv.2| Gloria
MagicSense -->|Lv.2| Suffragium
Heal -->|Lv.2| Cure
Heal -->|Lv.3| Blessing
Cure -->|Lv.1| AquaBenedicta
Cure -->|Lv.1| StatusRecovery
Heal -->|Lv.8| Resurrection
StatusRecovery -->|Lv.1| Resurrection
AquaBenedicta -->|Lv.1| Aspersio
IncreaseAGI -->|Lv.2| DecreaseAGI
Blessing -->|Lv.3| ImpositioManus
Blessing -->|Lv.3| Magnificat
KyrieEleison -->|Lv.3| Magnificat
KyrieEleison -->|Lv.2| Pneuma
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 SMDEF and INT, but deals only half damage - that is,
HealValue * ElementModifier / 2. Targeting a monster with a healing spell has to be deliberate, so the client asks
for a modifier key rather than a plain click.
| Lv. | Mana Cost |
|---|---|
| 1 | 13 |
| 2 | 16 |
| 3 | 19 |
| 4 | 22 |
| 5 | 25 |
| 6 | 28 |
| 7 | 31 |
| 8 | 34 |
| 9 | 37 |
| 10 | 40 |
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. | WIL Bonus | Duration |
|---|---|---|
| 1 | +5 | 30s |
| 2 | +10 | 60s |
| 3 | +15 | 90s |
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/DEX | Duration |
|---|---|---|
| 1 | +1 | 80s |
| 2 | +2 | 100s |
| 3 | +3 | 120s |
| 4 | +4 | 140s |
| 5 | +5 | 160s |
| 6 | +6 | 180s |
| 7 | +7 | 200s |
| 8 | +8 | 220s |
| 9 | +9 | 240s |
| 10 | +10 | 260s |
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 the table below. The movement bonus stacks with a
Prospector’s Quick Travel, so a well-buffed traveller adds both.
| Lv. | AGI | ASPD | Duration |
|---|---|---|---|
| 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 inside out - a mote of leaden mana that slows an enemy’s step and swing instead of quickening it.
| Lv. | Movement/Attack Speed Reduction |
|---|---|
| 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 Absorbed | Damage Absorbed per Hit |
|---|---|---|
| 1 | 1 | +10% of HP |
| 2 | 2 | +20% of HP |
| 3 | 3 | +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 |
Signum Crucis Max Lv. 3
The sign traced in the air before every holy rite. It burns a sigil onto a target that pries their guard open, and bites hardest into things that should not be walking around in the first place. Every other holy skill a Priest learns starts here.
| Lv. | DEF Reduction | Extra vs Demon/Undead | Duration |
|---|---|---|---|
| 1 | 10% | 10% | 30s |
| 2 | 20% | 20% | 45s |
| 3 | 30% | 30% | 60s |
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 | +8% |
| 2 | +16% |
| 3 | +24% |
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 Reduction from Demon/Undead |
|---|---|
| 1 | 10% |
| 2 | 20% |
| 3 | 30% |
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 Petrify in a single rite.
Aspersio Max Lv. 3
↳ Requires Aqua Benedicta Lv. 1
Anoints a weapon with Holy Water, temporarily imbuing its strikes with the holy element. Consumes a unit of Holy Water per cast.
Turn Undead Max Lv. 5
↳ Requires Demon Bane Lv. 3 and Holy Light Lv. 3
A judgment of pure holy mana that punches through armor and unravels the unnatural knot holding an undead together.
Higher levels raise the chance of an instant kill against sufficiently weak undead.
Inflicts single target Holy, armor piercing damage. If the target is an Undead property monster, this spell has a chance of immediately ending its existence.
| Lv. | Base Chance of Effect |
|---|---|
| 1 | 8% |
| 2 | 16% |
| 3 | 24% |
| 4 | 32% |
| 5 | 40% |
Chance of Effect = [Base_Chance_of_Effect + (Lv ÷ 10) + (INT ÷ 10) + (WIL ÷ 10) + {1 − (Target_HP ÷ Target_MaxHP)} × 20]%
Damage = Base_Damage + Base_Lv + INT
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. | MATK | Bonus 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. 1
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
Founder[/"Founder (Scholar Tree)"/]
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
Founder -->|Lv.1| TradePostOwner
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 |
|---|---|
| 1 | 20 |
| 2 | 40 |
| 3 | 60 |
| 4 | 80 |
| 5 | 100 |
Scavenger Max Lv. 10
A scrapper’s eye for what’s still worth keeping - coaxes more usable components out of anything broken down for parts.
| 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
↳ Requires Founder Lv. 1
Sets up trading posts where other citizens can buy and sell their wares, turning any settlement into a proper marketplace.
Only a single trading post can be located inside a settlement.
| Lv. | Trading Posts | Max Fee |
|---|---|---|
| 1 | 1 | +5% |
| 2 | 2 | +10% |
| 3 | 3 | +15% |
| 4 | 4 | +20% |
| 5 | 5 | +25% |
Trade Agreement Max Lv. 5
↳ Requires Trade Post Owner Lv. 3
Weaves this Trader’s auction house into those of other consenting players, merging their listings into a single, wider marketplace.
To be linked by other players, at least level 1 in this skill is required.
| Lv. | Linked Players |
|---|---|
| 1 | 1 |
| 2 | 2 |
| 3 | 3 |
| 4 | 4 |
| 5 | 5 |
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, inscribing it, binding it, and eventually learning to fold distance in on itself with teleportation and portals.
graph TD
Observation[/"Observation (Scholar Tree)"/]
SpellTraining["Spell Training (1-10)"]
FreeCast["Free Cast (1-5)"]
Scry["Scry (1-5)"]
Dispel["Dispel (1-5)"]
SpellInscription["Spell Inscription (1-10)"]
SpellBinding["Spell Binding (1-10)"]
Teleport["Teleport (1-3)"]
WarpPortal["Warp Portal (1-5)"]
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)"]
ElementalEmpowerment["Elemental Empowerment (1-3)"]
Observation -->|Lv.5| SpellTraining
Observation -->|Lv.3| Scry
SpellTraining -->|Lv.2| Dispel
SpellTraining -->|Lv.3| SpellInscription
SpellInscription -->|Lv.3| SpellBinding
Scry -->|Lv.5| Teleport
Teleport -->|Lv.2| WarpPortal
Dispel -->|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.1| ElementalEmpowerment
EndowIce -->|Lv.1| ElementalEmpowerment
EndowFire -->|Lv.1| ElementalEmpowerment
EndowEarth -->|Lv.1| ElementalEmpowerment
Spell Training Max Lv. 10
↳ Requires Observation Lv. 5
Trains a spell from a scroll into a Bestia’s memory, the first step of every Sage’s education.
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 Casting | Interrupt Resistance |
|---|---|---|
| 1 | 20% | +10% |
| 2 | 40% | +20% |
| 3 | 60% | +30% |
| 4 | 80% | +40% |
| 5 | 100% | +50% |
Scry Max Lv. 5
↳ Requires Observation Lv. 3
Casts a Sage’s sight far beyond their own eyes, scouting distant ground and the resources hiding on it before ever setting foot there.
Dispel Max Lv. 5
↳ Requires Spell Training Lv. 2
Unravels every magical effect clinging to a target in a single word, undoing buffs and curses alike.
Success chance is based on skill level and the target’s SMDEF, with a base chance of (50 + 10 * SkillLv)%. Requires 1 Yellow Mana Crystal per cast.
| Lv. | Base Success Chance |
|---|---|
| 1 | 60% |
| 2 | 70% |
| 3 | 80% |
| 4 | 90% |
| 5 | 100% |
Magic Rod Max Lv. 3
↳ Requires Dispel 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 |
|---|---|---|
| 1 | 50% | 10s |
| 2 | 75% | 15s |
| 3 | 100% | 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. | Range | Mana Drained per Second | Duration |
|---|---|---|---|
| 1 | 2m | 1% | 10s |
| 2 | 4m | 2% | 20s |
| 3 | 6m | 3% | 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 |
|---|---|
| 1 | 33% |
| 2 | 66% |
| 3 | 100% |
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 and foe alike.
| Lv. | Radius | Duration |
|---|---|---|
| 1 | 3m | 15s |
| 2 | 4m | 25s |
| 3 | 5m | 35s |
Spell Inscription Max Lv. 10
↳ Requires Spell Training Lv. 3
Enables you to extract an attack from the memory of a Bestia onto a scroll, which can then either trigger the attack once or teach it to another Bestia instead. 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 inscribed and is further modified by skill level, equipment and intelligence (INT / 2 + WIL / 4):
| Attack Level | Base Success |
|---|---|
| 1–20 | 80% |
| 21–40 | 70% |
| 41–60 | 60% |
| 61–80 | 50% |
| 81–90 | 10% |
| 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 Inscription Lv. 3
Binds a spell to an object or place and ties it to a trigger, giving rise to enchanted artifacts, standing alarms and hidden traps alike.
Teleport Max Lv. 3
↳ Requires Scry Lv. 5
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.
| Lv. | Destination |
|---|---|
| 1 | Teleport to a random spot within 150m |
| 2 | Teleport back to the spawn point |
| 3 | Teleport to any Teleport Rune you set |
Warp Portal Max Lv. 5
↳ Requires Teleport Lv. 2
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 |
|---|---|
| 1 | 2 |
| 2 | 4 |
| 3 | 6 |
| 4 | 8 |
| 5 | 10 |
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. | Duration | Bonus Fire Damage |
|---|---|---|
| 1 | 60s | +5% |
| 2 | 120s | +10% |
| 3 | 180s | +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. | Duration | Bonus Water Damage |
|---|---|---|
| 1 | 60s | +5% |
| 2 | 120s | +10% |
| 3 | 180s | +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. | Duration | Bonus Wind Damage |
|---|---|---|
| 1 | 60s | +5% |
| 2 | 120s | +10% |
| 3 | 180s | +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. | Duration | Bonus Earth Damage |
|---|---|---|
| 1 | 60s | +5% |
| 2 | 120s | +10% |
| 3 | 180s | +15% |
Elemental Empowerment Max Lv. 3
↳ Requires Endow Wind Lv. 1, Endow Ice Lv. 1, Endow Fire Lv. 1 and Endow Earth Lv. 1
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. | Area | Duration | Matching-Element Boost |
|---|---|---|---|
| 1 | 15m | 60s | +10% |
| 2 | 30m | 120s | +20% |
| 3 | 45m | 180s | +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, Assassins vanish before the first drop of blood even hits the ground, and Knights plant themselves between danger and everyone else.
graph TD
Endure["Endure (1)"]
IronSkin["Iron Skin (1-5)"]
MagicArmor["Magic Armor (1-3)"]
Meditation["Meditation (1-5)"]
Gate["5+ pts in Warrior Tree"]
Wizard["Wizard"]
%% Brawler(("Brawler")) %% parked
%% Hunter(("Hunter")) %% parked
Assassin["Assassin"]
Knight["Knight"]
%% Bard(("Bard")) %% parked
%% Dancer(("Dancer")) %% parked
Endure -.-> Gate
IronSkin -.-> Gate
MagicArmor -.-> Gate
Meditation -.-> Gate
Gate -.->|unlocks| Wizard
%% Gate -.->|unlocks| Brawler
%% Gate -.->|unlocks| Hunter
Gate -.->|unlocks| Assassin
Gate -.->|unlocks| Knight
%% Gate -.->|unlocks| Bard
%% Gate -.->|unlocks| Dancer
Endure Max Lv. 1
A warrior’s steadied breath - the body keeps mending itself even in the thick of a fight.
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. | SDEF |
|---|---|
| 1 | 30 |
| 2 | 60 |
| 3 | 90 |
| 4 | 120 |
| 5 | 150 |
Magic Armor Max Lv. 3
A shimmering ward of raw mana wrapped around the caster, turning aside blade and spell alike at the cost of their own reserves.
When active, each hit costs 2% of the owner’s current mana. When the mana drops below 20% the buff is cancelled.
| Lv. | Damage Reduction |
|---|---|
| 1 | 10% |
| 2 | 20% |
| 3 | 30% |
Meditation Max Lv. 5
A calm, centered breathing that quickens the natural mending of both Master and Bestia alike.
| Lv. | HP/Mana Regeneration |
|---|---|
| 1 | +6% |
| 2 | +12% |
| 3 | +18% |
| 4 | +24% |
| 5 | +30% |
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
FireBolt["Fire Bolt (1-10)"]
IceBolt["Ice Bolt (1-10)"]
ThunderBolt["Thunder Bolt (1-10)"]
EarthSpike["Earth Spike (1-10)"]
SpiritualMastery["Spiritual Mastery (1-5)"]
FireWall["Fire Wall (1-5)"]
MeteorStorm["Meteor Storm (1-5)"]
SturmGust["Storm 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)"]
FrostOrb["Frost Orb (1-5)"]
ThunderOfJupiter["Thunder of Jupiter (1-5)"]
MagicArmor[/"Magic Armor (Warrior Tree)"/]
SafetyWall["Safety Wall (1-5)"]
StoneCurse["Stone Curse (1-5)"]
SuppressMagic["Suppress Magic (1-5)"]
SuppressAura["Suppress Aura (1-3)"]
SoulBreak["Soul Break (1-5)"]
Mindbreak["Mindbreak (1-5)"]
FireBolt -->|Lv.3| FireWall
FireBolt -->|Lv.10| MeteorStorm
EarthSpike -->|Lv.3| Earthquake
IceBolt -->|Lv.1| FrostNova
IceBolt -->|Lv.8| WaterBall
IceBolt -->|Lv.10| SturmGust
FrostNova -->|Lv.2| FrostOrb
ThunderBolt -->|Lv.2| Quagmire
ThunderBolt -->|Lv.3| ThunderStorm
ThunderStorm -->|Lv.3| ThunderOfJupiter
MagicArmor -->|Lv.3| SafetyWall
SafetyWall -->|Lv.3| StoneCurse
StoneCurse -->|Lv.2| SuppressMagic
SuppressMagic -->|Lv.2| SuppressAura
SpiritualMastery -->|Lv.2| SoulBreak
SoulBreak -->|Lv.3| Mindbreak
%% Layout only: `~~~` renders as an invisible link and implies no requirement.
%% It ranks the ward/spirit branch below the elemental chains so it forms its
%% own row instead of widening the diagram by another two columns.
FrostOrb ~~~ MagicArmor
ThunderOfJupiter ~~~ SpiritualMastery
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. | MATK | Cast Time Reduction |
|---|---|---|
| 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. | MATK | Cast Time Reduction |
|---|---|---|
| 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. | MATK | Cast Time Reduction |
|---|---|---|
| 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. | MATK | Cast Time Reduction |
|---|---|---|
| 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 |
Spiritual Mastery Max Lv. 5
A deeper communion with the currents beyond the elements, sharpening every spell drawn from Holy or Dark mana.
| Lv. | Damage/Healing |
|---|---|
| 1 | +5% |
| 2 | +10% |
| 3 | +15% |
| 4 | +20% |
| 5 | +25% |
Safety Wall Max Lv. 5
↳ Requires Magic Armor Lv. 3
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 Absorbed | Duration |
|---|---|---|
| 1 | 2 | 20s |
| 2 | 4 | 28s |
| 3 | 6 | 36s |
| 4 | 8 | 44s |
| 5 | 10 | 52s |
Stone Curse Max Lv. 5
↳ Requires Safety Wall Lv. 3
Encases a target in solid stone, applying Petrify where they stand. Requires 1 Red Mana Crystal per cast.
| Lv. | Petrify Chance | Duration |
|---|---|---|
| 1 | 20% | 5s |
| 2 | 30% | 8s |
| 3 | 40% | 11s |
| 4 | 50% | 14s |
| 5 | 60% | 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 them Silenced for a short time after.
| Lv. | Interrupt Chance | Silence Duration |
|---|---|---|
| 1 | 20% | 3s |
| 2 | 30% | 4s |
| 3 | 40% | 5s |
| 4 | 50% | 6s |
| 5 | 60% | 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 |
|---|---|
| 1 | 40% |
| 2 | 70% |
| 3 | 100% |
Fire Wall Max Lv. 5
↳ Requires Fire Bolt Lv. 3
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 Fire Bolt Lv. 10
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 |
Storm Gust Max Lv. 5
↳ Requires Ice Bolt Lv. 10
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 Ice Bolt Lv. 8
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 |
|---|---|
| 1 | 5 |
| 2 | 10 |
| 3 | 15 |
| 4 | 20 |
| 5 | 25 |
Frost Nova Max Lv. 5
↳ Requires Ice Bolt Lv. 1
A burst of subzero cold erupts outward from the caster, freezing anything caught too close.
| Lv. | Radius | Freeze Chance |
|---|---|---|
| 1 | 2m | 15% |
| 2 | 3m | 25% |
| 3 | 4m | 35% |
| 4 | 5m | 45% |
| 5 | 6m | 55% |
Quagmire Max Lv. 5
↳ Requires Thunder Bolt 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 Thunder Bolt 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 Earth Spike 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. | MATK | Freeze Chance |
|---|---|---|
| 1 | +15% | 30% |
| 2 | +30% | 40% |
| 3 | +45% | 50% |
| 4 | +60% | 60% |
| 5 | +75% | 70% |
Soul Break Max Lv. 5
↳ Requires 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. | MATK | Target 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
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 Cast | MATK (per hit) |
|---|---|---|
| 1 | 1 | +20% |
| 2 | 2 | +20% |
| 3 | 3 | +20% |
| 4 | 4 | +20% |
| 5 | 5 | +20% |
Mindbreak Max Lv. 5
↳ Requires Soul Break 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 magic defense but increases magical attack of a Bestia. It cancels Mindfocus.
| Lv. | MATK | SMDEF Reduction |
|---|---|---|
| 1 | +20% | 20% |
| 2 | +40% | 40% |
| 3 | +60% | 60% |
| 4 | +80% | 80% |
| 5 | +100% | 100% |
Assassin
Masters of hidden infiltration. They can deal high amount of single target damage and know a lot about poisons to coat their weapons.
graph TD
StripWeapons["Strip Weapons (1-5)"]
DualWield["Dual Wield (1-5)"]
WeaponCoating["Weapon Coating (1-5)"]
Hide["Hide (1-5)"]
Cloak["Cloak (1-3)"]
PoisonResearch["Poison Research (1-10)"]
EnchantPoison["Enchant Poison (1-5)"]
Plagiarism["Plagiarism (1-10)"]
Preserve["Preserve (1)"]
StripWeapons -->|Lv.2| DualWield
DualWield -->|Lv.2| WeaponCoating
Hide -->|Lv.3| Cloak
PoisonResearch -->|Lv.3| EnchantPoison
Plagiarism -->|Lv.5| Preserve
Strip Weapons Max Lv. 5
A snap of the wrist at exactly the wrong moment for whoever is holding the weapon. Knocks a piece of equipment out of a target’s hands and leaves them unable to re-equip it for a while.
Fails outright against a target protected by Weapon Coating.
| Lv. | Strip Chance | Re-equip Blocked |
|---|---|---|
| 1 | 20% | 5s |
| 2 | 30% | 10s |
| 3 | 40% | 15s |
| 4 | 50% | 20s |
| 5 | 60% | 25s |
Dual Wield Max Lv. 5
↳ Requires Strip Weapons Lv. 2
Learning to disarm someone teaches you exactly how a weapon wants to be held - and that there is no good reason to stop at one. Lets the Assassin carry a one-handed weapon in each hand at a shrinking penalty.
The off-hand weapon always swings for less than the main hand. Rank buys that gap back.
| Lv. | Off-Hand Damage | Attack Speed Penalty |
|---|---|---|
| 1 | 30% | 25% |
| 2 | 40% | 20% |
| 3 | 50% | 15% |
| 4 | 60% | 10% |
| 5 | 70% | 5% |
Weapon Coating Max Lv. 5
↳ Requires Dual Wield Lv. 2
A thin, oiled coating worked into weapons and armor that turns aside damage and shrugs off attempts to strip it away.
Protects both hands at once. While it holds, Strip Weapons cannot take either weapon.
| Lv. | Equipment Damage Reduction | Strip Resistance |
|---|---|---|
| 1 | 20% | 100% |
| 2 | 40% | 100% |
| 3 | 60% | 100% |
| 4 | 80% | 100% |
| 5 | 100% | 100% |
Hide Max Lv. 5
Drops the Assassin flat against whatever cover is at hand. Nothing hostile can see them while they stay put - but standing still is the whole price of admission.
Cloak Max Lv. 3
↳ Requires Hide Lv. 3
What Hide is for standing still, Cloak is for walking. The Assassin stays unseen while moving, at the cost of speed and a steady bleed of mana.
Still breaks on attacking. A Priest’s Ruwach strips it outright.
| Lv. | Movement Speed | Mana Drain per Second |
|---|---|---|
| 1 | 50% | 6 |
| 2 | 70% | 5 |
| 3 | 90% | 4 |
Poison Research Max Lv. 10
A long, unhealthy familiarity with everything that should not be swallowed. Raises how hard the Assassin’s own poisons bite and how well they shrug off somebody else’s.
The poisons themselves are not made here - they are ordinary Alchemist goods, brewed with Alchemy and bought like any other reagent. This skill only governs what an Assassin gets out of them.
| Lv. | Poison Damage | Poison Resistance |
|---|---|---|
| 1 | +10% | +5% |
| 2 | +20% | +10% |
| 3 | +30% | +15% |
| 4 | +40% | +20% |
| 5 | +50% | +25% |
| 6 | +60% | +30% |
| 7 | +70% | +35% |
| 8 | +80% | +40% |
| 9 | +90% | +45% |
| 10 | +100% | +50% |
Enchant Poison Max Lv. 5
↳ Requires Poison Research Lv. 3
Works a brewed poison into the edge of a weapon so every strike carries a chance to leave it behind. Consumes one Alchemist-brewed poison per cast.
Applies the Poison status effect on hit. The poison item decides how hard it bites; this skill decides how often it lands.
| Lv. | Poison Chance per Hit |
|---|---|
| 1 | 5% |
| 2 | 10% |
| 3 | 15% |
| 4 | 20% |
| 5 | 25% |
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 Chance | Max Spell Level Copied |
|---|---|---|
| 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+ |
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.
graph TD
HeavyWeaponMastery["Heavy Weapon Mastery (1-10)"]
HeavyArmorMastery["Heavy Armor Mastery (1-10)"]
Provoke["Provoke (1-5)"]
Bash["Bash (1-5)"]
Charge["Charge (1-5)"]
ShieldWall["Shield Wall (1-5)"]
AutoGuard["Auto Guard (1-5)"]
Juggernaut["Juggernaut (1-3)"]
HeavyWeaponMastery -->|Lv.3| Bash
Bash -->|Lv.3| Charge
HeavyArmorMastery -->|Lv.2| ShieldWall
ShieldWall -->|Lv.2| AutoGuard
HeavyArmorMastery -->|Lv.5| Juggernaut
Charge -->|Lv.3| Juggernaut
AutoGuard -->|Lv.3| Juggernaut
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. | Hard 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.
15% and movement speed by 50% while active.25% and the movement penalty eases to 30%.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 Damage | Stagger 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.
+20% DEF and +20% ATK for a short duration.Last updated 19 Sep 2026, 01:24 +0200 .