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.

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

Type Passive

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.

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 use trade posts.
Lv. 4
Allows sitting to double HP & Mana recovery.
Lv. 5
Allows to join and create parties. Unlocks all the other skill trees.
Cooking Max Lv. 3

↳ Requires Basic Skill Lv. 3

Type Active·Cast Time Instant·Cooldown None

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 ReductionSuccess ChanceStamina Cost
10%+0%5
220%+20%8
340%+40%11
First Aid Max Lv. 3

↳ Requires Basic Skill Lv. 3

Type Active·Mana Cost per Lv.·Cast Time Channeled·Cooldown 3min·Duration 10s·Range 2·Target Bestia

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

Type Active·Mana Cost 20·Cooldown 0 s·Range 2·Target Workbench

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 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+

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

Type Passive

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 ReductionSuccess Chance
110%+2%
220%+4%
330%+6%
440%+8%
550%+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

Type Active·Mana Cost 18·Cooldown 0s

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

Type Active·Mana Cost 23·Cooldown 0s

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 ChanceDestroy Chance On FailureMax 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

Type Active·Mana Cost 18·Cast Time 10s·Cooldown 0s

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

Type Active·Mana Cost 23·Cast Time 10s·Cooldown 0s·Range 2·Target Forge

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 ChanceReliable 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

Type Active·Mana Cost 23·Cast Time 10s·Cooldown 0s·Range 2·Target Forge

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 ChanceReliable 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

Type Passive

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 SuccessForging 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

Type Active·Mana Cost 33·Cast Time 3s·Cooldown None·Range 2·Target Forge

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

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

Type Passive

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 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

Type Active·Mana Cost 19·Cast Time 10s·Cooldown 30s

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 ReductionCrystal YieldTotal Active Harvesters
15%+3%1
210%+6%1
315%+9%1
420%+12%2
525%+15%2
630%+18%2
735%+21%3
840%+24%3
945%+27%3
1050%+30%4
Manaflow Expert Max Lv. 5

↳ Requires Mana Harvester Lv. 3

Type Active·Mana Cost 22·Target Crystal Lathe

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
14%
28%
312%
416%
520%
Runic Etching Max Lv. 10

↳ Requires Item Customization Lv. 3

Type Active·Mana Cost 25·Cooldown 0s·Target Carving Table

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

Type Active·Mana Cost 38·Range 2·Target Enchantment Altar

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 ChanceDestroy 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

Type Passive

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
120
240
360
480
5100+
Alchemy Max Lv. 10

↳ Requires Herbalism Lv. 2

Type Active·Mana Cost 24·Range 2·Target Alchemy Laboratory

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
110
220
330
440
550
660
770
880
990
10100+
Transmutation Max Lv. 10

↳ Requires Alchemy Lv. 5

Type Active·Mana Cost 34·Cooldown 0s·Range 2·Target Transmutation Workbench

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
120
240
360
480
5100+
Alchemy Mastery Max Lv. 5

↳ Requires Alchemy Lv. 5

Type Passive

A deeper feel for the cauldron - reagents stretch further and brews take hold more reliably under this Alchemist’s hand.

Lv.Success ChanceCrafting 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

Type Passive

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

Type Passive

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 DistanceDetection Accuracy
11km+10%
22km+20%
33km+30%
44km+40%
55km+50%
Fishing Max Lv. 5

Type Passive

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
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. 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

Type Passive

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 ReductionResource Drop Chance
110%+20%
220%+40%
330%+60%
440%+80%
550%+100%
Trapping Max Lv. 5

Type Passive

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 ChanceMax 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

Type Active·Mana Cost 19·Cast Time 6s·Cooldown 10s·Target Ground

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 DistanceOldest Detectable Track
1100m1h
2200m3h
3300m6h
4400m12h
5500m1d
Bestia Trapping Max Lv. 5

↳ Requires Trapping Lv. 3

Type Passive

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

Type Passive

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 GainStamina 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

Type Passive

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

Type Passive

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 ReductionDominant IVs per Clutch
15%3
210%3
315%3
420%4
525%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

Type Passive

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

Type Passive

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
110%+5%
220%+10%
330%+15%
440%+20%
550%+25%
Cartography Max Lv. 5

↳ Requires Resource Sense Lv. 1

Type Active·Mana Cost 20·Cast Time 30s·Cooldown None·Range 0·Target Terrain

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.
Weather Sense Max Lv. 3

↳ Requires Cartography Lv. 2

Type Passive

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
15 min
210 min
315 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

Type Passive

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 ReductionMax Resource Level
110%20
220%40
330%60
440%80
550%100+
Gem Cutting Max Lv. 5

↳ Requires Mining Lv. 3

Type Active·Mana Cost 20·Cast Time 8s·Cooldown None·Range 2·Target Gem Cut Station

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

Type Passive

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

Type Passive

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. 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

Type Active·Mana Cost 12·Cast Time 2s·Cooldown 10s·Duration 15s·Range Self·Target Self

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.RangeWhat It Reveals
110mThat something nearby carries mana
220mDirection and rough strength of each source
330mThe element the mana belongs to
440mThe exact spell bound to an item or place
550mWho bound it, and what trigger a Spell Binding is waiting for
Sense Max Lv. 1

↳ Requires Magic Sense Lv. 1

Type Active·Mana Cost 6·Cast Time 1s·Cooldown 3s·Range 12·Target Enemy

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

Type Passive

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

Type Active·Mana Cost 100·Cast Time 60s·Cooldown 24h·Range 0·Target Ground

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

Type Active·Mana Cost 14·Cast Time Instant·Cooldown 10s·Duration 10s·Range per Lv.·Target Self

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

Type Active·Mana Cost per Lv.·Cast Time 1.5s·Cooldown None·Range 9·Target Ally

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

↳ Requires Magic Sense Lv. 2

Type Active·Mana Cost 18·Cast Time Instant·Cooldown 20s·Duration 30s·Range 9·Target Ally

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
110%
220%
330%
Gloria Max Lv. 3

↳ Requires Magic Sense Lv. 2

Type Active·Mana Cost 22·Cast Time 2s·Cooldown 30s·Duration per Lv.·Range 9·Target Party

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

↳ Requires Heal Lv. 2

Type Active·Mana Cost 15·Cast Time Instant·Cooldown 5s·Range 9·Target Ally

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

Type Active·Mana Cost 12·Cast Time 3s·Cooldown 5s·Range 0·Target Self

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

Type Active·Mana Cost 28·Cast Time 2s·Cooldown None·Duration per Lv.·Range 9·Target Party

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

Type Active·Mana Cost 20·Cast Time Instant·Cooldown None·Duration per Lv.·Range 9·Target Ally

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.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

Type Active·Mana Cost 20·Cast Time Instant·Cooldown 5s·Duration 30s·Range 9·Target Enemy

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
14%
28%
312%
Kyrie Eleison Max Lv. 3

Type Active·Mana Cost 30·Cast Time 1s·Cooldown 15s·Duration 60s·Range 9·Target Ally

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

Type Active·Mana Cost 25·Cast Time 1s·Cooldown 10s·Duration per Lv.·Range 6·Target Ground

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

Type Active·Mana Cost 16·Cast Time 1s·Cooldown 8s·Duration per Lv.·Range 9·Target Enemy

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 ReductionExtra vs Demon/UndeadDuration
110%10%30s
220%20%45s
330%30%60s
Holy Light Max Lv. 5

↳ Requires Signum Crucis Lv. 2

Type Active·Mana Cost 24·Cast Time 1.5s·Cooldown None·Range 9·Target Enemy

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

Type Passive

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

Type Passive

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
110%
220%
330%
Impositio Manus Max Lv. 3

↳ Requires Blessing Lv. 3

Type Active·Mana Cost 26·Cast Time 1s·Cooldown 20s·Duration 60s·Range 2·Target Ally

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

Type Active·Mana Cost 20·Cast Time Instant·Cooldown 10s·Range 9·Target Ally

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

Type Active·Mana Cost 22·Cast Time 2s·Cooldown 10s·Duration per Lv.·Range 2·Target Ally

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

Type Active·Mana Cost 30·Cast Time 2s·Cooldown 5s·Range 9·Target Enemy

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
18%
216%
324%
432%
540%
  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

Type Active·Mana Cost 18·Cast Time Instant·Cooldown 15s·Duration 20s·Range 9·Target Any

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

Type Active·Mana Cost 35·Cast Time 3s·Cooldown 60s·Duration 90s·Range 9·Target Party

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

Type Active·Mana Cost 60·Cast Time 5s·Cooldown 30s·Duration 15s·Range 12·Target Ground

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

Type Active·Mana Cost 50·Cast Time 3s·Cooldown 30s·Duration 30s·Range 6·Target Ground

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

Type Active·Mana Cost 120·Cast Time 10s·Cooldown 10 min·Range 5·Target Ally

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

Type Active·Mana Cost 8·Cast Time 2s·Cooldown 3s·Range 0·Target Item

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

Type Passive

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

Type Active·Mana Cost 15·Cast Time 5s·Cooldown None·Range 2·Target Mint

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

Type Active·Mana Cost 40·Cast Time 10s·Cooldown None·Range 2·Target Ground

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

↳ Requires Trade Post Owner Lv. 3

Type Active·Mana Cost 30·Cast Time 5s·Cooldown 60s·Range 10·Target Player

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
11
22
33
44
55
Honorable Citizen Max Lv. 5

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

Type Passive

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

Type Active·Mana Cost 25·Cast Time 10s·Cooldown None·Range 2·Target Bestia

Trains a spell from a scroll into a Bestia’s memory, the first step of every Sage’s education.

Consumes the scroll in the process. The success chance depends on the level of the scroll.
Free Cast Max Lv. 5

Type Passive

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 Observation Lv. 3

Type Active·Mana Cost 30·Cast Time 5s·Cooldown 60s·Duration 20s·Range Any charted location·Target Location

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

Type Active·Mana Cost 40·Cast Time 2s·Cooldown 15s·Range 9·Target Any

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

↳ Requires Dispel Lv. 2

Type Active·Mana Cost 20·Cast Time Instant·Cooldown 20s·Duration per Lv.·Range 0·Target Self

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

Type Active·Mana Cost 25·Cast Time 1s·Cooldown 15s·Duration per Lv.·Range per Lv.·Target Self

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

Type Active·Mana Cost 45·Cast Time 3s·Cooldown 60s·Range 6·Target Enemy

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

Type Active·Mana Cost 55·Cast Time 3s·Cooldown 40s·Duration per Lv.·Range 6·Target Ground

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

↳ Requires Spell Training Lv. 3

Type Active·Mana Cost 35·Cast Time 15s·Cooldown None·Range 2·Target Bestia

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 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 Inscription Lv. 3

Type Active·Mana Cost 45·Cast Time 10s·Cooldown None·Range 2·Target Item or Ground

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

Type Active·Mana Cost 35·Cast Time 2s·Cooldown 30s·Range 0·Target Self

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
1Teleport to a random spot within 150m
2Teleport back to the spawn point
3Teleport to any Teleport Rune you set
Warp Portal Max Lv. 5

↳ Requires Teleport Lv. 2

Type Active·Mana Cost 70·Cast Time 5s·Cooldown 120s·Duration 30s·Range 3·Target Ground

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
12
24
36
48
510
Endow Fire Max Lv. 3

↳ Requires Free Cast Lv. 2

Type Active·Mana Cost 28·Cast Time 2s·Cooldown 5s·Duration per Lv.·Range 5·Target Ally

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

Type Active·Mana Cost 28·Cast Time 2s·Cooldown 5s·Duration per Lv.·Range 5·Target Ally

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

Type Active·Mana Cost 28·Cast Time 2s·Cooldown 5s·Duration per Lv.·Range 5·Target Ally

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

Type Active·Mana Cost 28·Cast Time 2s·Cooldown 5s·Duration per Lv.·Range 5·Target Ally

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%
Elemental Empowerment Max Lv. 3

↳ Requires Endow Wind Lv. 1, Endow Ice Lv. 1, Endow Fire Lv. 1 and Endow Earth Lv. 1

Type Active·Mana Cost 80·Cast Time 6s·Cooldown 300s·Duration per Lv.·Range per Lv.·Target Area

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, 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

Type Passive

A warrior’s steadied breath - the body keeps mending itself even in the thick of a fight.

HP and Mana regeneration is not stopped during combat.
Iron Skin Max Lv. 5

Type Passive

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
130
260
390
4120
5150
Magic Armor Max Lv. 3

Type Active·Mana Cost 30·Cast Time 5s·Cooldown 10s·Duration 5 min·Target Self

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
110%
220%
330%
Meditation Max Lv. 5

Type Passive

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

Type Active·Mana Cost 18·Cast Time 2.0s·Cooldown None·Range 9·Target Enemy

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 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

Type Active·Mana Cost 18·Cast Time 2.0s·Cooldown None·Range 9·Target Enemy

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

Lv.MATKCast 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

Type Active·Mana Cost 18·Cast Time 2.0s·Cooldown None·Range 9·Target Enemy

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

Lv.MATKCast 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

Type Active·Mana Cost 18·Cast Time 2.0s·Cooldown None·Range 9·Target Enemy

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

Lv.MATKCast 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

Type Passive

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

Type Active·Mana Cost 30·Cast Time 1s·Cooldown 10s·Duration per Lv.·Range 6·Target Ally

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
1220s
2428s
3636s
4844s
51052s
Stone Curse Max Lv. 5

↳ Requires Safety Wall Lv. 3

Type Active·Mana Cost 25·Cast Time 1s·Cooldown 15s·Duration per Lv.·Range 6·Target Enemy

Encases a target in solid stone, applying Petrify 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

Type Active·Mana Cost 30·Cast Time Instant·Cooldown 20s·Duration per Lv.·Range 9·Target Enemy

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

↳ Requires Suppress Magic Lv. 2

Type Active·Mana Cost 35·Cast Time 3s·Cooldown 30s·Duration 5 min·Range 2·Target Any

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 Fire Bolt Lv. 3

Type Active·Mana Cost 35·Cast Time 2s·Cooldown 10s·Duration 20s·Range 6·Target Ground

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

Type Active·Mana Cost 70·Cast Time 6s·Cooldown 30s·Duration 10s·Range 12·Target Ground

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

Type Active·Mana Cost 65·Cast Time 5s·Cooldown 25s·Duration 10s·Range 12·Target Ground

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

Type Active·Mana Cost 45·Cast Time 3s·Cooldown 15s·Range 9·Target Enemy

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 Ice Bolt Lv. 1

Type Active·Mana Cost 40·Cast Time 2s·Cooldown 15s·Range per Lv.·Target Self

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 Thunder Bolt Lv. 2

Type Active·Mana Cost 30·Cast Time 2s·Cooldown 20s·Duration 30s·Range 9·Target Ground

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)
110%
220%
330%
440%
550%
Thunder Storm Max Lv. 5

↳ Requires Thunder Bolt Lv. 3

Type Active·Mana Cost 60·Cast Time 4s·Cooldown 20s·Duration 8s·Range 12·Target Ground

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

Type Active·Mana Cost 60·Cast Time 4s·Cooldown 25s·Duration 8s·Range per Lv.·Target Self

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

Type Active·Mana Cost 40·Cast Time 3s·Cooldown 12s·Range 9·Target Enemy

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 Spiritual Mastery Lv. 2

Type Active·Mana Cost 45·Cast Time 2s·Cooldown 15s·Range 9·Target Enemy

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

Type Active·Mana Cost 55·Cast Time 4s·Cooldown 20s·Range 9·Target Enemy

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 Soul Break Lv. 3

Type Active·Mana Cost 50·Cast Time 3s·Cooldown 60s·Duration 60s·Range 5·Target Bestia

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.MATKSMDEF 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

Type Active·Mana Cost 22·Cast Time Instant·Cooldown 12s·Range 2·Target Enemy

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 ChanceRe-equip Blocked
120%5s
230%10s
340%15s
450%20s
560%25s
Dual Wield Max Lv. 5

↳ Requires Strip Weapons Lv. 2

Type Passive

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 DamageAttack Speed Penalty
130%25%
240%20%
350%15%
460%10%
570%5%
Weapon Coating Max Lv. 5

↳ Requires Dual Wield Lv. 2

Type Active·Mana Cost 26·Cast Time 2s·Cooldown None·Duration 10 min·Range 0·Target Self

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 ReductionStrip Resistance
120%100%
240%100%
360%100%
480%100%
5100%100%
Hide Max Lv. 5

Type Active·Mana Cost 18·Cast Time Instant·Cooldown 5s·Duration Until cancelled·Range 0·Target Self

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.

Breaks the moment the Assassin moves or attacks. Revealed by Ruwach and by a Sense cast in range.

Lv.Mana Drain per SecondDetection Resistance
1310%
22.520%
3230%
41.540%
5150%
Cloak Max Lv. 3

↳ Requires Hide Lv. 3

Type Active·Mana Cost 30·Cast Time Instant·Cooldown 8s·Duration Until cancelled·Range 0·Target Self

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 SpeedMana Drain per Second
150%6
270%5
390%4
Poison Research Max Lv. 10

Type Passive

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 DamagePoison 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

Type Active·Mana Cost 24·Cast Time 2s·Cooldown None·Duration 5 min·Range 2·Target Ally

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
15%
210%
315%
420%
525%
Plagiarism Max Lv. 10

Type Passive

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

Type Active·Mana Cost 10·Cast Time Instant·Cooldown 2s·Duration Until cancelled·Range 0·Target Self

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

Type Passive

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+310%
2+620%
3+930%
4+1240%
5+1550%
6+1860%
7+2170%
8+2480%
9+2790%
10+30100%
Heavy Armor Mastery Max Lv. 10

Type Passive

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+25%
2+410%
3+615%
4+820%
5+1025%
6+1230%
7+1435%
8+1640%
9+1845%
10+2050%
Provoke Max Lv. 5

Type Active·Mana Cost 14·Cast Time Instant·Cooldown 10s·Duration per Lv.·Range 6·Target Enemy

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

Type Active·Mana Cost 25·Cast Time Instant·Cooldown 15s·Duration Until cancelled·Range 0·Target Self

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
Reduces incoming physical damage by 15% and movement speed by 50% 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

Type Active·Mana Cost 18·Cast Time Instant·Cooldown 6s·Range 2·Target Enemy

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

Type Passive

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

Type Active·Mana Cost 22·Cast Time Instant·Cooldown per Lv.·Range 12·Target Enemy

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
10.5s
21.0s
31.5s
42.0s
52.5s
Juggernaut Max Lv. 3

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

Type Active·Mana Cost 60·Cast Time Instant·Cooldown 120s·Duration per Lv.·Range 0·Target Self

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.

Last updated 19 Sep 2026, 01:24 +0200 . history