Warrior Tree
Wizard, Brawler, Hunter, Assassin, Knight and Bard: the fighting professions.
Where the other trees build, gather and study, the Warrior tree is built to fight. Wizards burn the battlefield down with elemental and arcane fury, Brawlers fight with fist and staff, Hunters shoot from afar, Assassins strike from hiding with poisoned blades, Knights hold the front line in plate, and Bards fight or play their allies to victory.
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"]
Hunter["Hunter"]
Assassin["Assassin"]
Knight["Knight"]
Bard["Bard"]
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
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
Hide toughened by nothing more than sheer stubbornness. Reduces incoming physical damage. Unlike Magic Armor this costs no mana, but the reduction is more modest.
| Lv. | Physical Damage Taken |
|---|---|
| 1 | -3% |
| 2 | -6% |
| 3 | -9% |
| 4 | -12% |
| 5 | -15% |
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 master’s natural mending.
| 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.
This tree is enabled as soon as you have 5 Lv. or more into warrior tree
The Wizard has two routes. The Elementalist casts the bolts and the great area spells of the elements they choose. The Arcanist controls the field with walls, curses and raw mana.
graph TD
FireBolt["Fire Bolt (1-5)"]
IceBolt["Ice Bolt (1-5)"]
ThunderBolt["Thunder Bolt (1-5)"]
EarthSpike["Earth Spike (1-5)"]
ArcaneMastery["Arcane Mastery (1-3)"]
FireWall["Fire Wall (1-3)"]
MeteorStorm["Meteor Storm (1-3)"]
SturmGust["Storm Gust (1-3)"]
FrostNova["Frost Nova (1-3)"]
Quagmire["Quagmire (1-3)"]
ThunderStorm["Thunder Storm (1-3)"]
Earthquake["Earthquake (1-3)"]
MagicArmor[/"Magic Armor (Warrior Tree)"/]
SafetyWall["Safety Wall (1-3)"]
StoneCurse["Stone Curse (1-3)"]
SuppressMagic["Suppress Magic (1-3)"]
SoulBreak["Soul Break (1-3)"]
Mindbreak["Mindbreak (1-3)"]
FireBolt -->|Lv.3| FireWall
FireBolt -->|Lv.5| MeteorStorm
EarthSpike -->|Lv.3| Earthquake
IceBolt -->|Lv.1| FrostNova
IceBolt -->|Lv.5| SturmGust
ThunderBolt -->|Lv.2| Quagmire
ThunderBolt -->|Lv.3| ThunderStorm
MagicArmor -->|Lv.3| SafetyWall
SafetyWall -->|Lv.3| StoneCurse
StoneCurse -->|Lv.2| SuppressMagic
ArcaneMastery -->|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.
FrostNova ~~~ MagicArmor
ThunderStorm ~~~ ArcaneMastery
Fire Bolt Max Lv. 5
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 | +20% | 0.2s |
| 2 | +40% | 0.4s |
| 3 | +60% | 0.6s |
| 4 | +80% | 0.8s |
| 5 | +100% | 1.0s |
Ice Bolt Max Lv. 5
A shard of hardened cold flung at a single target - the water-elemental counterpart to Fire Bolt.
| Lv. | MATK | Cast Time Reduction |
|---|---|---|
| 1 | +20% | 0.2s |
| 2 | +40% | 0.4s |
| 3 | +60% | 0.6s |
| 4 | +80% | 0.8s |
| 5 | +100% | 1.0s |
Thunder Bolt Max Lv. 5
A crack of lightning called down onto a single target - the wind-elemental counterpart to Fire Bolt.
| Lv. | MATK | Cast Time Reduction |
|---|---|---|
| 1 | +20% | 0.2s |
| 2 | +40% | 0.4s |
| 3 | +60% | 0.6s |
| 4 | +80% | 0.8s |
| 5 | +100% | 1.0s |
Earth Spike Max Lv. 5
A jagged spar of stone erupts beneath a single target - the earth-elemental counterpart to Fire Bolt.
| Lv. | MATK | Cast Time Reduction |
|---|---|---|
| 1 | +20% | 0.2s |
| 2 | +40% | 0.4s |
| 3 | +60% | 0.6s |
| 4 | +80% | 0.8s |
| 5 | +100% | 1.0s |
Arcane Mastery Max Lv. 3
A deeper communion with raw mana beyond the elements, sharpening the spells that draw on it: Soul Break and Mindbreak.
| Lv. | Raw-Mana Spell Damage |
|---|---|
| 1 | +5% |
| 2 | +15% |
| 3 | +25% |
Safety Wall Max Lv. 3
↳ 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 | 6 | 36s |
| 3 | 10 | 52s |
Stone Curse Max Lv. 3
↳ Requires Safety Wall Lv. 3
Encases a target in solid stone, applying Stoning where they stand. Stoning turns into Stone unless it is cured first. Requires 1 Red Mana Crystal per cast.
| Lv. | Stoning Chance | Duration |
|---|---|---|
| 1 | 20% | 5s |
| 2 | 40% | 11s |
| 3 | 60% | 17s |
Suppress Magic Max Lv. 3
↳ 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 | 40% | 5s |
| 3 | 60% | 7s |
Fire Wall Max Lv. 3
↳ Requires Fire Bolt Lv. 3
Conjures a wall of roaring flame across the ground. Anything that tries to push through is burned and shoved back the way it came.
| Lv. | MATK (per tick) | Knockback |
|---|---|---|
| 1 | +10% | 1m |
| 2 | +30% | 2m |
| 3 | +50% | 3m |
Meteor Storm Max Lv. 3
↳ Requires Fire Bolt Lv. 5
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 | +30% | 5 |
| 3 | +50% | 7 |
Storm Gust Max Lv. 3
↳ Requires Ice Bolt Lv. 5
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 | +24% | 15% |
| 3 | +40% | 25% |
Frost Nova Max Lv. 3
↳ 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 | 4m | 35% |
| 3 | 6m | 55% |
Quagmire Max Lv. 3
↳ 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 | 30% |
| 3 | 50% |
Thunder Storm Max Lv. 3
↳ 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 | +30% | 5 |
| 3 | +50% | 7 |
Earthquake Max Lv. 3
↳ 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 | +30% | 4m |
| 3 | +50% | 6m |
Soul Break Max Lv. 3
↳ Requires Arcane 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 | +60% | 15% |
| 3 | +100% | 25% |
Mindbreak Max Lv. 3
↳ Requires Soul Break Lv. 3
A buff channeling so much raw magic through one of the master’s Bestias at once that its armor is the first thing to give. Once applied it reduces the magic defense but increases magical attack of the Bestia.
| Lv. | MATK | SMDEF Reduction |
|---|---|---|
| 1 | +20% | 20% |
| 2 | +60% | 60% |
| 3 | +100% | 100% |
Brawler
No fancy footwork, no elemental theatrics - just fists, a staff, and the kind of toughness that keeps going long after everyone else has called it quits.
This tree is enabled as soon as you have 5 Lv. or more into warrior tree
graph TD
IronSkin[/"Iron Skin (Warrior Tree)"/]
ToughGuy["Tough Guy (1-5)"]
SecondWind["Second Wind (1-3)"]
Unbreakable["Unbreakable (1-3)"]
IronFist["Iron Fist (1-10)"]
TripleBlow["Triple Blow (1-10)"]
ChainCombo["Chain Combo (1-5)"]
BattleFury["Battle Fury (1-3)"]
UltimaFist["Ultima Fist (1-5)"]
StaffSweep["Staff Sweep (1-5)"]
Rush["Rush (1)"]
ToughGuy -->|Lv.3| SecondWind
SecondWind -->|Lv.2| Unbreakable
IronSkin -->|Lv.3| Unbreakable
ToughGuy -->|Lv.3| BattleFury
IronFist -->|Lv.3| TripleBlow
TripleBlow -->|Lv.5| ChainCombo
BattleFury -->|Lv.3| UltimaFist
ChainCombo -->|Lv.3| UltimaFist
StaffSweep -->|Lv.2| Rush
Tough Guy Max Lv. 5
A Brawler’s conditioning - stamina holds out longer under strain and comes back quicker once it’s spent.
| Lv. | Stamina Cost Reduction | Stamina Regeneration |
|---|---|---|
| 1 | 10% | +10% |
| 2 | 20% | +20% |
| 3 | 30% | +30% |
| 4 | 40% | +40% |
| 5 | 50% | +50% |
Second Wind Max Lv. 3
↳ Requires Tough Guy Lv. 3
A Brawler’s answer to running on empty: dig deep once, and get back up.
| Lv. | Stamina Restored | HP Restored | Cooldown |
|---|---|---|---|
| 1 | 50% | - | 180s |
| 2 | 50% | 20% | 180s |
| 3 | 50% | 20% | 120s |
Unbreakable Max Lv. 3
↳ Requires Iron Skin Lv. 3 and Second Wind Lv. 2
The Brawler’s capstone. Everyone else has a breaking point; this is the skill that argues otherwise.
Once per cooldown, an otherwise lethal hit leaves the master at 1 HP instead.
| Lv. | Cooldown | Extra |
|---|---|---|
| 1 | 10 min | |
| 2 | 10 min | Stun and knockback last half as long above 50% HP |
| 3 | 6 min | Stun and knockback last half as long above 50% HP |
Iron Fist Max Lv. 10
Knuckles hardened on posts, walls and the occasional jaw.
| Lv. | ATK with Fist Weapons |
|---|---|
| 1 | +3 |
| 2 | +6 |
| 3 | +9 |
| 4 | +12 |
| 5 | +15 |
| 6 | +18 |
| 7 | +21 |
| 8 | +24 |
| 9 | +27 |
| 10 | +30 |
Triple Blow Max Lv. 10
↳ Requires Iron Fist Lv. 3
Every swing carries the chance to become three, faster than the eye can follow.
A basic attack that triggers strikes three times for 200% ATK in all.
| Lv. | Chance per Basic Attack |
|---|---|
| 1 | 3% |
| 2 | 6% |
| 3 | 9% |
| 4 | 12% |
| 5 | 15% |
| 6 | 18% |
| 7 | 21% |
| 8 | 24% |
| 9 | 27% |
| 10 | 30% |
Chain Combo Max Lv. 5
↳ Requires Triple Blow Lv. 5
Follows a Triple Blow at once with four more hits, before the target has found its feet.
Can only be used right after a Triple Blow.
| Lv. | ATK over Four Hits |
|---|---|
| 1 | 300% |
| 2 | 350% |
| 3 | 400% |
| 4 | 450% |
| 5 | 500% |
Battle Fury Max Lv. 3
↳ Requires Tough Guy Lv. 3
Works the Brawler into a red haze: more strength behind every blow, less care for what comes back.
Applies Berserk: +60% ATK and +30% attack speed, but no DEF.
| Lv. | Duration |
|---|---|
| 1 | 10s |
| 2 | 20s |
| 3 | 30s |
Ultima Fist Max Lv. 5
↳ Requires Battle Fury Lv. 3 and Chain Combo Lv. 3
The Brawler’s finisher: every last drop of mana poured into a single blow.
Only while Berserk and with at least half the mana. Deals ATK * (4 + mana spent / 10) and spends all mana. Afterwards
the Berserk ends and Mana Sealed stops mana regeneration for
5 min.
| Lv. | Damage Bonus |
|---|---|
| 1 | +10% |
| 2 | +20% |
| 3 | +30% |
| 4 | +40% |
| 5 | +50% |
Staff Sweep Max Lv. 5
A wide sweep of the staff that clears a circle around the Brawler.
Needs a staff. Hits every enemy within 2m and knocks them back 1m.
| Lv. | ATK |
|---|---|
| 1 | 120% |
| 2 | 140% |
| 3 | 160% |
| 4 | 180% |
| 5 | 200% |
Rush Max Lv. 1
↳ Requires Staff Sweep Lv. 2
Covers the ground to a target in a single burst of speed.
6m to the target.Hunter
Neither predator nor prey, exactly. Hunters move through the wild like the terrain isn’t there, see their quarry long before it sees them, and finish the job from further away than most can aim.
This tree is enabled as soon as you have 5 Lv. or more into warrior tree
The Hunter has two routes. The Archer fights with the bow from as far away as the eye reaches. The Tracker marks the prey, hunts it down with spear and Bestias, and moves fast through the wild.
graph TD
Camouflage["Camouflage (1-3)"]
Trailblazer["Trailblazer (1-5)"]
HuntersMark["Hunter's Mark (1-5)"]
OwlsEye["Owl's Eye (1-5)"]
VulturesEye["Vulture's Eye (1-5)"]
DoubleStrafe["Double Strafe (1-10)"]
ArrowShower["Arrow Shower (1-5)"]
ChargeArrow["Charge Arrow (1)"]
ImproveConcentration["Improve Concentration (1-5)"]
ArrowCrafting["Arrow Crafting (1)"]
Javelin["Javelin (1-5)"]
PackHunt["Pack Hunt (1-3)"]
Camouflage -->|Lv.2| HuntersMark
Trailblazer -->|Lv.2| Javelin
HuntersMark -->|Lv.3| PackHunt
OwlsEye -->|Lv.3| VulturesEye
OwlsEye -->|Lv.3| DoubleStrafe
DoubleStrafe -->|Lv.5| ArrowShower
VulturesEye -->|Lv.3| ChargeArrow
VulturesEye -->|Lv.1| ImproveConcentration
Camouflage Max Lv. 3
Teaches the Hunter to read the land well enough to disappear into it.
Wild Bestia notice the master later. Camouflage does not hide the master, so Ruwach has nothing to reveal.
| Lv. | Notice Range of Wild Bestia |
|---|---|
| 1 | -10% |
| 2 | -20% |
| 3 | -30% |
Trailblazer Max Lv. 5
A Hunter’s sure footing, at home where the road ends.
The master walks faster on any ground that is not a made road or paving.
| Lv. | Walk Speed off Roads |
|---|---|
| 1 | +3% |
| 2 | +6% |
| 3 | +9% |
| 4 | +12% |
| 5 | +15% |
Hunter's Mark Max Lv. 5
↳ Requires Camouflage Lv. 2
Once the Hunter has picked their prey, it does not get away.
Javelin Max Lv. 5
↳ Requires Trailblazer Lv. 2
Not every hunt is won with a bow.
7 tiles away for 150% + 30%/Lv. ATK. A spear comes back
to hand; a thrown weapon is used up like ammunition.Pack Hunt Max Lv. 3
↳ Requires Hunter's Mark Lv. 3
The Hunter’s Bestias learn whom to go for.
The master’s Bestias deal more damage to the target of Hunter’s Mark.
| Lv. | Bestia Damage vs Marked Target |
|---|---|
| 1 | +10% |
| 2 | +20% |
| 3 | +30% |
Owl's Eye Max Lv. 5
Eyes trained on far and small things, until the aim follows them by itself.
+1 DEX per level.Vulture's Eye Max Lv. 5
↳ Requires Owl's Eye Lv. 3
Patience on the draw, until the shot lands where the eye already is.
Works with every ranged weapon: bow, crossbow and thrown weapons, so Javelin gains from it too.
| Lv. | Range | HIT |
|---|---|---|
| 1 | +1 tile | +2 |
| 2 | +2 tiles | +4 |
| 3 | +3 tiles | +6 |
| 4 | +4 tiles | +8 |
| 5 | +5 tiles | +10 |
Double Strafe Max Lv. 10
↳ Requires Owl's Eye Lv. 3
Two arrows off the string before the first one lands.
100% + 10%/Lv. ATK each, but takes only one arrow out of the
quiver.Arrow Shower Max Lv. 5
↳ Requires Double Strafe Lv. 5
A volley loosed high, coming down on everyone below it.
80% + 10%/Lv. ATK and knocks them back 1m. Takes one arrow out of
the quiver.Charge Arrow Max Lv. 1
↳ Requires Vulture's Eye Lv. 3
A shot drawn so far back it lifts the target off its feet.
150% ATK that knocks the target back 6m. Useful to keep a melee fighter at a distance.Improve Concentration Max Lv. 5
↳ Requires Vulture's Eye Lv. 1
The Hunter’s senses, sharpened to a point.
When cast, it reveals everything hidden within 3m of the master.
| Lv. | AGI | DEX |
|---|---|---|
| 1 | +2 | +2 |
| 2 | +4 | +4 |
| 3 | +6 | +6 |
| 4 | +8 | +8 |
| 5 | +10 | +10 |
Arrow Crafting Max Lv. 1
A Hunter who runs out of arrows in the wild does not have to walk back to town.
Opens the crafting window with the arrow recipes. It needs no station: two Reed Stalks and a Feather make 20 regular arrows. Special arrows come later.
Assassin
Masters of hidden infiltration. They can deal high amount of single target damage and know a lot about poisons to coat their weapons.
This tree is enabled as soon as you have 5 Lv. or more into warrior tree
The Assassin has two routes. The Shadow strikes from hiding with Hide, Cloak, Backstab and Shadow Step. The Duelist fights in the open with two blades and poison. Strip Equipment and Plagiarism serve both.
graph TD
StripEquipment["Strip Equipment (1-5)"]
DualWield["Dual Wield (1-5)"]
EquipmentCoating["Equipment Coating (1-3)"]
GutPunch["Gut Punch (1-3)"]
SonicBlow["Sonic Blow (1-5)"]
Hide["Hide (1-5)"]
Cloak["Cloak (1-3)"]
Backstab["Backstab (1-5)"]
ShadowStep["Shadow Step (1-3)"]
PoisonResearch["Poison Research (1-5)"]
EnchantPoison["Enchant Poison (1-5)"]
Plagiarism["Plagiarism (1-5)"]
StripEquipment -->|Lv.2| DualWield
StripEquipment -->|Lv.3| EquipmentCoating
StripEquipment -->|Lv.2| GutPunch
DualWield -->|Lv.3| SonicBlow
Hide -->|Lv.3| Cloak
Hide -->|Lv.2| Backstab
Backstab -->|Lv.3| ShadowStep
Cloak -->|Lv.1| ShadowStep
PoisonResearch -->|Lv.3| EnchantPoison
Strip Equipment Max Lv. 5
A snap of the wrist at exactly the wrong moment for whoever is wearing it. Knocks a random piece of equipment off a target and leaves them unable to put it back on for a while.
The slot is chosen at random. Accessories cannot be stripped. Stripping the weapon takes the weapon hand, not a shield. Stripping the shield takes the shield hand. On a dual wielder both take the two weapons. Each slot stays empty while its stripped status effect lasts. Fails outright against a piece protected by Equipment Coating.
| Lv. | Strip Chance | Slot Blocked |
|---|---|---|
| 1 | 20% | 5s |
| 2 | 30% | 10s |
| 3 | 40% | 15s |
| 4 | 50% | 20s |
| 5 | 60% | 25s |
Dual Wield Max Lv. 5
↳ Requires Strip Equipment 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.
Without this skill no master can hold a weapon in the left hand, whatever their professions allow. 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% |
Equipment Coating Max Lv. 3
↳ Requires Strip Equipment Lv. 3
A thin, oiled coating worked into weapons and armor that slows their wear and shrugs off attempts to strip them away.
Coats every piece the Assassin wears. While it holds, Strip Equipment cannot take any of them.
| Lv. | Durability Wear |
|---|---|
| 1 | -20% |
| 2 | -60% |
| 3 | -100% |
Gut Punch Max Lv. 3
↳ Requires Strip Equipment Lv. 2
A short, vicious blow below the ribs that leaves the target doubled over, stunned and gasping for air.
Applies Stun. A boss recovers twice as fast.
| Lv. | Stun Duration |
|---|---|
| 1 | 4s |
| 2 | 5s |
| 3 | 6s |
Sonic Blow Max Lv. 5
↳ Requires Dual Wield Lv. 3
Eight strikes in a single heartbeat, split across both blades. Too fast to parry, too many to count.
The damage is shared evenly between the eight hits.
| Lv. | ATK over All Hits |
|---|---|
| 1 | 340% |
| 2 | 380% |
| 3 | 420% |
| 4 | 460% |
| 5 | 500% |
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.
Breaks the moment the Assassin moves or attacks. Detection resistance works against eyes, not against Ruwach, which always reveals.
| Lv. | Mana Drain per Second | Detection Resistance |
|---|---|---|
| 1 | 3 | 10% |
| 2 | 2.5 | 20% |
| 3 | 2 | 30% |
| 4 | 1.5 | 40% |
| 5 | 1 | 50% |
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. Ruwach strips it outright.
| Lv. | Movement Speed | Mana Drain per Second |
|---|---|---|
| 1 | 50% | 6 |
| 2 | 70% | 5 |
| 3 | 90% | 4 |
Shadow Step Max Lv. 3
↳ Requires Backstab Lv. 3 and Cloak Lv. 1
Slips through the shadows to stand right behind a target, still hidden, so that a Backstab can follow.
| Lv. | Range |
|---|---|
| 1 | 4m |
| 2 | 6m |
| 3 | 8m |
Poison Research Max Lv. 5
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 | +20% | +10% |
| 2 | +40% | +20% |
| 3 | +60% | +30% |
| 4 | +80% | +40% |
| 5 | +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, such as Basic 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. 5
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. Casting the copied spell consumes it, and getting hit by a new spell overwrites whatever was memorized before.
Bestia attacks can be copied too. The cap is the attack level, as for Spell Inscription. A master’s spell counts 10 attack levels per skill level, so Plagiarism Lv. 2 copies a Fire Bolt up to Lv. 4.
At Lv. 5 the Assassin keeps what they stole: a new spell no longer overwrites the copy, which is only lost when it is cast.
| Lv. | Copy Chance | Max Attack Level Copied |
|---|---|---|
| 1 | 10% | 20 |
| 2 | 20% | 40 |
| 3 | 30% | 60 |
| 4 | 40% | 80 |
| 5 | 50% | 100+ |
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.
This tree is enabled as soon as you have 5 Lv. or more into warrior tree
The Knight has two routes. The Vanguard hits hard with heavy weapons and charges in. The Guardian holds the line with plate and shield and takes the blows meant for others.
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)"]
Devotion["Devotion (1-3)"]
BrandishSpear["Brandish Spear (1-5)"]
HeavyWeaponMastery -->|Lv.3| Bash
Bash -->|Lv.3| Charge
HeavyWeaponMastery -->|Lv.3| BrandishSpear
HeavyArmorMastery -->|Lv.2| ShieldWall
ShieldWall -->|Lv.2| AutoGuard
ShieldWall -->|Lv.2| Devotion
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 the Knight’s melee weapons.
Counts for every weapon type the Knight may use: Sword, Greatsword, Axe, Greataxe, Mace, Hammer, Spear and Polearm.
| Lv. | ATK |
|---|---|
| 1 | +3 |
| 2 | +6 |
| 3 | +9 |
| 4 | +12 |
| 5 | +15 |
| 6 | +18 |
| 7 | +21 |
| 8 | +24 |
| 9 | +27 |
| 10 | +30 |
Heavy Armor Mastery Max Lv. 10
Plate and mail punish anyone who hasn’t trained to wear them. This skill teaches the body to carry the weight, complementing the protection of Iron Skin.
| Lv. | Hard DEF (heavy armor) |
|---|---|
| 1 | +2 |
| 2 | +4 |
| 3 | +6 |
| 4 | +8 |
| 5 | +10 |
| 6 | +12 |
| 7 | +14 |
| 8 | +16 |
| 9 | +18 |
| 10 | +20 |
Provoke Max Lv. 5
A shout, a slammed shield, whatever gets the job done - forces a monster to attack the Knight instead of their allies for a short duration.
Works on monsters and wild Bestias only. A master cannot be forced to fight.
| Lv. | Duration |
|---|---|
| 1 | 4s |
| 2 | 5s |
| 3 | 6s |
| 4 | 7s |
| 5 | 8s |
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.
Needs a shield. At Lv. 5 it also returns 10% of the blocked damage to the attacker.
| Lv. | Physical Damage Taken | Movement Speed |
|---|---|---|
| 1 | -15% | -50% |
| 2 | -20% | -40% |
| 3 | -25% | -30% |
| 4 | -30% | -30% |
| 5 | -35% | -30% |
Bash Max Lv. 5
↳ Requires Heavy Weapon Mastery Lv. 3
A single committed swing that trades finesse for raw impact, with a chance to Stun whatever it lands on for 1s.
| Lv. | Bonus Damage | Stun Chance |
|---|---|---|
| 1 | +20% | +5% |
| 2 | +40% | +10% |
| 3 | +60% | +15% |
| 4 | +80% | +20% |
| 5 | +100% | +25% |
Brandish Spear Max Lv. 5
↳ Requires Heavy Weapon Mastery Lv. 3
A long weapon swung wide, clearing the ground in front of the Knight.
120% + 40%/Lv. ATK.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.
Needs a shield.
| Lv. | Full Block Chance |
|---|---|
| 1 | +4% |
| 2 | +8% |
| 3 | +12% |
| 4 | +16% |
| 5 | +20% |
Devotion Max Lv. 3
↳ Requires Shield Wall Lv. 2
The Knight steps between an ally and harm, and the harm goes to the Knight.
While it lasts, all damage the ally takes goes to the Knight instead. It ends early when the ally moves more than 7m
away.
| Lv. | Duration |
|---|---|
| 1 | 15s |
| 2 | 30s |
| 3 | 45s |
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 150% ATK and applies a 3s Provoke effect on impact.
| Lv. | Cooldown |
|---|---|
| 1 | 14.5s |
| 2 | 14s |
| 3 | 13.5s |
| 4 | 13s |
| 5 | 12.5s |
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.
Gains +20% DEF and +20% ATK while active.
| Lv. | Duration | Cooldown | Extra |
|---|---|---|---|
| 1 | 10s | 120s | |
| 2 | 15s | 120s | Immune to Stun and knockback |
| 3 | 15s | 90s | A hit fully blocked by Auto Guard refreshes the duration |
Bard
Bards fight and perform with the same hands. Some lash out with whip and lute and leave their enemies stumbling; others stay at the back and play until everyone around them, Bestia included, hits harder, moves faster and walks further. Most do a bit of both.
This tree is enabled as soon as you have 5 Lv. or more into warrior tree
The Bard has two routes. The fighter route fights with whip and instrument and weakens enemies. The support route plays songs.
A song needs an instrument in hand. It buffs every party member and their Bestias within 3 tiles for 60s.
Different songs stack, and playing the same song again refreshes it.
graph TD
InstrumentMastery["Instrument Mastery (1-10)"]
NimbleSteps["Nimble Steps (1-5)"]
HobblingLash["Hobbling Lash (1-5)"]
DiscordStrike["Discord Strike (1-5)"]
DissonantChord["Dissonant Chord (1-5)"]
VoiceTraining["Voice Training (1-5)"]
BattleHymn["Battle Hymn (1-5)"]
WarMarch["War March (1-5)"]
MirageDance["Mirage Dance (1-5)"]
WanderersTune["Wanderer's Tune (1-5)"]
GrandPerformance["Grand Performance (1-3)"]
InstrumentMastery -->|Lv.3| HobblingLash
InstrumentMastery -->|Lv.3| DiscordStrike
DiscordStrike -->|Lv.3| DissonantChord
BattleHymn -->|Lv.2| WarMarch
VoiceTraining -->|Lv.3| MirageDance
BattleHymn -->|Lv.5| GrandPerformance
WarMarch -->|Lv.5| GrandPerformance
Instrument Mastery Max Lv. 10
Training with lute, flute and whip until each one is as much a weapon as an instrument.
+2 ATK per level with an instrument or a whip.Nimble Steps Max Lv. 5
A Bard trusts footwork over plate and simply is not where the hit lands.
+2 FLEE per level in light armor, cloth or no armor.Hobbling Lash Max Lv. 5
↳ Requires Instrument Mastery Lv. 3
A whip strike aimed less at the flesh than at the footing.
Needs a whip. Hits for 120% + 20%/Lv. ATK and leaves the target
Slowed (-20% move speed).
| Lv. | Slowed |
|---|---|
| 1 | 4s |
| 2 | 5s |
| 3 | 6s |
| 4 | 7s |
| 5 | 8s |
Discord Strike Max Lv. 5
↳ Requires Instrument Mastery Lv. 3
One sharp, ugly note, played loud enough to hurt.
150% + 30%/Lv. ATK.Dissonant Chord Max Lv. 5
↳ Requires Discord Strike Lv. 3
Off-key on purpose. Rattles nearby enemies badly enough to throw off their aim and their swing.
Needs an instrument. Every enemy within 3 tiles gets ASPD Down
and loses HIT.
| Lv. | HIT |
|---|---|
| 1 | -3% |
| 2 | -6% |
| 3 | -9% |
| 4 | -12% |
| 5 | -15% |
Voice Training Max Lv. 5
A trained voice reaches further and holds a note longer than an untrained one ever could.
| Lv. | Song Radius | Song Duration |
|---|---|---|
| 1 | +1 tile | +10% |
| 2 | +2 tiles | +20% |
| 3 | +3 tiles | +30% |
| 4 | +4 tiles | +40% |
| 5 | +5 tiles | +50% |
Battle Hymn Max Lv. 5
A driving hymn that steels the arm of everyone in earshot.
+3% ATK and MATK per level.War March Max Lv. 5
↳ Requires Battle Hymn Lv. 2
A quickstep tune that puts a spring in the step and a snap in the swing.
+2% movement and attack speed per level.Mirage Dance Max Lv. 5
↳ Requires Voice Training Lv. 3
A dance that shares the Bard’s knack for not being where the hit lands.
+3 FLEE per level.Wanderer's Tune Max Lv. 5
A steady, ground-eating rhythm that keeps a travelling party’s legs fresh long after they should have given out.
10 min instead of 60s. -10% stamina drain per level. Made for long journeys with a Bestia team.Grand Performance Max Lv. 3
↳ Requires Battle Hymn Lv. 5 and War March Lv. 5
The Bard’s capstone. Every song lands a little harder once the crowd knows who is playing.
+10% per level to the effect of every song the master plays.Last updated 11 Nov 2026, 22:27 +0100 .