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

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

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

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 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.

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

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+20%0.2s
2+40%0.4s
3+60%0.6s
4+80%0.8s
5+100%1.0s
Ice Bolt Max Lv. 5

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+20%0.2s
2+40%0.4s
3+60%0.6s
4+80%0.8s
5+100%1.0s
Thunder Bolt Max Lv. 5

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+20%0.2s
2+40%0.4s
3+60%0.6s
4+80%0.8s
5+100%1.0s
Earth Spike Max Lv. 5

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+20%0.2s
2+40%0.4s
3+60%0.6s
4+80%0.8s
5+100%1.0s
Arcane Mastery Max Lv. 3

Type Passive

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

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
2636s
31052s
Stone Curse Max Lv. 3

↳ 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 Stoning where they stand. Stoning turns into Stone unless it is cured first. Requires 1 Red Mana Crystal per cast.

Lv.Stoning ChanceDuration
120%5s
240%11s
360%17s
Suppress Magic Max Lv. 3

↳ 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
240%5s
360%7s
Fire Wall Max Lv. 3

↳ 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 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

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+30%5
3+50%7
Storm Gust Max Lv. 3

↳ Requires Ice Bolt Lv. 5

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+24%15%
3+40%25%
Frost Nova Max Lv. 3

↳ 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%
24m35%
36m55%
Quagmire Max Lv. 3

↳ 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%
230%
350%
Thunder Storm Max Lv. 3

↳ 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+30%5
3+50%7
Earthquake Max Lv. 3

↳ 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+30%4m
3+50%6m
Soul Break Max Lv. 3

↳ Requires Arcane 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+60%15%
3+100%25%
Mindbreak Max Lv. 3

↳ Requires Soul Break Lv. 3

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

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.MATKSMDEF 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.

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

Type Passive

A Brawler’s conditioning - stamina holds out longer under strain and comes back quicker once it’s spent.

Lv.Stamina Cost ReductionStamina Regeneration
110%+10%
220%+20%
330%+30%
440%+40%
550%+50%
Second Wind Max Lv. 3

↳ Requires Tough Guy Lv. 3

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

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

Lv.Stamina RestoredHP RestoredCooldown
150%-180s
250%20%180s
350%20%120s
Unbreakable Max Lv. 3

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

Type Passive

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.CooldownExtra
110 min
210 minStun and knockback last half as long above 50% HP
36 minStun and knockback last half as long above 50% HP
Iron Fist Max Lv. 10

Type Passive

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

Type Passive

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
13%
26%
39%
412%
515%
618%
721%
824%
927%
1030%
Chain Combo Max Lv. 5

↳ Requires Triple Blow Lv. 5

Type Active·Mana Cost 15·Cast Time Instant·Cooldown None·Range 1·Target Enemy

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
1300%
2350%
3400%
4450%
5500%
Battle Fury Max Lv. 3

↳ Requires Tough Guy Lv. 3

Type Active·Mana Cost 20·Cast Time Instant·Cooldown 60s·Duration per Lv.·Range 0·Target Self

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
110s
220s
330s
Ultima Fist Max Lv. 5

↳ Requires Battle Fury Lv. 3 and Chain Combo Lv. 3

Type Active·Mana Cost 10·Cast Time Instant·Cooldown None·Range 1·Target Enemy

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

Type Active·Mana Cost 20·Cast Time Instant·Cooldown 6s·Range 0·Target Self

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
1120%
2140%
3160%
4180%
5200%
Rush Max Lv. 1

↳ Requires Staff Sweep Lv. 2

Type Active·Mana Cost 12·Cast Time Instant·Cooldown 10s·Range 6·Target Enemy

Covers the ground to a target in a single burst of speed.

Dashes up to 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.

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

Type Passive

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

Type Passive

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

Type Active·Mana Cost 15·Cast Time Instant·Cooldown 10s·Duration 30s·Range 9·Target Enemy

Once the Hunter has picked their prey, it does not get away.

Marks one target. While the mark lasts, the target shows on the master’s map, and its Hide and Cloak do not work against the master. A new mark ends the old one.

Lv.Critical Rate against the Target
1+3%
2+6%
3+9%
4+12%
5+15%
Javelin Max Lv. 5

↳ Requires Trailblazer Lv. 2

Type Active·Mana Cost 14·Cast Time Instant·Cooldown 3s·Range 7·Target Enemy

Not every hunt is won with a bow.

Needs a spear or a thrown weapon. Hurls it at a target up to 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

Type Passive

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

Type Passive

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

Type Passive

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.RangeHIT
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

Type Active·Mana Cost 12·Cast Time Instant·Cooldown 0s·Range Bow·Target Enemy

Two arrows off the string before the first one lands.

Needs a bow. Shoots two arrows at the target for 100% + 10%/Lv. ATK each, but takes only one arrow out of the quiver.
Arrow Shower Max Lv. 5

↳ Requires Double Strafe Lv. 5

Type Active·Mana Cost 15·Cast Time Instant·Cooldown 1s·Range Bow·Target Ground

A volley loosed high, coming down on everyone below it.

Needs a bow. Hits every enemy in a 3×3 area for 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

Type Active·Mana Cost 15·Cast Time 1.5s·Cooldown 10s·Range Bow·Target Enemy

A shot drawn so far back it lifts the target off its feet.

Needs a bow. One shot for 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

Type Active·Mana Cost 25·Cast Time Instant·Cooldown 0s·Duration 60s·Range 0·Target Self

The Hunter’s senses, sharpened to a point.

When cast, it reveals everything hidden within 3m of the master.

Lv.AGIDEX
1+2+2
2+4+4
3+6+6
4+8+8
5+10+10
Arrow Crafting Max Lv. 1

Type Active·Mana Cost 0·Cast Time Instant·Cooldown 0s·Range 2·Target Ground

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.

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

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

↳ Requires Strip Equipment 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.

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 DamageAttack Speed Penalty
130%25%
240%20%
350%15%
460%10%
570%5%
Equipment Coating Max Lv. 3

↳ Requires Strip Equipment Lv. 3

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 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

Type Active·Mana Cost 20·Cast Time Instant·Cooldown 30s·Range 1·Target Enemy

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
14s
25s
36s
Sonic Blow Max Lv. 5

↳ Requires Dual Wield Lv. 3

Type Active·Mana Cost 20·Cast Time Instant·Cooldown 5s·Range 1·Target Enemy

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
1340%
2380%
3420%
4460%
5500%
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. Detection resistance works against eyes, not against Ruwach, which always reveals.

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. Ruwach strips it outright.

Lv.Movement SpeedMana Drain per Second
150%6
270%5
390%4
Backstab Max Lv. 5

↳ Requires Hide Lv. 2

Type Active·Mana Cost 16·Cast Time Instant·Cooldown 8s·Range 1·Target Enemy

A blade driven in from behind, by someone the target never saw coming.

Only works from Hide or Cloak, and only from behind the target. The strike ends the hiding.

Lv.ATK
1200%
2250%
3300%
4350%
5400%
Shadow Step Max Lv. 3

↳ Requires Backstab Lv. 3 and Cloak Lv. 1

Type Active·Mana Cost 15·Cast Time Instant·Cooldown 20s·Range per Lv.·Target Enemy

Slips through the shadows to stand right behind a target, still hidden, so that a Backstab can follow.

Lv.Range
14m
26m
38m
Poison Research Max Lv. 5

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+20%+10%
2+40%+20%
3+60%+30%
4+80%+40%
5+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, 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
15%
210%
315%
420%
525%
Plagiarism Max Lv. 5

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. 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 ChanceMax Attack Level Copied
110%20
220%40
330%60
440%80
550%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.

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

Type Passive

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

Type Passive

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

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 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
14s
25s
36s
47s
58s
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.

Needs a shield. At Lv. 5 it also returns 10% of the blocked damage to the attacker.

Lv.Physical Damage TakenMovement 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

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 Stun whatever it lands on for 1s.

Lv.Bonus DamageStun 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

Type Active·Mana Cost 12·Cast Time Instant·Cooldown 4s·Range 1·Target Area

A long weapon swung wide, clearing the ground in front of the Knight.

Needs a spear or a polearm. Hits every enemy in a 3×3 area in front of the Knight for 120% + 40%/Lv. ATK.
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.

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

Type Active·Mana Cost 25·Cast Time Instant·Cooldown 30s·Duration per Lv.·Range 7·Target Ally

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
115s
230s
345s
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 150% ATK and applies a 3s Provoke effect on impact.

Lv.Cooldown
114.5s
214s
313.5s
413s
512.5s
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 per Lv.·Duration per Lv.·Range 0·Target Self

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.DurationCooldownExtra
110s120s
215s120sImmune to Stun and knockback
315s90sA 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.

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

Type Passive

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

Type Passive

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

Type Active·Mana Cost 15·Cast Time Instant·Cooldown 6s·Range 4·Target Enemy

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
14s
25s
36s
47s
58s
Discord Strike Max Lv. 5

↳ Requires Instrument Mastery Lv. 3

Type Active·Mana Cost 18·Cast Time 1s·Cooldown 2s·Range 9·Target Enemy

One sharp, ugly note, played loud enough to hurt.

Needs an instrument. A sound wave that hits the target for 150% + 30%/Lv. ATK.
Dissonant Chord Max Lv. 5

↳ Requires Discord Strike Lv. 3

Type Active·Mana Cost 30·Cast Time 2s·Cooldown 20s·Duration 20s·Range 0·Target Area

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

Type Passive

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

Lv.Song RadiusSong 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

Type Active·Mana Cost 30·Cast Time 2s·Cooldown 5s·Duration 60s·Range 0·Target Party

A driving hymn that steels the arm of everyone in earshot.

A song. +3% ATK and MATK per level.
War March Max Lv. 5

↳ Requires Battle Hymn Lv. 2

Type Active·Mana Cost 30·Cast Time 2s·Cooldown 5s·Duration 60s·Range 0·Target Party

A quickstep tune that puts a spring in the step and a snap in the swing.

A song. +2% movement and attack speed per level.
Mirage Dance Max Lv. 5

↳ Requires Voice Training Lv. 3

Type Active·Mana Cost 30·Cast Time 2s·Cooldown 5s·Duration 60s·Range 0·Target Party

A dance that shares the Bard’s knack for not being where the hit lands.

A song. +3 FLEE per level.
Wanderer's Tune Max Lv. 5

Type Active·Mana Cost 20·Cast Time 2s·Cooldown 5s·Duration 10 min·Range 0·Target Party

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

A song that lasts 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

Type Passive

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 . history