Talents are permanent specialisations that sharpen what your character already does — a heavier crush, a truer swing, mastery of an element, or the raw might of the ancients. You do not grind them: you choose them as you level, and they grow with you over seven steps, all the way to an Ascension. Every line below is exactly what the in-game talent window shows you on hover.
Progression
How talents progress
A character earns two talent points in its entire life: the first at level 10, the second at level 40. Rebirth grants none. Two talents is the ceiling, forever, and the same talent can never fill both slots.
The point buys the talent, not its strength. Once learned, a talent grows on its own across seven steps as you level and reborn — there are no ranks to buy and no points to spread. Every step opens by itself the moment you meet its gate, and the cadence below is the same for all seventeen talents.
The seven steps and when each one opens
Step
Opens at
What it is
1
Level 10 or Rebirth 1
Opening bonus
2
Level 25 or Rebirth 1
Second bonus
3
Level 55 or Rebirth 1
A mechanic of its own, usually with a name
4
Level 110 or Rebirth 1
High-level ability
5A
Rebirth 2
Branch A — one of the two specialisations
5B
Rebirth 2
Branch B — one of the two specialisations
6
Rebirth 6
Reinforces the branch you chose
7
Rebirth 10
Ascension
Step 4 is the one gate with two keys: *level 110 or your first rebirth*, whichever arrives first. That is deliberate. Rebirth sends you back to level 1, and without that second key every reborn character would lose half its tree — step 4, the branch, the reinforcement and the Ascension with them.
New
Branching
At step 5 (Rebirth 2) every talent forks. You choose branch A or branch B — two different specialisations of the same talent, never both. Each of your two talents makes that choice separately.
The choice is permanent. The game asks you to confirm it in as many words — “This is permanent and cannot be undone.” — and nothing in the talent window can take it back. The only way out is to drop the whole talent with an Unlearn Talent Ticket (Cash Shop, 29 coins; or the Event Officer, 280 Event Token) and raise a talent from scratch again.
From there the tree closes out around your pick: step 6 (Rebirth 6) reinforces the branch you chose — the same bonus, sharpened — and step 7 (Rebirth 10) is the Ascension, the last and largest thing the talent will ever give you.
The two branches every talent forks into at step 5
#
Talent
Branch A
Branch B
1
Short Sword
Assassin's Edge
Steady Strike
2
Long Sword
Duelist's Rhythm
Adaptive Guard
3
Fencing
Extended Blade
Sure Thrust
4
Axe
Deep Sunder
Brutal Blow
5
Hammer
Demolisher
Shockwave
6
Archery
Side Volley
Elemental Focus
7
Earth
Deep Tremor
Telluric Drain
8
Lightning
Resistance Piercer
Absorption Piercer
9
Fire
Combustion
Igneous Corrosion
10
Ice
Frostbite Edge
Frigid Mantle
11
Holy
Sacred Bond
Accelerated Recovery
12
Poison
Innate Venom
Weakening Venom
13
Tank
Frontal Bulwark
Stoneskin
14
Xelima
All-In
Precarious Balance
15
Merien
Arcane Edge
Mystic Weave
16
Blood
Blood Pact
Vital Balance
17
Kloness
Executioner's Mandate
Kloness Mercy
Two exceptions are worth knowing before you commit. Kloness is the only talent whose Ascension branches as well — its step 7 splits into Celestial Verdict (branch A) and Absolution (branch B), one Ascension per branch, so the choice you make at step 5 decides how that talent ends. And Blood and Holy cannot be learned together at all: they drive the same gauge on your HUD, so one slot rules the other out no matter which branches you had in mind.
Weapon talents
Melee and ranged specialisations. Each one supercharges a single weapon family — landing extra hits, crushes and combos — while carrying a smaller passive that applies no matter what you wield.
Short Sword
Melee
One breath, one opening, one cut that ends it.
Step 1Lv 10 / Reb 1
Passive:
+8% chance to Crush (deals extra damage)
Each hit may charge a Critical Point
Chance is 1-25%, scaling with skill
Combo damage follows an improved curve
Critical Points require a short sword
No other weapon can spend them
Step 2Lv 25 / Reb 1
Passive:
+15% base damage with short swords
Step 3Lv 55 / Reb 1
Riposte
Passive:
-5% Defense Ratio
10% chance to parry a melee hit
and counter for 50%, never lethal
Works with any weapon
Step 4Lv 110 / Reb 1
Passive:
Critical Points recharge 2x faster
Step 5Reb 2
Choose one — permanent
Branch A:
Assassin's Edge
Passive:
+50% to your Critical Point proc chance
Branch B:
Steady Strike
Passive:
+50% to your combo damage bonus
Step 6Reb 6
Follows the branch you chose at step 5
Passive:
Reinforces your chosen branch
(bonus doubles to +100%)
Step 7Reb 10
Follows the branch you chose at step 5
Assassin's Mark
Passive:
3 consecutive hits on the same target
guarantee a Critical Point
Long Sword
Melee
The duel is won by whoever changes guard last.
Step 1Lv 10 / Reb 1
Passive:
+5% chance to Crush (deals extra damage)
Step 2Lv 25 / Reb 1
Passive:
+5% Physical hit ratio
Step 3Lv 55 / Reb 1
Passive:
+5% extra physical damage on hits that Crush
+15% base damage with long swords
Step 4Lv 110 / Reb 1
Adaptive Guard
Active:
Toggle between two stances,
with a long sword equipped
Offensive: +5% damage
Defensive: +5% Defense Ratio
Bind a key on the HUD ability bar,
then press it to switch
Branch B raises both bonuses to +10%
at Reb 2, and to +20% at Reb 6
Branch B also makes its Offensive stance
cut the healing you receive by 15%
Step 5Reb 2
Choose one — permanent
Branch A:
Duelist's Rhythm
Passive:
Above 50% HP, +10% damage
At 50% HP or below, +10% Defense Ratio instead
Branch B:
Adaptive Guard
Active:
Toggle between two stances
Offensive: +10% damage,
-15% healing received
Defensive: +10% Defense Ratio
Bind a key on the HUD ability bar,
then press it to switch
Step 6Reb 6
Follows the branch you chose at step 5
Passive:
The active bonus reinforces from +10% to +20%
Step 7Reb 10
Follows the branch you chose at step 5
Second Wind
Passive:
Below 20% HP, a non-lethal hit
heals 25% Max HP, +15% DR for 6s
(5 min cooldown)
Fencing
Melee
Grace is only speed that refuses to look hurried.
Step 1Lv 10 / Reb 1
Passive:
+8% Physical hit ratio
Step 2Lv 25 / Reb 1
Passive:
+8% Magical and +8% Physical hit ratio
with any weapon
Step 3Lv 55 / Reb 1
Passive:
Attacks cleave to 2 nearby targets
for 75% damage
Can cast spells with a shield equipped,
while wielding a fencing weapon
-5% Defense Ratio
+15% base damage with fencing weapons
Step 4Lv 110 / Reb 1
Flurry
Passive:
12% chance of an immediate extra hit
for full damage
Step 5Reb 2
Choose one — permanent
Branch A:
Extended Blade
Passive:
Critical hits cleave a 3rd target
for 75% damage
Branch B:
Sure Thrust
Passive:
+15% direct bonus damage on this hit instead
Step 6Reb 6
Follows the branch you chose at step 5
Passive:
Extended Blade: 3rd target damage 75%->85%
Sure Thrust: bonus damage 15%->25%
Step 7Reb 10
Follows the branch you chose at step 5
Steel Dance
Passive:
Extended Blade: Cleave hits 3 targets
at 90% damage, critical or not
Sure Thrust: bonus damage 25%->35%
Axe
Melee
Armor breaks a little with every swing, never all at once.
Step 1Lv 10 / Reb 1
Passive:
+10% chance to Crush (deals extra damage)
Step 2Lv 25 / Reb 1
Passive:
+5% extra physical damage on hits that Crush
Step 3Lv 55 / Reb 1
Passive:
Attacks cleave to 2 nearby targets
for 66% damage
+2.5% Crush chance, +5% Crush damage
(totals: +12.5% chance, +10% damage)
+15% base damage with axes
Step 4Lv 110 / Reb 1
Sunder
Passive:
Hits stack Broken Armor on the target
(up to 5, -2% Defense Ratio each)
Only the primary target takes Broken Armor
1 stack falls off every 6s
Step 5Reb 2
Choose one — permanent
Branch A:
Deep Sunder
Passive:
Broken Armor stacks also cut
-2% Physical Absorption each
Branch B:
Brutal Blow
Passive:
Your next hit gains +3 flat Crush damage
per Broken Armor stack
Step 6Reb 6
Follows the branch you chose at step 5
Passive:
Reinforces your chosen branch
(doubles the cut/bonus per stack)
Step 7Reb 10
Follows the branch you chose at step 5
Executioner
Passive:
+20% damage against targets below 30% HP
Hammer
Melee
Plate was never made to argue with falling weight.
Step 1Lv 10 / Reb 1
Passive:
Physical attacks ignore 12%
of a player's Physical Abs.
Physical Abs. on mobs drops by up to 75%
scaling with the health it has left
Step 2Lv 25 / Reb 1
Passive:
+6% physical damage
Step 3Lv 55 / Reb 1
Earthshatter
Passive:
Each hit cuts target armor endurance 0.35%
(x2 on critical)
Every 5th consecutive hit on one target
guarantees a 1.5s stun
Step 4Lv 110 / Reb 1
Dead Weight
Passive:
With a hammer, +1% physical damage
per 8 points of torso Abs., up to +10%
Only your torso piece counts
Shield absorption stays out of that total
-10% attack speed
Step 5Reb 2
Choose one — permanent
Branch A:
Demolisher
Passive:
Endurance shred 0.35%->0.5%
Mob Abs. reduction cap 75%->90%
Branch B:
Shockwave
Passive:
Earthshatter's stun also knocks back
the target 1 tile
Step 6Reb 6
Follows the branch you chose at step 5
Passive:
Demolisher: mob Abs. reduction cap
reaches 100%
Shockwave: knockback distance
doubles to 2 tiles
Step 7Reb 10
Follows the branch you chose at step 5
Colossus Slam
Passive:
15% chance per hit to slam a 5x5 area
for full damage (up to 24 extra targets)
Knockback affects players only
on unevaded hits of 40+ damage
(60 in fight zones)
Archery
Ranged
Every arrow leaves your hand already carrying a season.
Step 1Lv 10 / Reb 1
Passive:
+5% Physical hit ratio
Step 2Lv 25 / Reb 1
Piercing Volley
Passive:
75% chance to pierce units
on their way to their target
50% chance to hit monsters twice
Step 3Lv 55 / Reb 1
Empowered Crit / Elemental Rounds
Passive:
+5% stun ratio; +15% base damage
With a bow, criticals always
spend 2 Critical Points
In exchange, criticals deal
+100% damage on top of the normal
level-scaled critical bonus
10% chance to strike as fire or ice
One element per shot, never both
Arrows that hit as fire or ice
don't get consumed
Step 4Lv 110 / Reb 1
Passive:
Shots also hit 1 tile to each side for 75%
Step 5Reb 2
Choose one — permanent
Branch A:
Side Volley
Passive:
Shots also hit 1 tile to each side
at 90% instead of the base 75%
Branch B:
Elemental Focus
Active:
Toggle between Fire Focus and Ice Focus
Locks your arrows to the chosen element,
and its burn or freeze lasts +50% longer
Bind a key on the HUD ability bar,
then press it to switch
Step 6Reb 6
Follows the branch you chose at step 5
Passive:
Side Volley: adds a 2nd tile per side
Elemental Focus: bonus duration
increases to +100%
Step 7Reb 10
Follows the branch you chose at step 5
Elemental Rounds
Passive:
Elemental Rounds chance increases
to 25% per shot
Elemental talents
The four elements. Each shifts your absorption (you take less from your element, more from its opposite), sharpens spells of that school, and teaches one signature spell you cannot learn any other way.
Earth
Element
Stand still long enough and the ground answers for you.
Step 1Lv 10 / Reb 1
Passive:
+8% Earth Absorption
Step 2Lv 25 / Reb 1
Passive:
-8% Fire Absorption
Step 3Lv 55 / Reb 1
Passive:
+10% damage with Earth spells
Drains the target's stamina
Active:
Earth Shock Wave (190 Int)
Step 4Lv 110 / Reb 1
Aftershock / Tectonic Fault
Passive:
Your Earth spell hits leave
2 residual ticks (40% damage each)
Tectonic Fault: where Aftershock lands
the ground stays broken for 6 seconds
Anyone attacking from that ground
loses 15% hit ratio
physical and magic alike
Ignores sides: allies and you suffer it too
unless Safe Attack Mode is on
Step 5Reb 2
Choose one — permanent
Branch A:
Deep Tremor
Passive:
Aftershock ticks rise to 50%
and hit 3 extra targets within 1 tile
Branch B:
Telluric Drain
Passive:
Stamina drain doubles
and suppresses target's regen for 4s
Step 6Reb 6
Follows the branch you chose at step 5
Passive:
Deep Tremor: Aftershock ticks
rise to 60% damage
Telluric Drain: regen suppression
extends to 6s
Step 7Reb 10
Follows the branch you chose at step 5
Earthen Aegis
Passive:
After 60s without taking damage,
gain a shield worth 10% of Max HP
It lasts until damage breaks it
The shield absorbs before overheal does
Lightning
Element
The storm never strikes once. It looks for the way through.
Step 1Lv 10 / Reb 1
Passive:
+8% Lightning Absorption
Cast recovery reduced 40%
with Lightning spells
Step 2Lv 25 / Reb 1
Passive:
Cast +10% faster with other elements
Step 3Lv 55 / Reb 1
Overcharge
Passive:
Cast +20% faster with Lightning spells
+10% damage; -8% Earth Absorption
Hits stack Overcharge on the target
(up to 5): 1% Resistance and 1% Absorption
Overcharge loses 1 stack every 6s
without a refresh
Active:
Fury of Thor (182 Int)
Step 4Lv 110 / Reb 1
Static Field
Passive:
Cast recovery reduced 25%
with every other element
Static Field: your Lightning spells
arc 25% of the damage to a nearby enemy
The arc reaches only one enemy
within 2 tiles of the target
and never chains further
Every Lightning spell you cast
costs 10% more mana
Step 5Reb 2
Choose one — permanent
Branch A:
Resistance Piercer
Passive:
Overcharge shreds 3% Resistance/stack instead
Branch B:
Absorption Piercer
Passive:
Overcharge shreds 3% Absorption/stack instead
Step 6Reb 6
Follows the branch you chose at step 5
Passive:
Chosen branch shreds 5% per stack
instead of 3%
Step 7Reb 10
Follows the branch you chose at step 5
Total Overcharge
Passive:
At max stacks, your branch's shred
is amplified by 20% on that hit
That hit consumes the stacks
Overcharge drops to 0
and must be built again
Fire
Element
A spark is only patient until it finds something to spread to.
Step 1Lv 10 / Reb 1
Burn
Passive:
Burns enemies, stacking up to 3 times
Step 2Lv 25 / Reb 1
Passive:
+8% Fire Absorption
Step 3Lv 55 / Reb 1
Scorch
Passive:
Spells cut 20% of target's Fire/Magical Abs.
(15% vs other elements and mobs)
-8% Ice Absorption
Active:
Meteor Blast (200 Int)
Step 4Lv 110 / Reb 1
Ignite
Passive:
Adds +15% to the severity of your Burn
Step 5Reb 2
Choose one — permanent
Branch A:
Combustion
Passive:
Ignite bonus 15%->30%
This branch only: +10% Crush chance
+4% physical, +8% magical Crush damage
That Crush chance works on any physical hit
with any weapon
Branch B:
Igneous Corrosion
Passive:
Fire/Magical Abs. reduction 20%/15%->30%/25%
Step 6Reb 6
Follows the branch you chose at step 5
Passive:
Combustion: Ignite bonus reaches +50%
Igneous Corrosion: reduction reaches 40%/35%
Step 7Reb 10
Follows the branch you chose at step 5
Living Embers
Passive:
If a target you last burned dies:
heal 10% Max HP, +20% Fire damage for 15s
Ice
Element
Cold does not kill. It refuses to let anything move.
Step 1Lv 10 / Reb 1
Passive:
+8% Ice Absorption
Step 2Lv 25 / Reb 1
Passive:
+5% Magical hit ratio with Ice spells only
Step 3Lv 55 / Reb 1
Passive:
+5% more Magical hit ratio
with Ice spells only (total +10%)
-8% Air Absorption
+10% damage
+15% base damage vs Frozen players
+35% base damage vs Frozen monsters
Active:
Blizzard (195 Int)
Step 4Lv 110 / Reb 1
Deep Frost
Passive:
-15% to the target's chance to resist Frozen
Step 5Reb 2
Choose one — permanent
Branch A:
Frostbite Edge
Passive:
Bonus vs Frozen +10% (players)
and +15% (monsters)
Branch B:
Frigid Mantle
Passive:
Frozen resist cut deepens 15%->30%
Step 6Reb 6
Follows the branch you chose at step 5
Passive:
Frostbite Edge: bonus reaches
+20% (players) / +25% (monsters)
Frigid Mantle: Frozen resist cut reaches 45%
Step 7Reb 10
Follows the branch you chose at step 5
Fragility
Passive:
While Frozen by you, the target
takes +15% damage from any attacker
Divine & support talents
Holy rewrites how you sustain yourself and your party; Poison and Tank are pure passive backbones for damage-over-time and survivability builds.
Holy
Divine
A halo binds you and an ally to face the consequences together.
Step 1Lv 10 / Reb 1
Passive:
Replaces Hunger with Faith
Active:
Grants Divine Touch (Circle I),
Mass Heal (Circle VI)
and Meditation (Circle I)
With Merien learned: Consecrated Wrath,
an AoE strong vs mobs, weak vs players
Cannot be learned together with Blood
Step 2Lv 25 / Reb 1
Passive:
Healing spells overheal
granting a shield up to 20% of Max HP
Step 3Lv 55 / Reb 1
Passive:
+100% health with healing spells
Cast +10% faster
Cast recovery reduced 20%
Cooldowns reduced 25%
+5s Paralyze duration (1s vs Tier 7+ mobs)
Active:
Divine Touch (20 Int): costs 100 Faith
and 12% Max MP, damage based on level
It covers a 3x3 area
2 hits on the centre tile
1 on each surrounding tile
Allies caught in it are healed instead,
with the same hit count
That means you, your side and your party
Mass Heal (60 Int): heals up to
3 allies in a 5x5 area
Meditation (40 Int): +25% max MP
on self, +30% on an ally,
+15% next regen, 66 Heal,
20% max MP cost
Step 4Lv 110 / Reb 1
Direct Blessing / Martyr
Passive:
Your heals also cut the target's
incoming damage by 20% for 8s
Active:
Grants Martyr (Circle I, 40 Int)
Cast it on an ally, never on yourself
While the bond lasts, 30% of the damage
that ally takes is dealt to you instead
Lasts 20s; a thread keeps you joined
It breaks out of sight and rejoins
when you return
Costs 30 MP, cooldown 30s
counted from the moment you cast it
Casting it on another ally replaces
the previous bond
and restarts the cooldown
Only one bond at a time
It cannot be refreshed before
the cooldown ends
The bond never kills you
It snaps before it takes
your last point of health
Step 5Reb 2
Choose one — permanent
Branch A:
Sacred Bond
Passive:
Overheal shield cap 20%->30%
Branch B:
Accelerated Recovery
Passive:
Cast recovery bonus 20%->30%
Ability cooldown reduction 25%->35%
Step 6Reb 6
Follows the branch you chose at step 5
Passive:
Sacred Bond: overheal shield cap reaches 35%
Accelerated Recovery: cast recovery 35%
cooldown reduction 45%
Step 7Reb 10
Follows the branch you chose at step 5
Guardian Angel
Active:
Grants Guardian Angel (Circle X)
Cast it on an ally, never on yourself
If that ally would take a lethal hit,
restore 40% of their Max HP instead
Requires a full Faith pool (100)
With less, the cast is refused
and nothing is spent
Costs 325 MP and all your Faith
Cooldown 10 min
On trigger it strips your buffs
and reveals you
The ward lasts 5 min
If it never triggers it expires
and the Faith is still spent
Poison
Support
You do not need to win the fight. You need to outlast it.
Step 1Lv 10 / Reb 1
Passive:
+10% Poison Resistance
Step 2Lv 25 / Reb 1
Passive:
+25% chance to reduce Paralyzed duration
by 1 second when hit
Step 3Lv 55 / Reb 1
Passive:
25% chance per hit to strike with venom
Needs a Poisoning weapon, unless you have
learned Innate Venom
The target can still resist it; players
resist at least 40% of the time
When it lands, the target is poisoned and
takes an extra Poison tick at once
Poison ticks drain a share of the target's
current health, plus a bonus from your
weapon's Poison Damage
With two poisoners on one target, the
stronger effect always wins
Step 4Lv 110 / Reb 1
Virulence
Passive:
Every 5 Poison procs on the same target
grant 1 Virulence stack, up to 5
The count sits on the target, shared
with other poisoners
Each stack adds +5% Poison potency
Potency raises the weapon's share of the
tick, not the health-based part
Step 5Reb 2
Choose one — permanent
Branch A:
Innate Venom
Passive:
Your hits carry their own venom, with no
Poisoning prefix required
100% per hit with a Poisoning weapon,
50% with any other
The target may still resist
Your venom has potency 25, rising to 35
at Reb 6
With a Poisoning weapon you keep
whichever potency is higher
Branch B:
Weakening Venom
Passive:
Your venom drains an extra +2% of the
target's current health each tick,
up from +1%
Still needs a Poisoning weapon, unless
you have Innate Venom
Step 6Reb 6
Follows the branch you chose at step 5
Passive:
Innate Venom: your own venom's potency
rises from 25 to 35
Weakening Venom: the extra drain reaches
+3% of the target's current health
Weakening Venom still needs a Poisoning
weapon; Innate Venom works with any
Step 7Reb 10
Follows the branch you chose at step 5
Corrosion
Passive:
While poisoned by you, targets lose 15%
of their Magical Abs.
Against players it also cuts 15% of their
Physical Abs. and 20% of healing
Only your own poison counts, so it needs
Innate Venom or a Poisoning weapon
Tank
Defense
The line does not advance. That is the point of the line.
Step 1Lv 10 / Reb 1
Passive:
+15 Vitality (+1 every 14 levels)
Step 2Lv 25 / Reb 1
Passive:
+30% HP recovery
Step 3Lv 55 / Reb 1
Passive:
Increases aggro on monsters
+7% Physical Abs. and +7% Magical Abs.
when facing your opponent with a shield
25% chance to fully evade
a stun or Paralyze effect
+25% chance when hit to cut an active
Paralyze's remaining duration by 1s
Step 4Lv 110 / Reb 1
Resolve
Passive:
Taking 50% of Max HP within 5s grants
a shield worth 25% of your Max HP
It fades over 5s, 5% of Max HP per second
The shield absorbs before overheal does
-35% damage dealt in PvP
-15% damage dealt vs monsters
Step 5Reb 2
Choose one — permanent
Branch A:
Frontal Bulwark
Passive:
Frontal Abs. bonus (both) 7%->12%
Branch B:
Stoneskin
Passive:
Full-evade chance 25%->40%
New Paralyze casts 1s shorter
Step 6Reb 6
Follows the branch you chose at step 5
Passive:
Frontal Bulwark: frontal Abs. bonus
reaches 15%
Stoneskin: full-evade chance reaches 50%
Paralyze casts 2s shorter
Step 7Reb 10
Follows the branch you chose at step 5
Unstoppable
Passive:
When a control effect ends, immune to all of them for 12 seconds (45s cooldown)
Ancient talents
The high-commitment picks — talents that belong to no weapon and no element. Xelima trades survivability for overwhelming offence; Merien lifts both Strength and Magic and rewards a critical-focused fighter-mage; Blood builds its own resource out of punishing exchanges and self-sustain; Kloness turns your Reputation itself into a weapon and a price. All four carry real downsides — read every line.
Xelima
Ancient
The closer the grave, the sharper the blade.
Step 1Lv 10 / Reb 1
Passive:
+25% chance to Crush; -8% Defense Ratio
Step 2Lv 25 / Reb 1
Passive:
+15 Hit Ratio; -8% Magic Resistance
Step 3Lv 55 / Reb 1
Recklessness
Passive:
+15% physical damage when you Crush
+8% physical and +12% magical
on every hit
Cast +0.05% faster per point of Mag
Recovery -0.1% per point of Mag
-20% Max HP, -20% HP Recovery
-25% HP from Health Potions
The lower your current HP,
the more damage you deal (capped)
Step 4Lv 110 / Reb 1
Blood Debt
Passive:
+5% to your Recklessness cap
Below 50% HP, spells and other players
heal you for 40% less
Step 5Reb 2
Choose one — permanent
Branch A:
All-In
Passive:
Keeps both HP Recovery/Potion penalties
Recklessness cap 20%->30%
Branch B:
Precarious Balance
Passive:
Removes both penalties, but
Recklessness cap drops to 15%
Step 6Reb 6
Follows the branch you chose at step 5
Passive:
All-In: Recklessness cap reaches 40%
Precarious Balance: Recklessness cap
drops further, to 12%
Step 7Reb 10
Follows the branch you chose at step 5
Bloodlust
Passive:
Below 30% HP, your Recklessness bonus doubles
Each trigger stacks -2% Max HP
(up to -10%, recovers)
and drains Hunger 2x
Merien
Ancient
Master of nothing, and therefore unprepared for nothing.
Step 1Lv 10 / Reb 1
Passive:
+10 Strength
Active:
Grants Transfer Criticals
and Meditation (both Circle I)
With Holy learned: Consecrated Wrath,
an AoE strong vs mobs, weak vs players
Step 2Lv 25 / Reb 1
Passive:
+10 Magic
Step 3Lv 55 / Reb 1
Spellblade
Passive:
Increased attack speed
Activation cooldowns reduced by 25%
Cast recovery -0.2% per point of Magic
-7% Physical / -14% Magical damage
dealt to other players
15% chance on a melee hit
to make your next spell cast 15% faster
(window 10s)
Active:
Transfer Criticals
Meditation (40 Int): +25% max MP
on self, +30% on an ally,
+15% next regen, 33 Heal,
20% max MP cost
Step 4Lv 110 / Reb 1
Slow Circulation
Passive:
Natural HP/MP regen +25%, capped at 80% each
The next regeneration completes it
Potions and outside healing ignore it
Step 5Reb 2
Choose one — permanent
Branch A:
Arcane Edge
Passive:
Halves your PvP damage penalty
(-3% Physical / -7% Magical)
Branch B:
Mystic Weave
Passive:
Cast recovery per point of Magic
doubles, 0.2%->0.4%
Step 6Reb 6
Follows the branch you chose at step 5
Passive:
Arcane Edge: penalty cut further
to -2% Physical / -5% Magical
Mystic Weave: cast recovery
per point of Magic reaches 0.5%
Step 7Reb 10
Follows the branch you chose at step 5
Arcane Mastery
Passive:
+5 Strength and +5 Magic more (total +15/+15)
Meditation's self-cast regen bonus 15%->40%
Next spell casts 20% faster for 60s
Blood
Ancient
Your own blood is the cheapest reagent you will ever carry.
Step 1Lv 10 / Reb 1
Passive:
Gain Blood Essence (max 10)
from hits you land and damage you take
An enemy far below your level
yields less Essence
Cannot be learned together with Holy
Step 2Lv 25 / Reb 1
Passive:
Below 25% HP, gain a shield worth
10% of your Max HP (60s cooldown)
Step 3Lv 55 / Reb 1
Blood Frenzy
Passive:
+5% damage against enemies below 15% HP
Below 50% HP, Blood Frenzy:
+30% Essence generation
In Frenzy, Blood Ritual's bonus doubles to +2
Step 4Lv 110 / Reb 1
Transfusion
Passive:
Transfusion: every 12s, 25% chance
to spend 6 Essence and heal
up to 3 allies in a 5x5 area
It requires that Essence
and never fires while you are at full HP
It heals for 60% of its base amount
75% while Blood Frenzy is active
Step 5Reb 2
Choose one — permanent
Branch A:
Blood Pact
Passive:
Permanently lose 15% Max HP
Gain +1 flat damage and +10% cast speed
and +50% Blood Essence generation
Branch B:
Vital Balance
Passive:
No HP cost
Every 5 Essence restores 2%
of your current HP and MP
Step 6Reb 6
Follows the branch you chose at step 5
Passive:
Blood Pact: flat damage +1 to +2
Cast speed +10% to +15%
Vital Balance: current HP/MP restored
per 5 Essence rises from 2% to 3%
Step 7Reb 10
Follows the branch you chose at step 5
Blood Ritual
Active:
Grants Blood Ritual (Circle I)
Spend 15% Max HP (never below 1)
No cooldown
Gives +1 damage for 20s
to you and every ally in a 7x7 area
Not stackable
Kloness
Ancient
A name feared enough to strike with, and costly enough to keep.
Step 1Lv 10 / Reb 1
Kloness Mark
Passive:
Gain +1 damage per 300 Reputation
(max +3), independent of any item
While this talent is active,
all Reputation loss is multiplied x5
Step 2Lv 25 / Reb 1
Scales of Justice
Passive:
+1 damage per 300 Reputation
over your target (max +3)
Monsters included
Step 3Lv 55 / Reb 1
Reputation Guard
Passive:
+8% Defense Ratio at or above
500 + 100 per Rebirth Reputation
Otherwise +4%
Step 4Lv 110 / Reb 1
Judgment
Passive:
Killing a player with more Reputation
than you steals 1 point
and grants that point to you
Dying to a player with less Reputation
than you costs 1 extra point
That extra point comes on top
of the Kloness Reputation loss multiplier
Step 5Reb 2
Choose one — permanent
Branch A:
Executioner's Mandate
Passive:
Kloness melee weapons (Blade, Axe, Esterk)
reputation cap +11 rises to +13
Kloness wands and the Kloness necklace
fall outside that cap
Reputation loss from player kills
is multiplied x10 instead of x5
Branch B:
Kloness Mercy
Passive:
Reputation loss from all sources
is multiplied x2 instead of x5
The Reputation cost of Absolution
is reduced from 5 to 2
Step 6Reb 6
Follows the branch you chose at step 5
Passive:
Executioner's Mandate:
Celestial Verdict's cap boost
rises from +25% to +35%
Kloness Mercy: Absolution's
Reputation cost drops from 2 to 1
Step 7Reb 10
Follows the branch you chose at step 5
Branch A:
Celestial Verdict
Passive:
5% chance on hit (30s cooldown)
to trigger 1 of 2 effects for 8s,
depending on your Reputation
Below the Reputation Guard threshold:
grants its full +8% DR bonus anyway
At or above: Kloness melee reputation cap
+25% (+35% at Reb 6), never wands
Branch B:
Absolution
Passive:
Prevents a lethal blow from an
enemy player once every 30 min
It costs Reputation
Never against monsters or allies
Leaves you at 1 HP
with 5s full immunity
Building around your picks
With only two slots, a talent build is a statement of intent. A pure melee bruiser might pair Axe with Tank for reliable crushes on a huge health pool; an archer leans entirely on Archery and takes Merien for the Strength and attack speed; a battle-mage stacks Fire or Ice for the exclusive spell and its damage, then adds Xelima to hit like a truck — at the cost of −20% Max HP. Because the second pick waits until level 40, your first choice shapes your entire early game. Choose it for how you actually fight — and remember that the branch waiting at Rebirth 2 will narrow it once more.