Path of the Adventurer

Talents & Builds

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. Which talents you pick also decides how fast you level: a character with a warrior talent and no mage talent has Warrior's Tenacity, two and a half times the experience from monsters, paused while a mage shares the kill or does a large part of the damage.

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
StepOpens atWhat it is
1Level 10 or Rebirth 1Opening bonus
2Level 25 or Rebirth 1Second bonus
3Level 55 or Rebirth 1A mechanic of its own, usually with a name
4Level 110 or Rebirth 1High-level ability
5ARebirth 2Branch A — one of the two specialisations
5BRebirth 2Branch B — one of the two specialisations
6Rebirth 6Reinforces the branch you chose
7Rebirth 10Ascension

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 not forever. Your first pick is free, and the confirmation itself tells you what comes next: “You can switch later for 200,000 Gold.” Once the talent has its branch, the same talent window can switch it to the other branch for 200,000 Gold — as often as you like, paying each time. The one condition: you have to stand still and stay out of combat, neither dealing nor taking damage, for 10 seconds before you switch.

Switching keeps the talent and only trades its branch. To drop the whole talent and raise another from scratch, you still need an Unlearn Talent Ticket (Cash Shop, 29 coins; or the Event Officer, 280 Event Token). Every character also receives two free ones, bound to it, in its warehouse the first time it logs in.

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
#TalentBranch ABranch B
1Short SwordAssassin's EdgeSteady Strike
2Long SwordDuelist's RhythmAdaptive Guard
3FencingExtended BladeSure Thrust
4AxeDeep SunderBrutal Blow
5HammerDemolisherShockwave
6ArcherySide VolleyElemental Focus
7EarthDeep TremorTelluric Drain
8LightningResistance PiercerAbsorption Piercer
9FireCombustionIgneous Corrosion
10IceFrostbite EdgeFrigid Mantle
11HolySacred BondAccelerated Recovery
12PoisonInnate VenomWeakening Venom
13TankFrontal BulwarkStoneskin
14XelimaAll-InPrecarious Balance
15MerienArcane EdgeMystic Weave
16BloodBlood PactVital Balance
17KlonessExecutioner's MandateKloness 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.

Warriors

Melee and ranged specialisations. Each one supercharges a single weapon family — landing extra hits, crushes and combos — and almost every bonus in the tree needs that weapon in your hand.

Short Sword

Melee

One breath, one opening, one cut that ends it.

Requires a short sword or dagger equipped, unless a step says otherwise.

For fast fighters with daggers and short swords who win with constant stuns and quick attacks.

You charge critical strikes faster, hit harder in combos, and learn to parry blows and briefly stun other players.

Most bonuses need a dagger or a short sword in hand.

  1. Step 1Lv 10 / Reb 1

    Passive:

    • +8% chance to Crush, a hit that deals extra damage.
    • That same chance applies to your spells, where it lands as a magical Crush.
    • Each hit may charge a Critical Point, with a chance of 1-25% that scales with the skill.
    • Your combo damage follows an improved curve.
    • You can spend those Critical Points with any weapon.
  2. Step 2Lv 25 / Reb 1

    Passive:

    • +10% base damage.
    • Your melee hits have a 8% chance to stun the target, in PvP only.
    • The stun lasts 0.4s and has a 5s cooldown per target.
  3. Step 3Lv 55 / Reb 1

    Riposte

    Passive:

    • 10% chance to parry a melee hit and counter for 50% of the damage it would have dealt, never lethal.
    • It works with any weapon.
    • -5% Defense Ratio, with any weapon.
  4. Step 4Lv 110 / Reb 1

    Passive:

    • Your Critical Points recharge 2x faster.
  5. Step 5Reb 2

    Choose one — switch later for gold

    Branch A:

    Assassin's Edge

    Passive:

    • +40% to your chance of charging a Critical Point.
    Branch B:

    Steady Strike

    Passive:

    • +35% to your combo damage bonus.
  6. Step 6Reb 6

    Follows the branch you chose at step 5

    Passive:

    • Whichever branch you chose doubles its bonus: [Assassin's Edge] from +40% to +80%, [Steady Strike] from +35% to +70%.
  7. 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.
    • At the Critical Point cap, which is your level divided by 10, the guaranteed charge is wasted.

Long Sword

Melee

The duel is won by whoever changes guard last.

Requires a long sword equipped, unless a step says otherwise.

A balanced duelist's path: steady damage and solid defense.

You hit more often and harder, then pick a path: a damage streak on one target, or stances with a parry. You can survive a killing blow.

Its bonuses need a long sword equipped.

  1. Step 1Lv 10 / Reb 1

    Passive:

    • +5% chance to Crush, a hit that deals extra damage.
  2. Step 2Lv 25 / Reb 1

    Passive:

    • +5% Physical hit ratio, computed from your weapon mastery rather than from your hit ratio.
  3. Step 3Lv 55 / Reb 1

    Passive:

    • Hits that Crush deal +5% extra physical damage.
    • +10% base damage.
  4. Step 4Lv 110 / Reb 1

    Adaptive Guard

    Active:

    • Toggle between two stances at will.
    • Offensive stance: +5% damage.
    • Defensive stance: +5% Defense Ratio.
    • Switching stances works with any weapon.
    • Bind a key on the HUD ability bar and press it to switch stances.
    • Branch B raises both bonuses to +10% at Reb 2, and to +15% at Reb 6.
    • Branch B also makes its Offensive stance cut the healing you receive by 15%.
    • Branch A gives up both stances in exchange for [Duelist's Rhythm].
  5. Step 5Reb 2

    Choose one — switch later for gold

    Branch A:

    Duelist's Rhythm

    Passive:

    • Each hit in a row on the same target adds +3% damage to your next hits, up to +15%.
    • A missed hit does not break the streak.
    • The streak is lost if you hit another target or go 5s without landing a hit.
    • You lose the stances of [Adaptive Guard] and their bonuses.
    Branch B:

    Adaptive Guard

    Active:

    • Toggle between two stances.
    • Offensive stance: +10% damage.
    • Defensive stance: +10% Defense Ratio.
    • Defensive stance: 10% chance to parry a melee hit and counter for 50% of its damage.
    • The counter never kills.
    • Bind a key on the HUD ability bar and press it to switch stances.
    • Switching stances works with any weapon.
    • The Offensive stance cuts the healing you receive by 15%.
  6. Step 6Reb 6

    Follows the branch you chose at step 5

    Passive:

    • [Duelist's Rhythm]: the damage cap rises from +15% to +20%.
    • [Adaptive Guard]: both stance bonuses rise from +10% to +15%.
    • The 10% parry chance stays the same.
  7. Step 7Reb 10

    Follows the branch you chose at step 5

    Second Wind

    Passive:

    • Below 20% HP a non-lethal physical hit heals you 50% of Max HP and grants +15% Defense Ratio for 6s.
    • It can only trigger once every 5 minutes.

Fencing

Melee

Grace is only speed that refuses to look hurried.

Requires a fencing weapon equipped, unless a step says otherwise.

For agile fighters who strike several enemies at once, mix swordplay with magic, and land critical hits from far away.

Your attacks spread to nearby enemies, you land extra hits, and you can cast spells while carrying a shield.

Needs a fencing weapon. You give up a little defense.

  1. Step 1Lv 10 / Reb 1

    Passive:

    • +8% Physical hit ratio, computed from your weapon mastery rather than from your hit ratio.
  2. Step 2Lv 25 / Reb 1

    Passive:

    • A single bonus worth 8% of your Magic mastery raises both your Physical and your Magical hit ratio, with any weapon.
  3. Step 3Lv 55 / Reb 1

    Passive:

    • Your attacks cleave to 2 nearby targets for 75% damage.
    • You can cast spells with a shield equipped.
    • +10% base damage.
    • -5% Defense Ratio.
  4. Step 4Lv 110 / Reb 1

    Flurry

    Passive:

    • 12% chance of an immediate extra hit for full damage.
  5. Step 5Reb 2

    Choose one — switch later for gold

    Branch A:

    Extended Blade

    Passive:

    • Critical hits cleave a 3rd target for 75% damage.
    Branch B:

    Sure Thrust

    Passive:

    • Instead of an extra target, your critical hits gain +15% direct bonus damage.
  6. Step 6Reb 6

    Follows the branch you chose at step 5

    Passive:

    • [Extended Blade]: on critical hits the whole cleave deals 85% damage instead of 75%.
    • [Sure Thrust]: the bonus damage rises from 15% to 25%.
  7. Step 7Reb 10

    Follows the branch you chose at step 5

    Steel Dance

    Passive:

    • [Extended Blade]: your cleave hits 3 targets for 100% damage, critical or not.
    • [Sure Thrust]: the bonus damage rises from 25% to 35%.

Axe

Melee

Armor breaks a little with every swing, never all at once.

Requires an axe equipped.

For heavy hitters who wear the enemy's armor down, swing after swing.

Your blows hit nearby enemies too, weaken your target's defenses more with each hit, and finish off the wounded.

Needs an axe in hand.

  1. Step 1Lv 10 / Reb 1

    Passive:

    • +10% chance to Crush, a hit that deals extra damage.
  2. Step 2Lv 25 / Reb 1

    Passive:

    • Hits that Crush deal +5% extra physical damage.
  3. Step 3Lv 55 / Reb 1

    Passive:

    • Your attacks cleave to 2 nearby targets for 66% damage.
    • +2.5% Crush chance and +5% Crush damage, for totals of +12.5% chance and +10% damage.
    • +10% base damage.
  4. Step 4Lv 110 / Reb 1

    Sunder

    Passive:

    • Your hits stack Broken Armor on the target, up to 5 stacks, each one cutting -3% Defense Ratio.
    • Only the primary target takes Broken Armor, never the ones you cleave.
    • 1 stack falls off every 6s.
    • Against players, each stack ignores 5% of the Physical Absorption of the piece hit, shield included.
  5. Step 5Reb 2

    Choose one — switch later for gold

    Branch A:

    Deep Sunder

    Passive:

    • Against players, each Broken Armor stack ignores 8% Physical Absorption instead of 5%.
    • Against monsters, each stack cuts -2% Physical Absorption or adds +2% physical damage, whichever deals more.
    Branch B:

    Brutal Blow

    Passive:

    • Every hit gains +3 flat Crush damage per Broken Armor stack, whether or not it Crushes.
  6. Step 6Reb 6

    Follows the branch you chose at step 5

    Passive:

    • [Deep Sunder]: 11% per stack against players, and its cut or bonus against monsters doubles.
    • [Brutal Blow]: its bonus per Broken Armor stack doubles.
  7. Step 7Reb 10

    Follows the branch you chose at step 5

    Executioner

    Passive:

    • +10% damage against targets below 30% HP.

Hammer

Melee

Plate was never made to argue with falling weight.

Requires a hammer equipped.

For those who want to smash through the heaviest armor, on monsters and players alike.

Your hits ignore part of the enemy's armor, wear their gear down, stun them, and later slam whole groups at once.

Made for fighting with a hammer.

  1. Step 1Lv 10 / Reb 1

    Passive:

    • Against players, your physical attacks ignore 30% of the Physical Absorption of the piece they hit, shield included.
    • Against monsters, Physical Absorption drops by up to 75%, scaling with the health they have left.
  2. Step 2Lv 25 / Reb 1

    Passive:

    • +10% base damage.
  3. Step 3Lv 55 / Reb 1

    Earthshatter

    Passive:

    • Each hit cuts 0.10% of the target's armor endurance, x2 on a Super Attack.
    • Every 5th consecutive hit on the same target guarantees a 1s stun.
  4. Step 4Lv 110 / Reb 1

    Dead Weight

    Passive:

    • +1% physical damage per 8 points of torso Absorption, up to +10%.
  5. Step 5Reb 2

    Choose one — switch later for gold

    Branch A:

    Demolisher

    Passive:

    • [Earthshatter]'s endurance shred rises from 0.10% to 0.15% per hit.
    • The Physical Absorption reduction on monsters raises its cap from 75% to 90%.
    Branch B:

    Shockwave

    Passive:

    • [Earthshatter]'s stun also knocks the target back 1 tile.
  6. Step 6Reb 6

    Follows the branch you chose at step 5

    Passive:

    • [Demolisher]: the Physical Absorption reduction cap on monsters reaches 100%.
    • [Shockwave]: the knockback distance doubles to 2 tiles.
  7. Step 7Reb 10

    Follows the branch you chose at step 5

    Colossus Slam

    Passive:

    • 12% chance per hit to slam a 5x5 area for full damage, hitting up to 24 extra targets.
    • The knockback affects players only, on hits of 40+ damage, or 60 in fight zones other than 2v2 arenas.
    • A target who can fully evade stuns evades this knockback with that same chance.

Archery

Ranged

Every arrow leaves your hand already carrying a season.

Requires a bow equipped.

For those who fight from a distance with a bow.

Your arrows pierce through enemies, hit to the sides, and can strike as fire or ice. Your critical shots hit far harder.

Needs a bow. With it, your bow damage scales with Dexterity instead of Strength.

  1. Step 1Lv 10 / Reb 1

    Passive:

    • +5% Physical hit ratio, computed from your weapon mastery rather than from your hit ratio.
    • Your bow damage scales with Dexterity instead of Strength.
  2. Step 2Lv 25 / Reb 1

    Piercing Volley

    Passive:

    • Your shots have a 75% chance to pierce units on their way to their target.
    • 25% chance to hit monsters twice. On a critical, the second hit is a plain shot: it gets neither the critical bonus nor Berserk.
  3. Step 3Lv 55 / Reb 1

    Empowered Crit / Elemental Rounds

    Passive:

    • +5% stun ratio and +10% base damage.
    • Criticals deal +60% damage on top of the normal level-scaled critical bonus.
    • Your shots have a 10% chance to strike as fire or ice.
    • Only one element per shot, never both.
    • Arrows that hit as fire or ice are not consumed.
  4. Step 4Lv 110 / Reb 1

    Passive:

    • Your shots also hit 1 tile to each side, with a 75% chance per side, and those side hits land for full damage.
  5. Step 5Reb 2

    Choose one — switch later for gold

    Branch A:

    Side Volley

    Passive:

    • Your shots hit 1 tile to each side with a 90% chance per side instead of the base 75%, always for full damage.
    • Marksman: your shots deal 5% more damage.
    Branch B:

    Elemental Focus

    Passive:

    • Your shots still hit 1 tile to each side, with a 75% chance per side, and those side hits land for full damage.

    Active:

    • Toggle between Fire Focus and Ice Focus.
    • Ice Focus makes freeze last +50% longer; Fire Focus ignites for one stronger tick worth 37.5% of the hit's damage.
    • Bind a key on the HUD ability bar and press it to switch.
    • It locks your arrows to the chosen element.
  6. Step 6Reb 6

    Follows the branch you chose at step 5

    Passive:

    • [Side Volley]: your shots reach a 2nd tile on each side.
    • [Elemental Focus]: Ice Focus's bonus freeze duration increases to +100%, and Fire Focus's tick to 50% of the hit's damage.
    • [Marksman]: the damage bonus increases to 8%.
  7. Step 7Reb 10

    Follows the branch you chose at step 5

    Elemental Rounds

    Passive:

    • [Elemental Rounds]: the chance to strike as fire or ice increases to 15% per shot.

Mages

Six schools of magic. The four elements strengthen the spells of their school and teach a signature spell, at the price of a weakness to another element. Holy makes you the party's healer, and Poison wears enemies down over time.

Earth

Element

Stand still long enough and the ground answers for you.

For mages who control the ground and want to be harder to kill.

Your Earth spells crack the ground into a zone that keeps hurting and drain enemy stamina. Left alone, you gain a shield.

The cracked ground also hurts you and your allies, unless Safe Attack Mode was on when you cast. You become weaker to Fire.

  1. Step 1Lv 10 / Reb 1

    Passive:

    • +8% Earth Absorption.
  2. Step 2Lv 25 / Reb 1

    Passive:

    • -8% Fire Absorption.
  3. Step 3Lv 55 / Reb 1

    Aftershock

    Passive:

    • +10% damage with Earth spells.
    • Your Earth spells drain the target's stamina.
    • [Aftershock]: your Earth spells crack the ground they hit.
    • The cracked zone pulses 2 times, dealing 60% of the spell's damage to anyone inside.
    • The zone's pulses ignore sides: they hit you, your allies and your Party too, unless Safe Attack Mode was on when you cast.

    Active:

    • Unlocks Earth Shock Wave, castable at 190 Int.
  4. Step 4Lv 110 / Reb 1

    Tectonic Fault

    Passive:

    • [Tectonic Fault]: anyone attacking from the cracked ground loses 15% hit ratio, physical and magic alike.
    • It lasts the whole 6 seconds of the zone, over the whole cracked area.
    • It ignores sides: you and your allies suffer it too, unless Safe Attack Mode was on when you cast.
  5. Step 5Reb 2

    Choose one — switch later for gold

    Branch A:

    Deep Tremor

    Passive:

    • [Deep Tremor]: the cracked zone pulses faster and one extra time.
    • That means 3 pulses at 65% of the spell's damage each.
    Branch B:

    Telluric Drain

    Passive:

    • [Telluric Drain]: the stamina drain doubles and suppresses the target's regeneration for 4s.
  6. Step 6Reb 6

    Follows the branch you chose at step 5

    Passive:

    • [Deep Tremor]: still 3 pulses, now at 80% of the spell's damage each.
    • [Telluric Drain]: the regeneration suppression extends to 6s.
  7. Step 7Reb 10

    Follows the branch you chose at step 5

    Earthen Aegis

    Passive:

    • After 60s without taking damage, you gain a shield worth 10% of your Max HP.
    • It lasts until damage breaks it, it absorbs before overheal does, and it vanishes if you stop qualifying for this step.
    • [Resolve] and [Earthen Aegis] fill the same shield: the newest one replaces the other, and the two never add up.

Lightning

Element

The storm never strikes once. It looks for the way through.

For mages who want to cast faster than anyone and strip enemy defenses.

You cast quicker, your Lightning jumps to a second enemy, and every spell wears down your target's protection against magic.

Lightning spells cost more mana. You become weaker to Earth.

  1. Step 1Lv 10 / Reb 1

    Passive:

    • +8% Lightning Absorption.
    • Cast recovery is 20% shorter with Lightning spells.
  2. Step 2Lv 25 / Reb 1

    Passive:

    • You cast +5% faster with spells of other elements.
  3. Step 3Lv 55 / Reb 1

    Overcharge

    Passive:

    • You cast +10% faster with Lightning spells.
    • +10% damage with Lightning spells.
    • Each Lightning spell you cast adds 1 [Overcharge] stack to every target it hits, up to 5 stacks.
    • Each stack cuts 1% of the target's Resistance and 1% of its Absorption.
    • A spell that hits the same target several times still adds only 1 stack.
    • [Overcharge] loses 1 stack every 12s without a refresh.
    • -8% Earth Absorption.

    Active:

    • Unlocks Fury of Thor, castable at 182 Int.
  4. Step 4Lv 110 / Reb 1

    Static Field

    Passive:

    • Cast recovery is 10% shorter 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.
    • The enemy the arc reaches also gains 1 [Overcharge] stack per spell.
    • Every Lightning spell you cast costs 20% more mana.
  5. Step 5Reb 2

    Choose one — switch later for gold

    Branch A:

    Resistance Piercer

    Passive:

    • [Overcharge] now shreds 3% Resistance per stack instead of 1%, and stops shredding Absorption.
    Branch B:

    Absorption Piercer

    Passive:

    • [Overcharge] now shreds 3% Absorption per stack instead of 1%, and stops shredding Resistance.
  6. Step 6Reb 6

    Follows the branch you chose at step 5

    Passive:

    • Your chosen branch, [Resistance Piercer] or [Absorption Piercer], shreds 5% per stack instead of 3%.
  7. Step 7Reb 10

    Follows the branch you chose at step 5

    Total Overcharge

    Passive:

    • At max [Overcharge] stacks, your branch's shred is amplified by 10% on every Lightning hit.
    • The stacks are not consumed: the bonus lasts as long as the target stays at max stacks.

Fire

Element

A spark is only patient until it finds something to spread to.

For mages who want enemies to keep burning after the spell lands.

Your Fire spells leave a burn that keeps staggering the target, melt its protection against magic, and reward you when a burning enemy dies.

You become weaker to Ice.

  1. Step 1Lv 10 / Reb 1

    Burn

    Passive:

    • Your Fire damage burns the target, stacking up to 3 times.
    • [Burn] hurts the target every 3s, and every time it does, it staggers the target.
    • A burning player loses control for 0.4s each time, and any spell being cast is cancelled.
    • A burning monster is held back each time, as if struck by a heavy blow.
  2. Step 2Lv 25 / Reb 1

    Passive:

    • +8% Fire Absorption.
  3. Step 3Lv 55 / Reb 1

    Scorch

    Passive:

    • +10% damage with Fire spells.
    • Your spells cut 10% of the target's Fire and Magical Absorption, and 8% against other elements and monsters.
    • -8% Ice Absorption.

    Active:

    • Unlocks Meteor Blast, castable at 200 Int.
  4. Step 4Lv 110 / Reb 1

    Ignite

    Passive:

    • Adds +8% to the severity of your [Burn].
  5. Step 5Reb 2

    Choose one — switch later for gold

    Branch A:

    Combustion

    Passive:

    • [Ignite]'s bonus to [Burn] rises from +8% to +15%.
    • Only this branch grants Crush: +10% Crush chance, +4% physical Crush damage and +8% magical.
    • That Crush chance works on any physical hit, with any weapon.
    Branch B:

    Igneous Corrosion

    Passive:

    • [Scorch]'s Absorption cut deepens from 10%/8% to 20%/16%.
  6. Step 6Reb 6

    Follows the branch you chose at step 5

    Passive:

    • [Combustion]: [Ignite]'s bonus reaches +25%.
    • [Igneous Corrosion]: the Absorption cut reaches 25%/20%.
  7. Step 7Reb 10

    Follows the branch you chose at step 5

    Living Embers

    Passive:

    • When any target you burned dies, you heal 5% of your Max HP and gain +10% Fire damage for 15s.

Ice

Element

Cold does not kill. It refuses to let anything move.

For mages who win by freezing enemies in place.

Your Ice spells land more often and freeze far longer, frozen targets take more damage, and Blizzard can open with a free Mass Chill Wind.

You become weaker to Air.

  1. Step 1Lv 10 / Reb 1

    Passive:

    • +8% Ice Absorption.
  2. Step 2Lv 25 / Reb 1

    Passive:

    • +5% Magical Hit Ratio, with Ice spells only.
  3. Step 3Lv 55 / Reb 1

    Passive:

    • +5% more Magical Hit Ratio with Ice spells, for a total of +10%.
    • +10% damage with Ice spells.
    • +8% spell damage against Frozen players, and +18% against Frozen monsters. Your weapon gains nothing.
    • [Icy Veins]: the Frozen from your spells lasts more than twice as long.
    • Each Blizzard you cast has a 35% chance to launch a free Mass Chill Wind halfway along its path first.
    • That Mass Chill Wind deals its full damage and leaves its 7s Frozen, at no Mana cost.
    • -8% Air Absorption.

    Active:

    • Unlocks Blizzard, castable at 195 Int.
  4. Step 4Lv 110 / Reb 1

    Deep Frost

    Passive:

    • The target's chance to resist Frozen drops by 8%.
  5. Step 5Reb 2

    Choose one — switch later for gold

    Branch A:

    Frostbite Edge

    Passive:

    • The damage bonus against Frozen targets gains +5% more on players and +8% more on monsters.
    Branch B:

    Frigid Mantle

    Passive:

    • [Deep Frost]'s cut to Frozen resistance deepens from 8% to 30%.
  6. Step 6Reb 6

    Follows the branch you chose at step 5

    Passive:

    • [Frostbite Edge]: that extra damage reaches +18% on players and +31% on monsters in total.
    • [Frigid Mantle]: the cut to Frozen resistance reaches 45%.
    • [Icy Veins]: freezing a target that is already Frozen adds 2 s to its Frozen, up to 9 s.
  7. Step 7Reb 10

    Follows the branch you chose at step 5

    Fragility

    Passive:

    • While the target is Frozen by you, it takes +8% damage from any attacker.

Holy

Divine

A halo binds you and an ally to face the consequences together.

The healer and protector: you keep your allies alive.

You heal far more, shield allies, take part of a friend's damage for them, and can save someone from a killing blow.

Uses Faith instead of Hunger. Cannot be combined with Blood.

  1. Step 1Lv 10 / Reb 1

    Passive:

    • Replaces Hunger with Faith.
    • Your spells restore twice as much stamina.

    Active:

    • Grants Divine Touch (Circle I), Mass Heal (Circle VI) and Meditation (Circle I).
    • If you have [Merien] learned, unlocks Consecrated Wrath (190 Int), an area spell strong against monsters and weak against players.
    • Cannot be learned together with [Blood].
  2. Step 2Lv 25 / Reb 1

    Passive:

    • Your healing spells overheal, granting a shield worth up to 20% of Max HP.
  3. Step 3Lv 55 / Reb 1

    Passive:

    • +100% health restored with healing spells.
    • You cast +5% faster, cast recovery is 10% shorter and your special ability reuse is 25% shorter.
    • +5s Paralyze duration, or +1s against monsters that cast high-circle magic.

    Active:

    • Divine Touch (20 Int) costs 100 Faith and 12% of your Max MP.
    • It covers a 3x3 area, hitting the centre tile twice and each surrounding tile once.
    • Its damage grows with your level, and the less health the target has left, the harder it hits, peaking below 5% HP.
    • Allies caught in it are healed instead, with the same hit count: that includes you, your side and your party.
    • Mass Heal (60 Int) heals up to 3 allies in a 5x5 area.
    • Meditation (40 Int) restores MP equal to 25% of your Max MP, or 30% of an ally's Max MP when you cast it on them.
    • It also adds 15% of the target's Max MP to their next regeneration, or 40% on yourself with [Merien]'s Ascension, and heals them for 66.
    • Meditation costs 20% of your Max MP, so on yourself the net gain is about 5%.
  4. Step 4Lv 110 / Reb 1

    Direct Blessing / Martyr

    Passive:

    • Your heals also cut the target's incoming damage by 20% for 8s.
    • -54% magic damage in PvP, with every spell except Divine Touch.

    Active:

    • Grants Martyr (Circle I, 40 Int), cast on an ally and never on yourself.
    • While the bond lasts, 30% of the damage that ally takes is dealt to you instead.
    • It lasts 20s. The thread is the bond: drift apart or change maps and it goes slack, with no redirect, until you are close again.
    • Martyr costs 30 MP and has a 30s cooldown, counted from the moment you cast it.
    • An ally who already carries another Holy's bond rejects your cast: that lock holds the full 20s, even while the thread is slack.
    • It cannot be refreshed before the cooldown ends.
    • The bond can never kill you: at worst it leaves you at 1 HP, and it stays active.
  5. Step 5Reb 2

    Choose one — switch later for gold

    Branch A:

    Sacred Bond

    Passive:

    • The overheal shield cap rises from 20% to 35% of Max HP.
    Branch B:

    Accelerated Recovery

    Passive:

    • Cast recovery rises from 10% to 25%, and ability cooldown reduction from 25% to 35%.
  6. Step 6Reb 6

    Follows the branch you chose at step 5

    Passive:

    • [Sacred Bond]: the overheal shield cap reaches 40%.
    • [Accelerated Recovery]: cast recovery reaches 30% and cooldown reduction 45%.
  7. Step 7Reb 10

    Follows the branch you chose at step 5

    Guardian Angel

    Active:

    • Grants [Guardian Angel] (Circle X), cast on an ally and never on yourself.
    • If that ally would take a lethal hit, their health is set to 40% of their Max HP, up or down.
    • It requires a full Faith pool of 100: with less, the cast is refused and nothing is spent.
    • The ward lasts 5 min.
    • It costs 325 MP and all your Faith, with a 10 min cooldown.
    • On trigger it strips your buffs and reveals you.
    • If it never triggers it expires, and the Faith is spent all the same.

Advanced

The hardest paths to combine and to understand — best picked once you know the game. Tank makes you the front line; Xelima trades survivability for overwhelming offence; Merien lifts both Strength and Magic; Blood builds its own resource out of punishing exchanges; Kloness turns your Reputation into a weapon and a price. All of them carry real downsides — read every line.

Poison

Support

You do not need to win the fight. You need to outlast it.

For patient fighters who let venom do the work.

Your hits poison enemies, the venom grows stronger the longer you fight, and poisoned targets become easier for everyone to hurt.

Needs a Poisoning weapon until you learn to make your own venom.

  1. Step 1Lv 10 / Reb 1

    Passive:

    • +10 Poison Resistance.
  2. Step 2Lv 25 / Reb 1

    Passive:

    • +25% chance to reduce your Paralyzed duration by 1 second when you are hit.
  3. Step 3Lv 55 / Reb 1

    Passive:

    • Your hits have a 25% chance to strike with venom.
    • It needs a Poisoning weapon, unless you have learned [Innate Venom].
    • The target can still resist it, and players resist about 40% of the time.
    • When it lands, the target is poisoned and takes an extra Poison tick at once.
    • That extra tick is free, but every later one lets the target shake the venom off with its Poison Resistance.
    • 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.
    • +10 Poison Resistance and +10% Poison damage on top.
  4. 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 and is shared with other poisoners.
    • Each stack adds +5% Poison potency.
    • Potency raises the weapon's share of the tick, not the health-based part.
  5. Step 5Reb 2

    Choose one — switch later for gold

    Branch A:

    Innate Venom

    Passive:

    • Your hits carry their own venom, with no Poisoning prefix required.
    • It applies 50% of the time with a Poisoning weapon, and 25% 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 +1% of the target's current health each tick, up from +0.5%.
    • It still needs a Poisoning weapon.
  6. 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 +1.5% of the target's current health.
    • [Weakening Venom] still needs a Poisoning weapon; [Innate Venom] works with any.
  7. Step 7Reb 10

    Follows the branch you chose at step 5

    Corrosion

    Passive:

    • While poisoned by you, targets lose 8% of their Magical and Elemental Absorption against any attacker.
    • Against players it also cuts 8% of their Physical Absorption and 20% of the healing they receive.
    • 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.

The front line: you take the hits so your group doesn't.

You gain a lot of health, draw monsters to you, block more with a shield, and shrug off stuns and paralysis.

You deal less damage, especially to other players.

  1. Step 1Lv 10 / Reb 1

    Passive:

    • +20 Vitality, plus +1 more every 14 levels.
  2. Step 2Lv 25 / Reb 1

    Passive:

    • +40% HP recovery.
  3. Step 3Lv 55 / Reb 1

    Passive:

    • You draw more aggro from monsters.
    • +7% Physical Absorption and +7% Magical Absorption while you face your opponent with a shield equipped.
    • 25% chance to fully evade a stun, a knockback or a Paralyze effect.
    • +25% chance, when you are hit, to cut 1s off an active Paralyze's remaining duration.
  4. Step 4Lv 110 / Reb 1

    Resolve

    Passive:

    • Taking 50% of your Max HP within a fixed 5s window grants you a shield worth 12% of your Max HP.
    • The window does not slide: the count restarts from zero every 5s, so damage split across two windows never adds up.
    • It fades over 5s.
    • The shield absorbs before overheal does.
    • [Resolve] and [Earthen Aegis] fill the same shield: the newest one replaces the other, and the two never add up.
    • -35% damage dealt in PvP.
    • -15% damage dealt against monsters.
  5. Step 5Reb 2

    Choose one — switch later for gold

    Branch A:

    Frontal Bulwark

    Passive:

    • Both frontal Absorption bonuses rise from 7% to 12%.
    Branch B:

    Stoneskin

    Passive:

    • Your chance to fully evade a stun or a Paralyze rises from 25% to 32%.
    • Any new Paralyze that lands on you lasts 35% less.
    • Your 25% chance to cut 1s off an active Paralyze rises to 32% as well.
  6. Step 6Reb 6

    Follows the branch you chose at step 5

    Passive:

    • [Frontal Bulwark]: the frontal Absorption bonus reaches 15%.
    • [Stoneskin]: the full-evade chance reaches 37%, and any new Paralyze that lands on you lasts 50% less.
    • That same chance to cut 1s off an active Paralyze reaches 37%.
  7. Step 7Reb 10

    Follows the branch you chose at step 5

    Unstoppable

    Passive:

    • When a control effect ends, you become immune to all of them for 12 seconds, with a 45s cooldown.

Xelima

Ancient

The closer the grave, the sharper the blade.

High risk, high reward: the closer you are to dying, the harder you hit.

You deal much more damage with weapons and spells, and even more as your health drops.

You have less health, and potions and healing work worse on you.

  1. Step 1Lv 10 / Reb 1

    Passive:

    • +12.5% chance to Crush.
    • -8% Defense Ratio.
  2. Step 2Lv 25 / Reb 1

    Passive:

    • +15 Hit Ratio.
    • -8% Magic Resistance.
  3. Step 3Lv 55 / Reb 1

    Recklessness

    Passive:

    • +15% physical damage when you Crush.
    • +10% physical and +6% magical damage on every hit.
    • You cast +0.05% faster per point of base Mag, and your cast recovery drops 0.1% per point of Mag, angelic Mag included.
    • The lower your current HP, the more damage you deal, up to a cap.
    • -20% Max HP.
    • -20% HP recovery.
    • -25% HP restored by Health Potions.
  4. Step 4Lv 110 / Reb 1

    Blood Debt

    Passive:

    • Adds +5% to your [Recklessness] cap.
    • Below 50% HP, spells and other players heal you for 40% less.
  5. Step 5Reb 2

    Choose one — switch later for gold

    Branch A:

    All-In

    Passive:

    • Your [Recklessness] cap rises from 20% to 25%.
    • You keep both penalties, the one to HP recovery and the one to Health Potions.
    Branch B:

    Precarious Balance

    Passive:

    • Both penalties, the one to HP recovery and the one to Health Potions, are removed.
    • Your [Recklessness] cap drops to 17%.
  6. Step 6Reb 6

    Follows the branch you chose at step 5

    Passive:

    • [All-In]: your [Recklessness] cap reaches 30%.
    • [Precarious Balance]: your [Recklessness] cap drops further, to 15%.
  7. Step 7Reb 10

    Follows the branch you chose at step 5

    Bloodlust

    Passive:

    • Below 30% HP, your [Recklessness] bonus rises by half.
    • Each trigger stacks -2% Max HP, up to -10%, and that loss recovers over time.
    • It also drains your Hunger twice as fast.

Merien

Ancient

Master of nothing, and therefore unprepared for nothing.

The hybrid: for those who fight with both weapon and magic.

You gain Strength and Magic, attack and cast faster, recover health and mana quicker, and can restore mana to yourself and allies.

You deal a little less damage to other players.

  1. Step 1Lv 10 / Reb 1

    Passive:

    • +10 Strength.
    • You cast +0.025% faster per point of Mag, angelic Mag included.

    Active:

    • Grants Transfer Criticals and Meditation, both from Circle I.
    • If you have [Holy] learned, unlocks Consecrated Wrath (190 Int), an area spell strong against monsters and weak against players.
  2. Step 2Lv 25 / Reb 1

    Passive:

    • +10 Magic.
  3. Step 3Lv 55 / Reb 1

    Spellblade

    Passive:

    • Your attack speed increases.
    • Activation cooldowns are 25% shorter.
    • Cast recovery drops 0.025% per point of Magic.
    • A melee hit has an 8% chance to make your next spell cast 15% faster, within a 10s window.
    • -7% physical and -14% magical damage dealt to other players.

    Active:

    • Your spells are Meditation (40 Int) and Transfer Criticals.
    • Meditation restores 25% of your Max MP on yourself or 30% of an ally's, plus 15% of their Max MP to their next regeneration and 33 health.
    • Meditation costs 20% of your Max MP, so on yourself the net gain is about 5%.
  4. Step 4Lv 110 / Reb 1

    Slow Circulation

    Passive:

    • Your natural HP and MP regeneration is 25% stronger, but a single tick never carries either past 80% of its pool.
    • The next regeneration tick completes the bar.
    • Potions and healing from others ignore this limit.
  5. Step 5Reb 2

    Choose one — switch later for gold

    Branch A:

    Arcane Edge

    Passive:

    • Your PvP damage penalty is halved, to -3% physical and -7% magical.
    Branch B:

    Mystic Weave

    Passive:

    • Cast recovery per point of Magic doubles, from 0.025% to 0.05%.
  6. Step 6Reb 6

    Follows the branch you chose at step 5

    Passive:

    • [Arcane Edge]: the PvP penalty falls further, to -2% physical and -5% magical.
    • [Mystic Weave]: cast recovery per point of Magic reaches 0.075%.
  7. Step 7Reb 10

    Follows the branch you chose at step 5

    Arcane Mastery

    Passive:

    • +5 Strength and +5 Magic more, for a total of +15 Strength and +15 Magic.
    • Casting Meditation on yourself raises its next-regeneration bonus from 15% to 40%.
    • That same self-cast also makes your next spell cast 20% faster, within a 60s window.

Blood

Ancient

Your own blood is the cheapest reagent you will ever carry.

For fighters who turn pain into power.

Hitting and being hit fills a Blood Essence pool that shields you, heals your allies, and makes you stronger when badly hurt.

Some powers cost your own health. Cannot be combined with Holy.

  1. Step 1Lv 10 / Reb 1

    Passive:

    • You gain Blood Essence from the hits you land and the damage you take, up to 100 points.
    • Only monsters below the tier expected for your level give less Essence: PvP hits and damage you take always give the full amount.
    • Cannot be learned together with [Holy].
  2. Step 2Lv 25 / Reb 1

    Passive:

    • Below 25% HP, you gain a shield worth 10% of your Max HP, with a 60s cooldown.
  3. Step 3Lv 55 / Reb 1

    Blood Frenzy

    Passive:

    • +5% damage against enemies below 15% HP.
    • Below 50% HP you enter [Blood Frenzy], which raises your Essence generation by +30%.
  4. Step 4Lv 110 / Reb 1

    Transfusion

    Passive:

    • Every 12s there is a 25% chance to spend 50 Blood Essence and heal up to 3 allies in a 5x5 area.
    • It needs that Essence, and it never fires while you are at full HP.
    • It heals each ally for 200% of a Great Heal, or 250% while [Blood Frenzy] is active.
  5. Step 5Reb 2

    Choose one — switch later for gold

    Branch A:

    Blood Pact

    Passive:

    • You gain +1 flat damage, +10% cast speed and +50% Blood Essence generation.
    • That +50% adds to [Blood Frenzy]'s +30%: together they give x1.8, not x1.95.
    • You permanently lose 15% of your Max HP.
    Branch B:

    Vital Balance

    Passive:

    • Every 5 points of Blood Essence you gain restore 2% of your current HP and MP, without spending any of your own HP.
    • It works off your current values, so the more wounded you are, the less it gives back.
    • +3% Health Siphon and +3% Mana Siphon, which restore HP and MP each time you kill a monster.
  6. Step 6Reb 6

    Follows the branch you chose at step 5

    Passive:

    • [Blood Pact]: flat damage rises from +1 to +2, and cast speed from +10% to +15%.
    • [Vital Balance]: the HP and MP restored per 5 Essence rises from 2% to 3%.
    • [Vital Balance]: Health Siphon and Mana Siphon rise from +3% to +5%.
  7. Step 7Reb 10

    Follows the branch you chose at step 5

    Blood Ritual

    Active:

    • Grants [Blood Ritual] (Circle I), which gives +1 damage for 20s to you and every ally in a 7x7 area.
    • It does not stack: recasting it refreshes the buff instead of adding to it.
    • It has no cooldown.
    • During [Blood Frenzy], [Blood Ritual]'s bonus doubles to +2.
    • It spends 15% of your Max HP, and never drops you below 1.

Kloness

Ancient

A name feared enough to strike with, and costly enough to keep.

For players with a name: your Reputation becomes your weapon and your armor.

The higher your Reputation, the harder you hit and the less damage you take. You can steal Reputation from players you defeat.

Losing Reputation costs you much more.

  1. Step 1Lv 10 / Reb 1

    Kloness Mark

    Passive:

    • Your Reputation adds +1 damage every 300 points, up to +3. No item needed.
    • Your Reputation also protects you: +1% Physical Absorption every 400 points, up to +5%.
    • While this talent is active, the Reputation you lose to the PK penalty and to a same-side /rep- is multiplied x5. An enemy /rep- costs 1.
  2. Step 2Lv 25 / Reb 1

    Scales of Justice

    Passive:

    • Having more Reputation than your target adds +1 damage every 300 points of difference, up to +3.
    • Monsters count as targets too.
  3. Step 3Lv 55 / Reb 1

    Reputation Guard

    Passive:

    • +8% Defense Ratio while your Reputation reaches 500, plus 100 for each Rebirth.
    • Below that threshold you still keep +4%.
  4. Step 4Lv 110 / Reb 1

    Judgment

    Passive:

    • Killing a player who has more Reputation than you steals 1 point from them and grants it to you.
    • The stolen point is not multiplied: it is always exactly 1.
    • Dying to a player with less Reputation costs you 2 points of Reputation, never multiplied by [Kloness Mark].
  5. Step 5Reb 2

    Choose one — switch later for gold

    Branch A:

    Executioner's Mandate

    Passive:

    • Your Kloness weapons raise their Reputation damage cap: the Esterk, Blade and Axe from +7 to +9, the Wand from +10 to +12.
    • Only the Kloness necklace stays outside that cap.
    • Reputation lost by killing players is multiplied x10 instead of x5.
    Branch B:

    Kloness Mercy

    Passive:

    • Every Reputation loss is multiplied x3 instead of x5.
    • You give up [Celestial Verdict]: this path trades it for keeping your Reputation.
  6. Step 6Reb 6

    Follows the branch you chose at step 5

    Passive:

    • [Executioner's Mandate]: your Kloness weapons raise that cap again, the melee ones to +10 and the Wand to +13.
    • [Kloness Mercy]: your Reputation loss multiplier drops again, x3 becomes x2.
  7. Step 7Reb 10

    Follows the branch you chose at step 5

    Branch A:

    Celestial Verdict

    Passive:

    • Every time you deal damage there is a 5% chance to trigger one of two effects for 8s. Cooldown 30s.
    • If your Reputation is below the [Reputation Guard] threshold, it pays its full +8% Defense Ratio instead of +4%.
    • If it is at or above, your Kloness weapons cap Reputation damage higher: the melee ones at +11 and the Wand at +14.
    • Only the Kloness necklace is never affected.
    Branch B:

    Absolution

    Passive:

    • Once every 30 minutes, a lethal blow from an enemy player leaves you at 1 HP instead of killing you.
    • Right after, you get 5s of full immunity to all damage.
    • It costs you 1 point of Reputation each time it saves you.
    • It never triggers against monsters or allies.

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 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.

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