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.

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 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
#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.

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.

  1. 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
  2. Step 2Lv 25 / Reb 1

    Passive:

    • +15% base damage with short swords
  3. 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
  4. Step 4Lv 110 / Reb 1

    Passive:

    • Critical Points recharge 2x faster
  5. 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
  6. Step 6Reb 6

    Follows the branch you chose at step 5

    Passive:

    • Reinforces your chosen branch
    • (bonus doubles to +100%)
  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

Long Sword

Melee

The duel is won by whoever changes guard last.

  1. Step 1Lv 10 / Reb 1

    Passive:

    • +5% chance to Crush (deals extra damage)
  2. Step 2Lv 25 / Reb 1

    Passive:

    • +5% Physical hit ratio
  3. Step 3Lv 55 / Reb 1

    Passive:

    • +5% extra physical damage on hits that Crush
    • +15% base damage with long swords
  4. 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%
  5. 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
  6. Step 6Reb 6

    Follows the branch you chose at step 5

    Passive:

    • The active bonus reinforces from +10% to +20%
  7. 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.

  1. Step 1Lv 10 / Reb 1

    Passive:

    • +8% Physical hit ratio
  2. Step 2Lv 25 / Reb 1

    Passive:

    • +8% Magical and +8% Physical hit ratio
    • with any weapon
  3. 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
  4. Step 4Lv 110 / Reb 1

    Flurry

    Passive:

    • 12% chance of an immediate extra hit
    • for full damage
  5. 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
  6. 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%
  7. 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.

  1. Step 1Lv 10 / Reb 1

    Passive:

    • +10% chance to Crush (deals extra damage)
  2. Step 2Lv 25 / Reb 1

    Passive:

    • +5% extra physical damage on hits that Crush
  3. 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
  4. 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
  5. 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
  6. Step 6Reb 6

    Follows the branch you chose at step 5

    Passive:

    • Reinforces your chosen branch
    • (doubles the cut/bonus per stack)
  7. 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.

  1. 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
  2. Step 2Lv 25 / Reb 1

    Passive:

    • +6% physical damage
  3. 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
  4. 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
  5. 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
  6. 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
  7. 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.

  1. Step 1Lv 10 / Reb 1

    Passive:

    • +5% Physical hit ratio
  2. 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
  3. 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
  4. Step 4Lv 110 / Reb 1

    Passive:

    • Shots also hit 1 tile to each side for 75%
  5. 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
  6. 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%
  7. 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.

  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

    Passive:

    • +10% damage with Earth spells
    • Drains the target's stamina

    Active:

    • Earth Shock Wave (190 Int)
  4. 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
  5. 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
  6. 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
  7. 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.

  1. Step 1Lv 10 / Reb 1

    Passive:

    • +8% Lightning Absorption
    • Cast recovery reduced 40%
    • with Lightning spells
  2. Step 2Lv 25 / Reb 1

    Passive:

    • Cast +10% faster with other elements
  3. 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)
  4. 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
  5. 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
  6. Step 6Reb 6

    Follows the branch you chose at step 5

    Passive:

    • Chosen branch shreds 5% per stack
    • instead of 3%
  7. 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.

  1. Step 1Lv 10 / Reb 1

    Burn

    Passive:

    • Burns enemies, stacking up to 3 times
  2. Step 2Lv 25 / Reb 1

    Passive:

    • +8% Fire Absorption
  3. 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)
  4. Step 4Lv 110 / Reb 1

    Ignite

    Passive:

    • Adds +15% to the severity of your Burn
  5. 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%
  6. Step 6Reb 6

    Follows the branch you chose at step 5

    Passive:

    • Combustion: Ignite bonus reaches +50%
    • Igneous Corrosion: reduction reaches 40%/35%
  7. 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.

  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 only (total +10%)
    • -8% Air Absorption
    • +10% damage
    • +15% base damage vs Frozen players
    • +35% base damage vs Frozen monsters

    Active:

    • Blizzard (195 Int)
  4. Step 4Lv 110 / Reb 1

    Deep Frost

    Passive:

    • -15% to the target's chance to resist Frozen
  5. 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%
  6. 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%
  7. 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.

  1. 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
  2. Step 2Lv 25 / Reb 1

    Passive:

    • Healing spells overheal
    • granting a shield up to 20% of Max HP
  3. 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
  4. 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
  5. 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%
  6. 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%
  7. 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.

  1. Step 1Lv 10 / Reb 1

    Passive:

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

    Passive:

    • +25% chance to reduce Paralyzed duration
    • by 1 second when hit
  3. 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
  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, 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 — 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
  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
    • +3% 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 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.

  1. Step 1Lv 10 / Reb 1

    Passive:

    • +15 Vitality (+1 every 14 levels)
  2. Step 2Lv 25 / Reb 1

    Passive:

    • +30% HP recovery
  3. 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
  4. 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
  5. 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
  6. 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
  7. 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.

  1. Step 1Lv 10 / Reb 1

    Passive:

    • +25% 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
    • +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)
  4. 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
  5. 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%
  6. 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%
  7. 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.

  1. 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
  2. Step 2Lv 25 / Reb 1

    Passive:

    • +10 Magic
  3. 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
  4. 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
  5. 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%
  6. 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%
  7. 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.

  1. 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
  2. Step 2Lv 25 / Reb 1

    Passive:

    • Below 25% HP, gain a shield worth
    • 10% of your Max HP (60s cooldown)
  3. 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
  4. 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
  5. 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
  6. 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%
  7. 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.

  1. 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
  2. Step 2Lv 25 / Reb 1

    Scales of Justice

    Passive:

    • +1 damage per 300 Reputation
    • over your target (max +3)
    • Monsters included
  3. Step 3Lv 55 / Reb 1

    Reputation Guard

    Passive:

    • +8% Defense Ratio at or above
    • 500 + 100 per Rebirth Reputation
    • Otherwise +4%
  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
  5. 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
  6. 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
  7. 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.