Systems

Passive Tree

Each class has its own passive tree, opened from the Mechanics button on the HUD. It has three regions — three ways to play the same class — joined by bridges. You earn points by leveling up and spend them on nodes connected to the ones you already have.

Points per level

1 point every 3 levels up to 100, every 4 levels up to 300, and every 5 levels after that.

Level1050100150200300400500
Points31633455883103123

Rules

  • Picking a node is free; nothing counts until you press Confirm.
  • Removing a confirmed node is free for now.
  • Passives cannot be changed during Combat Lock.
  • Damage bonuses apply to the final damage, after the target defense.
  • In PvP, damage bonuses (critical included) and damage reduction are worth half; armor and health count in full.
  • The whole tree works with the training weapon and on training dummies too (critical, damage over time, attack speed and life steal).
  • Caps: critical chance 25%, damage reduction 15%, life steal 5%, attack speed 25%, spell damage 80%, critical damage 150%, movement 30%.

Every attribute, explained

AttributeWhat it doesCap
Damage %More final damage, after the target defense (all attacks and spells).no cap
Spell damage % / +% of a spellMore damage only for spells, or only for that spell (e.g. Blade Spin).80% (spell damage %)
Critical chance %Chance for a hit to be critical (purple number). VIP adds +3% against monsters.25%
Critical damage %How much stronger a critical hit is. Base: +50%; each point adds to it.150%
Attack speed %Less time between basic attacks.25%
Armor %Multiplies your total defense (equipment + Defense skill + level). Defense works best against weak hits.no cap
Damage reduction %Cuts the damage you take after defense. Very small hits (1–5) may look the same because of rounding.15%
Health % / Mana %More maximum health or mana.no cap
Regeneration (HP/s, MP/s)Health or mana recovered per second.no cap
Life steal %Part of the damage dealt comes back as health (green number).5%
Potion %Potions heal more.no cap
Mana cost %Spells cost less mana.no cap
Movement %Walking speed (some keystones lower it).30%
Bleed / Poison / Burn %Part of the hit becomes extra damage over 3 s, ignoring defense. It does not crit.no cap

Bleeding, poison and burning

Each class has one damage-over-time effect: the Knight bleeds, the Paladin poisons and the Mage burns. A share of the hit becomes extra damage over the next 3 seconds and ignores the target defense. Re-applying it renews the duration (it does not stack).

Tree of the Knight · 307 nodes

The nodes sit in rings inside a circle; near the borders the regions mix. Some nodes are notables worth 3× plus a little of another stat. A keystone needs 57 points already spent in the tree: the first one comes at level 200.

Region: Bulwark

Fortress
Keystone: Fortress

+20% armor, but −15% movement speed.

Small nodes

  • +1.5% armor per node
  • +1.5% maximum health per node
  • +0.5% damage reduction per node
  • +0.3 HP/s health regeneration per node

Notables

  • Iron Skin: +5% armor · +3% maximum health
  • Unshaken: +2% damage reduction · +1 HP/s health regeneration

Region: Fury

Berserker
Keystone: Berserker

up to +50% damage as your health drops and 20% of the hit becomes bleeding, but −10% armor.

Small nodes

  • +2% damage per node
  • +1.2% critical chance per node
  • +6% critical damage per node
  • +3% Blade Spin per node

Notables

  • Bloodlust: +2% critical chance · +5% damage
  • Whirlwind: +10% Blade Spin · +10% of the hit as bleeding (3 s)

Region: Survival

Second Wind
Keystone: Second Wind

once every 5 minutes, a killing blow leaves you at 1 health. −10% potion healing.

Small nodes

  • +0.4% life steal per node
  • +3% potion healing per node
  • +1.5% maximum health per node
  • +0.3 HP/s health regeneration per node

Notables

  • Vampire: +1% life steal · +3% maximum health
  • Field Medic: +8% potion healing · +1 HP/s health regeneration

Tree of the Paladin · 331 nodes

The nodes sit in rings inside a circle; near the borders the regions mix. Some nodes are notables worth 3× plus a little of another stat. A keystone needs 57 points already spent in the tree: the first one comes at level 200.

Region: Marksman

Eagle Eye
Keystone: Eagle Eye

+12% damage to targets 3+ squares away and 20% of the hit becomes poison, but −20% damage within 2 squares.

Small nodes

  • +2% damage per node
  • +1.2% critical chance per node
  • +6% critical damage per node
  • +3% Power Shot per node

Notables

  • Steady Aim: +2% critical chance · +5% damage
  • Piercing: +10% of the hit as poison (3 s) · +10% Power Shot

Region: Holy

Holy Aura
Keystone: Holy Aura

Holy Guard gives an extra +10% armor, but −15% damage.

Small nodes

  • +1.5% armor per node
  • +1.5% maximum health per node
  • +0.3 HP/s health regeneration per node
  • +3% potion healing per node

Notables

  • Blessed: +5% armor · +3% maximum health
  • Devotion: +8% potion healing · +1 HP/s health regeneration

Region: Hunter

Arrow Rain
Keystone: Arrow Rain

+25% Triple Shot damage; it fires all 3 arrows even at a single target and every 2 s, but costs +50% mana.

Small nodes

  • +1.2% attack speed per node
  • +3% Triple Shot per node
  • +1.5% movement speed per node
  • +0.5 MP/s mana regeneration per node

Notables

  • Quick Draw: +3% attack speed · +3% movement speed
  • Volley: +10% Triple Shot · +1.5 MP/s mana regeneration

Tree of the Mage · 311 nodes

The nodes sit in rings inside a circle; near the borders the regions mix. Some nodes are notables worth 3× plus a little of another stat. A keystone needs 57 points already spent in the tree: the first one comes at level 200.

Region: Destruction

Pyromancer
Keystone: Pyromancer

+20% spell damage and 30% of the hit becomes burning, but +25% spell mana cost.

Small nodes

  • +3% spell damage per node
  • +1.5% damage per node
  • +1.2% critical chance per node
  • +6% critical damage per node

Notables

  • Firestorm: +5% Fire Vortex · +8% spell damage
  • Cataclysm: +8% Fire Bomb · +10% of the hit as burning (3 s)

Region: Arcane

Arcane Fount
Keystone: Arcane Fount

double mana regeneration and every spell adds 3% of your maximum mana to the hit, but −15% maximum health.

Small nodes

  • +0.5 MP/s mana regeneration per node
  • -2% spell mana cost per node
  • +3% maximum mana per node
  • +1.5% attack speed per node

Notables

  • Focus: +5% maximum mana · +1.5 MP/s mana regeneration
  • Efficiency: +3% attack speed · -5% spell mana cost

Region: Protection

Absolute Shield
Keystone: Absolute Shield

Magic Shield spends 1 mana per damage (was 3), but −20% spell damage.

Small nodes

  • +2% maximum health per node
  • +1.5% armor per node
  • +0.5% damage reduction per node
  • +0.3 HP/s health regeneration per node

Notables

  • Ward: +4% armor · +4% maximum health
  • Barrier: +2% damage reduction · +1 HP/s health regeneration