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.
| Level | 10 | 50 | 100 | 150 | 200 | 300 | 400 | 500 |
|---|---|---|---|---|---|---|---|---|
| Points | 3 | 16 | 33 | 45 | 58 | 83 | 103 | 123 |
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
| Attribute | What it does | Cap |
|---|---|---|
| Damage % | More final damage, after the target defense (all attacks and spells). | no cap |
| Spell damage % / +% of a spell | More 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
+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
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
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
+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 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
+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
+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
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
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