Skills
Every skill tree, how it levels, and every skill its points can buy — passives that are always on, and abilities you bind to a weapon.
A skill tree is trained by doing its thing — wounding mobs with a weapon or a school's spells, healing players with life magic, laying buffs on players with enchantments, sprinting for stamina, bringing in harvests for botany — and every level it earns is a point to spend on one of its skills, from the skills dialog (K key). The top row is open from the first point; each row below waits for enough points spent in the tree, and some skills wait on another first. Points can be taken back with the dialog's reset (the experience stays), and your progress is saved with your character.
Most skills are passive: always on once learned, tuning the tree's discipline (a school's passives tune only that school's spells). An ability skill teaches a new spell or weapon technique instead: learn it, then pick up a staff or wand of the school, a sword or a battleaxe in the inventory (I) and bind it to one of the weapon's ability slots. A school's greatest spell can only be learned while its grimoire — found in castle treasure and dungeon hoards — is in your inventory; the book is not used up. In the field, R switches the held weapon between its own ability and the ones bound to it. The bindings stay on the weapon — hand a taught staff to a friend and they can use whatever of it they have learned too. The Items page lists the weapons each tree is trained with.
Weapons
Archery
The bow and the arrow: draw quicker, loose harder and farther, waste fewer arrows, and fill the air with them.
- LevelsOne skill point per level: exactly enough to learn every rank of every skill
- 15
- Experience per levelLevel 1 at 25, level 2 at 75, level 5 at 375, level 15 at 3000 experience in all
- 25 more each level
- Trained byWound mobs with arrows: every point of damage an arrow deals is a point of experience, and a kill adds half the mob's health on top.
- 1 per point of damage
- Rows unlock atPoints spent anywhere in the tree
- row 1: 0, row 2: 3, row 3: 6
Steady Draw
Draw your bow 10% faster per rank.
steady_draw- Ranks
- 3
- Bow draw time-30% at rank 3
- -10% per rank
- RowOpen from the first level
- 1
- Requires
- Nothing
Honed Arrowheads
Your arrows deal 10% more damage per rank.
honed_arrowheads- Ranks
- 3
- Arrow damage+30% at rank 3
- +10% per rank
- RowOpen from the first level
- 1
- Requires
- Nothing
Far Shot
Your arrows leave the string 15% faster per rank, flying flatter and farther.
far_shot- Ranks
- 2
- Arrow speed+30% at rank 2
- +15% per rank
- RowNeeds 3 points spent in Archery
- 2
- Requires
- Steady Draw 1
Fletcher's Thrift
A 20% chance per rank that a loosed arrow is not used up.
fletchers_thrift- Ranks
- 2
- Chance to keep an arrow40% at rank 2
- 20% per rank
- RowNeeds 3 points spent in Archery
- 2
- Requires
- Nothing
Deadeye
Arrows loosed at full draw deal 20% more damage per rank.
deadeye- Ranks
- 2
- Full draw damage+40% at rank 2
- +20% per rank
- RowNeeds 3 points spent in Archery
- 2
- Requires
- Honed Arrowheads 1
Sharpshooter
Gravity pulls your arrows down 25% less per rank, so they hold their line.
sharpshooter- Ranks
- 2
- Arrow drop-50% at rank 2
- -25% per rank
- RowNeeds 6 points spent in Archery
- 3
- Requires
- Far Shot 1
Volley
A shot loosed at full draw sends two more arrows fanned out beside it, for the price of one.
volley- Ranks
- 1
- Extra arrows on a full draw+2 at rank 1
- +2 per rank
- RowNeeds 6 points spent in Archery
- 3
- Requires
- Deadeye 1
Swordsmanship
The blade: strike harder, recover quicker, reach farther, and learn the techniques a sword can be taught.
- LevelsOne skill point per level: exactly enough to learn every rank of every skill
- 11
- Experience per levelLevel 1 at 25, level 2 at 75, level 5 at 375, level 11 at 1650 experience in all
- 25 more each level
- Trained byWound mobs with a sword: every point of damage a strike deals is a point of experience, and a kill adds half the mob's health on top.
- 1 per point of damage
- Rows unlock atPoints spent anywhere in the tree
- row 1: 0, row 2: 3, row 3: 6
Honed Edge
Your sword strikes deal 10% more damage per rank.
honed_edge- Ranks
- 3
- Strike damage+30% at rank 3
- +10% per rank
- RowOpen from the first level
- 1
- Requires
- Nothing
Swift Blade
Your sword is ready to strike again 8% sooner per rank.
swift_blade- Ranks
- 3
- Strike cooldown-24% at rank 3
- -8% per rank
- RowOpen from the first level
- 1
- Requires
- Nothing
Thrust
A technique for your sword: a lunge of the point that reaches far past a slash and hits harder, but only straight ahead.
thrust- Ranks
- 1
- Teaches22 damage · 4.2 reach · 40° arc · 0.8 s
- Thrust
- Bound toOnce learned, bind it to the weapon in the inventory (I); R switches to it
- Iron Sword
- RowNeeds 3 points spent in Swordsmanship
- 2
- Requires
- Honed Edge 1
Crushing Blow
A technique for your sword: a slow two-handed chop that lands more than twice as hard as a slash.
crushing_blow- Ranks
- 1
- Teaches34 damage · 2.6 reach · 80° arc · 1.8 s
- Crushing Blow
- Bound toOnce learned, bind it to the weapon in the inventory (I); R switches to it
- Iron Sword
- RowNeeds 3 points spent in Swordsmanship
- 2
- Requires
- Nothing
Footwork
Your sword strikes reach 10% farther per rank.
footwork- Ranks
- 2
- Strike reach+20% at rank 2
- +10% per rank
- RowNeeds 3 points spent in Swordsmanship
- 2
- Requires
- Swift Blade 1
Whirlwind
A technique for your sword: spin with the blade out and strike everything around you at once.
whirlwind- Ranks
- 1
- Teaches20 damage · 3 reach · all around · 2.5 s
- Whirlwind
- Bound toOnce learned, bind it to the weapon in the inventory (I); R switches to it
- Iron Sword
- RowNeeds 6 points spent in Swordsmanship
- 3
- Requires
- Crushing Blow 1
Axemanship
The battleaxe: hit harder, come round quicker, reach farther, and learn the techniques an axe can be taught.
- LevelsOne skill point per level: exactly enough to learn every rank of every skill
- 11
- Experience per levelLevel 1 at 25, level 2 at 75, level 5 at 375, level 11 at 1650 experience in all
- 25 more each level
- Trained byWound mobs with a battleaxe: every point of damage a strike deals is a point of experience, and a kill adds half the mob's health on top.
- 1 per point of damage
- Rows unlock atPoints spent anywhere in the tree
- row 1: 0, row 2: 3, row 3: 6
Heavy Head
Your axe strikes deal 12% more damage per rank.
heavy_head- Ranks
- 3
- Strike damage+36% at rank 3
- +12% per rank
- RowOpen from the first level
- 1
- Requires
- Nothing
Practiced Swing
Your axe is ready to strike again 8% sooner per rank.
practiced_swing- Ranks
- 3
- Strike cooldown-24% at rank 3
- -8% per rank
- RowOpen from the first level
- 1
- Requires
- Nothing
Reaping Sweep
A technique for your battleaxe: a long, flat swing that reaps everything in a half circle in front of you.
reaping_sweep- Ranks
- 1
- Teaches17 damage · 3.3 reach · 180° arc · 1.2 s
- Reaping Sweep
- Bound toOnce learned, bind it to the weapon in the inventory (I); R switches to it
- Iron Battleaxe
- RowNeeds 3 points spent in Axemanship
- 2
- Requires
- Heavy Head 1
Sunder
A technique for your battleaxe: raise it high overhead and bring it down with all your weight — the hardest single blow of any weapon.
sunder- Ranks
- 1
- Teaches46 damage · 2.7 reach · 50° arc · 2.4 s
- Sunder
- Bound toOnce learned, bind it to the weapon in the inventory (I); R switches to it
- Iron Battleaxe
- RowNeeds 3 points spent in Axemanship
- 2
- Requires
- Nothing
Long Haft
Your axe strikes reach 10% farther per rank.
long_haft- Ranks
- 2
- Strike reach+20% at rank 2
- +10% per rank
- RowNeeds 3 points spent in Axemanship
- 2
- Requires
- Practiced Swing 1
Earthshaker
A technique for your battleaxe: leap and drive it into the ground, wounding everything around you at once.
earthshaker- Ranks
- 1
- Teaches30 damage · 3.4 reach · all around · 3.2 s
- Earthshaker
- Bound toOnce learned, bind it to the weapon in the inventory (I); R switches to it
- Iron Battleaxe
- RowNeeds 6 points spent in Axemanship
- 3
- Requires
- Sunder 1
Magic
Fire Magic
The fire school: hotter flames for less mana, and the spells a fire staff can be taught.
- LevelsOne skill point per level: exactly enough to learn every rank of every skill
- 13
- Experience per levelLevel 1 at 25, level 2 at 75, level 5 at 375, level 13 at 2275 experience in all
- 25 more each level
- Trained byWound mobs with fire spells: every point of damage is a point of experience, and a kill adds half the mob's health on top.
- 1 per point of damage
- Rows unlock atPoints spent anywhere in the tree
- row 1: 0, row 2: 3, row 3: 6, row 4: 9
Kindling
Your fire spells deal 8% more damage per rank.
kindling- Ranks
- 3
- Spell damage+24% at rank 3
- +8% per rank
- RowOpen from the first level
- 1
- Requires
- Nothing
Smoldering Focus
Your fire spells cost 8% less mana per rank.
smoldering_focus- Ranks
- 3
- Spell mana cost-24% at rank 3
- -8% per rank
- RowOpen from the first level
- 1
- Requires
- Nothing
Ember Volley
A spell for your fire staff: three embers flung in a fan, each a little weaker than a fireball.
- Ranks
- 1
- Teaches30 mana · 1.2 s · 3 × 12 damage
- Ember Volley
- Bound toOnce learned, bind it to the weapon in the inventory (I); R switches to it
- Fire Staff, Ember Wand
- RowNeeds 3 points spent in Fire Magic
- 2
- Requires
- Kindling 1
Inner Fire
A spell for your fire focus: twelve seconds in which everything you strike, cast or loose hits a quarter harder.
- Ranks
- 1
- Teaches30 mana · 30 s recast · Empowered 12 s
- Inner Fire
- Bound toOnce learned, bind it to the weapon in the inventory (I); R switches to it
- Fire Staff, Ember Wand
- RowNeeds 3 points spent in Fire Magic
- 2
- Requires
- Nothing
Quickfire
Your fire spells are ready to cast again 10% sooner per rank.
quickfire- Ranks
- 2
- Spell cooldown-20% at rank 2
- -10% per rank
- RowNeeds 3 points spent in Fire Magic
- 2
- Requires
- Smoldering Focus 1
Flame Ward
A spell for your fire focus: a mantle of fire that burns whatever strikes you in melee.
- Ranks
- 1
- Teaches30 mana · 25 s recast · Flame Ward 20 s
- Flame Ward
- Bound toOnce learned, bind it to the weapon in the inventory (I); R switches to it
- Fire Staff, Ember Wand
- RowNeeds 6 points spent in Fire Magic
- 3
- Requires
- Inner Fire 1
Meteor
A spell for your fire staff: a great slow ball of flame that hits harder than anything else fire can throw.
- Ranks
- 1
- Teaches55 mana · 3 s · 60 damage
- Meteor
- Bound toOnce learned, bind it to the weapon in the inventory (I); R switches to it
- Fire Staff, Ember Wand
- RowNeeds 6 points spent in Fire Magic
- 3
- Requires
- Ember Volley 1
Hellfire
A spell for your fire focus, learned only from the Grimoire of Hellfire: hellfire erupts where you aim and sets the survivors burning.
- Ranks
- 1
- Learned fromIts point can only be spent while the book is in your inventory; the book is not used up
- Grimoire of Hellfire
- Teaches70 mana · 12 s recast · 55 damage where you aim (3.5 radius), Burning 4 s
- Hellfire
- Bound toOnce learned, bind it to the weapon in the inventory (I); R switches to it
- Fire Staff, Ember Wand
- RowNeeds 9 points spent in Fire Magic
- 4
- Requires
- Meteor 1
Water Magic
The water school: heavier splashes for less mana, and the spells a water staff can be taught.
- LevelsOne skill point per level: exactly enough to learn every rank of every skill
- 12
- Experience per levelLevel 1 at 25, level 2 at 75, level 5 at 375, level 12 at 1950 experience in all
- 25 more each level
- Trained byWound mobs with water spells: every point of damage is a point of experience, and a kill adds half the mob's health on top.
- 1 per point of damage
- Rows unlock atPoints spent anywhere in the tree
- row 1: 0, row 2: 3, row 3: 6, row 4: 9
Tidecaller
Your water spells deal 8% more damage per rank.
tidecaller- Ranks
- 3
- Spell damage+24% at rank 3
- +8% per rank
- RowOpen from the first level
- 1
- Requires
- Nothing
Still Waters
Your water spells cost 8% less mana per rank.
still_waters- Ranks
- 3
- Spell mana cost-24% at rank 3
- -8% per rank
- RowOpen from the first level
- 1
- Requires
- Nothing
Water Jet
A spell for your water staff: a quick, cheap jet of water you can fire again almost at once.
- Ranks
- 1
- Teaches8 mana · 0.3 s · 10 damage
- Water Jet
- Bound toOnce learned, bind it to the weapon in the inventory (I); R switches to it
- Water Staff, Tide Wand
- RowNeeds 3 points spent in Water Magic
- 2
- Requires
- Tidecaller 1
Water Walking
A spell for your water focus: you and everyone beside you walk on open water for thirty seconds.
- Ranks
- 1
- Teaches30 mana · 20 s recast · party in 6: Water Walking 30 s
- Water Walking
- Bound toOnce learned, bind it to the weapon in the inventory (I); R switches to it
- Water Staff, Tide Wand
- RowNeeds 3 points spent in Water Magic
- 2
- Requires
- Nothing
Flowing Form
Your water spells are ready to cast again 10% sooner per rank.
flowing_form- Ranks
- 2
- Spell cooldown-20% at rank 2
- -10% per rank
- RowNeeds 3 points spent in Water Magic
- 2
- Requires
- Still Waters 1
Bubble Barrage
A spell for your water staff: five bubbles sprayed in a wide fan, to catch whatever is in front of you.
- Ranks
- 1
- Teaches30 mana · 1.4 s · 5 × 8 damage
- Bubble Barrage
- Bound toOnce learned, bind it to the weapon in the inventory (I); R switches to it
- Water Staff, Tide Wand
- RowNeeds 6 points spent in Water Magic
- 3
- Requires
- Water Jet 1
Maelstrom
A spell for your water focus, learned only from the Grimoire of the Maelstrom: a whirlpool where you aim that wounds and slows everything in it.
- Ranks
- 1
- Learned fromIts point can only be spent while the book is in your inventory; the book is not used up
- Grimoire of the Maelstrom
- Teaches65 mana · 12 s recast · 40 damage where you aim (4.5 radius), Chilled 4 s
- Maelstrom
- Bound toOnce learned, bind it to the weapon in the inventory (I); R switches to it
- Water Staff, Tide Wand
- RowNeeds 9 points spent in Water Magic
- 4
- Requires
- Bubble Barrage 1
Wind Magic
The wind school: keener gusts for less mana, and the spells a wind staff can be taught.
- LevelsOne skill point per level: exactly enough to learn every rank of every skill
- 14
- Experience per levelLevel 1 at 25, level 2 at 75, level 5 at 375, level 14 at 2625 experience in all
- 25 more each level
- Trained byWound mobs with wind spells: every point of damage is a point of experience, and a kill adds half the mob's health on top.
- 1 per point of damage
- Rows unlock atPoints spent anywhere in the tree
- row 1: 0, row 2: 3, row 3: 6, row 4: 9
Sharp Winds
Your wind spells deal 8% more damage per rank.
sharp_winds- Ranks
- 3
- Spell damage+24% at rank 3
- +8% per rank
- RowOpen from the first level
- 1
- Requires
- Nothing
Calm Breath
Your wind spells cost 8% less mana per rank.
calm_breath- Ranks
- 3
- Spell mana cost-24% at rank 3
- -8% per rank
- RowOpen from the first level
- 1
- Requires
- Nothing
Zephyr Dart
A spell for your wind staff: a needle of air that flies faster than anything else and stings harder than a gust.
- Ranks
- 1
- Teaches15 mana · 0.6 s · 18 damage
- Zephyr Dart
- Bound toOnce learned, bind it to the weapon in the inventory (I); R switches to it
- Wind Staff, Gale Wand
- RowNeeds 3 points spent in Wind Magic
- 2
- Requires
- Sharp Winds 1
Feather Step
A spell for your wind focus: twenty seconds of higher jumps and feather-light falls.
- Ranks
- 1
- Teaches20 mana · 15 s recast · Featherfall 20 s
- Feather Step
- Bound toOnce learned, bind it to the weapon in the inventory (I); R switches to it
- Wind Staff, Gale Wand
- RowNeeds 3 points spent in Wind Magic
- 2
- Requires
- Nothing
Tailwind
Your wind spells are ready to cast again 10% sooner per rank.
tailwind- Ranks
- 2
- Spell cooldown-20% at rank 2
- -10% per rank
- RowNeeds 3 points spent in Wind Magic
- 2
- Requires
- Calm Breath 1
Repulse
A spell for your wind focus: a burst of wind that throws everything around you back.
- Ranks
- 1
- Teaches30 mana · 8 s recast · 10 damage around you (5 radius), knocked back 6, Bound 1 s
- Repulse
- Bound toOnce learned, bind it to the weapon in the inventory (I); R switches to it
- Wind Staff, Gale Wand
- RowNeeds 6 points spent in Wind Magic
- 3
- Requires
- Zephyr Dart 1
Gale
A spell for your wind staff: three gusts loosed in a broad fan at once.
- Ranks
- 1
- Teaches28 mana · 1.2 s · 3 × 10 damage
- Gale
- Bound toOnce learned, bind it to the weapon in the inventory (I); R switches to it
- Wind Staff, Gale Wand
- RowNeeds 6 points spent in Wind Magic
- 3
- Requires
- Zephyr Dart 1
Chain Lightning
A spell for your wind focus: a bolt that leaps from foe to foe.
- Ranks
- 1
- Teaches40 mana · 5 s recast · 26 damage, leaps to 4 more
- Chain Lightning
- Bound toOnce learned, bind it to the weapon in the inventory (I); R switches to it
- Wind Staff, Gale Wand
- RowNeeds 6 points spent in Wind Magic
- 3
- Requires
- Tailwind 1
Waldgose
A spell for your wind focus, learned only from the Grimoire of Waldgose: a tornado where you aim that batters and holds everything in it.
- Ranks
- 1
- Learned fromIts point can only be spent while the book is in your inventory; the book is not used up
- Grimoire of Waldgose
- Teaches65 mana · 12 s recast · 45 damage where you aim (4 radius), Bound 1.5 s
- Waldgose
- Bound toOnce learned, bind it to the weapon in the inventory (I); R switches to it
- Wind Staff, Gale Wand
- RowNeeds 9 points spent in Wind Magic
- 4
- Requires
- Gale 1
Earth Magic
The earth school: heavier stone for less mana, and the spells an earth staff can be taught.
- LevelsOne skill point per level: exactly enough to learn every rank of every skill
- 12
- Experience per levelLevel 1 at 25, level 2 at 75, level 5 at 375, level 12 at 1950 experience in all
- 25 more each level
- Trained byWound mobs with earth spells: every point of damage is a point of experience, and a kill adds half the mob's health on top.
- 1 per point of damage
- Rows unlock atPoints spent anywhere in the tree
- row 1: 0, row 2: 3, row 3: 6, row 4: 9
Bedrock Might
Your earth spells deal 8% more damage per rank.
bedrock_might- Ranks
- 3
- Spell damage+24% at rank 3
- +8% per rank
- RowOpen from the first level
- 1
- Requires
- Nothing
Grounded Focus
Your earth spells cost 8% less mana per rank.
grounded_focus- Ranks
- 3
- Spell mana cost-24% at rank 3
- -8% per rank
- RowOpen from the first level
- 1
- Requires
- Nothing
Pebble Spray
A spell for your earth staff: four sharp pebbles flung in a fan.
- Ranks
- 1
- Teaches26 mana · 1.2 s · 4 × 11 damage
- Pebble Spray
- Bound toOnce learned, bind it to the weapon in the inventory (I); R switches to it
- Earth Staff, Stone Wand
- RowNeeds 3 points spent in Earth Magic
- 2
- Requires
- Bedrock Might 1
Stoneskin
A spell for your earth focus: fifteen seconds in which every hit you take is a third softer.
- Ranks
- 1
- Teaches30 mana · 25 s recast · Stoneskin 15 s
- Stoneskin
- Bound toOnce learned, bind it to the weapon in the inventory (I); R switches to it
- Earth Staff, Stone Wand
- RowNeeds 3 points spent in Earth Magic
- 2
- Requires
- Nothing
Rooted Rhythm
Your earth spells are ready to cast again 10% sooner per rank.
rooted_rhythm- Ranks
- 2
- Spell cooldown-20% at rank 2
- -10% per rank
- RowNeeds 3 points spent in Earth Magic
- 2
- Requires
- Grounded Focus 1
Boulder Toss
A spell for your earth staff: heave a huge boulder that arcs down under its own weight and crushes whatever it lands on.
- Ranks
- 1
- Teaches60 mana · 3.5 s · 75 damage
- Boulder Toss
- Bound toOnce learned, bind it to the weapon in the inventory (I); R switches to it
- Earth Staff, Stone Wand
- RowNeeds 6 points spent in Earth Magic
- 3
- Requires
- Pebble Spray 1
Earthquake
A spell for your earth focus, learned only from the Grimoire of the Earthquake: the ground heaves all around you, battering and staggering everything on it.
- Ranks
- 1
- Learned fromIts point can only be spent while the book is in your inventory; the book is not used up
- Grimoire of the Earthquake
- Teaches70 mana · 14 s recast · 45 damage around you (6 radius), Chilled 3 s
- Earthquake
- Bound toOnce learned, bind it to the weapon in the inventory (I); R switches to it
- Earth Staff, Stone Wand
- RowNeeds 9 points spent in Earth Magic
- 4
- Requires
- Boulder Toss 1
Life Magic
The life school: stronger healing for less mana, and the spells a healing staff can be taught.
- LevelsOne skill point per level: exactly enough to learn every rank of every skill
- 14
- Experience per levelLevel 1 at 25, level 2 at 75, level 5 at 375, level 14 at 2625 experience in all
- 25 more each level
- Trained byHeal with life spells: every point of health your spells restore to a player — yourself included — is a point of experience.
- 1 per point healed
- Rows unlock atPoints spent anywhere in the tree
- row 1: 0, row 2: 3, row 3: 6, row 4: 9
Soothing Touch
Your life spells heal 8% more per rank.
soothing_touch- Ranks
- 3
- Spell healing+24% at rank 3
- +8% per rank
- RowOpen from the first level
- 1
- Requires
- Nothing
Flower Field
A spell for your healing staff: make a meadow of flowers spring up from the grass around you.
- Ranks
- 1
- Teaches25 mana · 3 s · up to 18 flowers
- Flower Field
- Bound toOnce learned, bind it to the weapon in the inventory (I); R switches to it
- Healing Staff, Willow Wand
- RowOpen from the first level
- 1
- Requires
- Nothing
Serene Focus
Your life spells cost 8% less mana per rank.
serene_focus- Ranks
- 3
- Spell mana cost-24% at rank 3
- -8% per rank
- RowOpen from the first level
- 1
- Requires
- Nothing
Renewal
A spell for your healing staff: wrap yourself in slow, steady healing that mends far more than a mend, over several seconds.
- Ranks
- 1
- Teaches40 mana · 4 s · heals you 60 over 6 s
- Renewal
- Bound toOnce learned, bind it to the weapon in the inventory (I); R switches to it
- Healing Staff, Willow Wand
- RowNeeds 3 points spent in Life Magic
- 2
- Requires
- Soothing Touch 1
Life Drain
A spell for your life focus: a thread of light that wounds a foe and mends you by half of what it takes.
- Ranks
- 1
- Teaches22 mana · 1 s · 18 damage, drains 50%
- Life Drain
- Bound toOnce learned, bind it to the weapon in the inventory (I); R switches to it
- Healing Staff, Willow Wand
- RowNeeds 3 points spent in Life Magic
- 2
- Requires
- Nothing
Swift Grace
Your life spells are ready to cast again 10% sooner per rank.
swift_grace- Ranks
- 2
- Spell cooldown-20% at rank 2
- -10% per rank
- RowNeeds 3 points spent in Life Magic
- 2
- Requires
- Serene Focus 1
Verdant Growth
A spell for your life focus: the crops and hives around you grow a stage at once.
- Ranks
- 1
- Teaches35 mana · 20 s recast · crops in 6 grow 1 stage
- Verdant Growth
- Bound toOnce learned, bind it to the weapon in the inventory (I); R switches to it
- Healing Staff, Willow Wand
- RowNeeds 6 points spent in Life Magic
- 3
- Requires
- Flower Field 1
Healing Wave
A spell for your healing staff: three healing orbs sent out in a fan, to mend a whole party at once.
- Ranks
- 1
- Teaches45 mana · 2 s · 3 × 15 healing
- Healing Wave
- Bound toOnce learned, bind it to the weapon in the inventory (I); R switches to it
- Healing Staff, Willow Wand
- RowNeeds 6 points spent in Life Magic
- 3
- Requires
- Renewal 1
Sanctuary
A spell for your life focus, learned only from the Grimoire of Sanctuary: you and everyone near you are mended over eight seconds.
- Ranks
- 1
- Learned fromIts point can only be spent while the book is in your inventory; the book is not used up
- Grimoire of Sanctuary
- Teaches70 mana · 20 s recast · party in 8: heals 60 over 8 s
- Sanctuary
- Bound toOnce learned, bind it to the weapon in the inventory (I); R switches to it
- Healing Staff, Willow Wand
- RowNeeds 9 points spent in Life Magic
- 4
- Requires
- Healing Wave 1
Arcane Magic
The mage's craft: Zoltraak cast quicker and harder, concealed mana, and the grand magic of the grimoires.
- LevelsOne skill point per level: exactly enough to learn every rank of every skill
- 13
- Experience per levelLevel 1 at 25, level 2 at 75, level 5 at 375, level 13 at 2275 experience in all
- 25 more each level
- Trained byWound mobs with arcane spells: every point of damage is a point of experience, and a kill adds half the mob's health on top. Barriers and concealment laid on yourself earn half a point per second they last.
- 1 per point of damage
- Rows unlock atPoints spent anywhere in the tree
- row 1: 0, row 2: 3, row 3: 6, row 4: 9
Killing Magic
Your arcane spells deal 8% more damage per rank.
killing_magic- Ranks
- 3
- Spell damage+24% at rank 3
- +8% per rank
- RowOpen from the first level
- 1
- Requires
- Nothing
Mana Control
Your arcane spells cost 8% less mana per rank.
mana_control- Ranks
- 3
- Spell mana cost-24% at rank 3
- -8% per rank
- RowOpen from the first level
- 1
- Requires
- Nothing
Rapid Incantation
Your arcane spells are ready to cast again 10% sooner per rank — Zoltraak loosed as fast as you can think it.
rapid_incantation- Ranks
- 2
- Spell cooldown-20% at rank 2
- -10% per rank
- RowNeeds 3 points spent in Arcane Magic
- 2
- Requires
- Killing Magic 1
Blink
A spell for your mage's wand: vanish and reappear up to nine blocks along your aim.
- Ranks
- 1
- Teaches20 mana · 6 s recast · teleports you up to 9 blocks
- Blink
- Bound toOnce learned, bind it to the weapon in the inventory (I); R switches to it
- Mage's Wand
- RowNeeds 3 points spent in Arcane Magic
- 2
- Requires
- Nothing
Mana Concealment
A spell for your mage's wand: hide your mana so monsters cannot sense you, until you wound something.
- Ranks
- 1
- Teaches20 mana · 30 s recast · Concealed 30 s
- Mana Concealment
- Bound toOnce learned, bind it to the weapon in the inventory (I); R switches to it
- Mage's Wand
- RowNeeds 3 points spent in Arcane Magic
- 2
- Requires
- Mana Control 1
Sorganeil
A spell for your mage's wand, learned only from the Grimoire of Sorganeil: a ring of light that binds whatever it strikes in place.
- Ranks
- 1
- Learned fromIts point can only be spent while the book is in your inventory; the book is not used up
- Grimoire of Sorganeil
- Teaches35 mana · 12 s recast · 5 damage, Bound 4 s
- Sorganeil
- Bound toOnce learned, bind it to the weapon in the inventory (I); R switches to it
- Mage's Wand
- RowNeeds 6 points spent in Arcane Magic
- 3
- Requires
- Mana Concealment 1
Catastravia
A spell for your mage's wand, learned only from the Grimoire of Catastravia: nine arrows of light loosed in a wide fan.
- Ranks
- 1
- Learned fromIts point can only be spent while the book is in your inventory; the book is not used up
- Grimoire of Catastravia
- Teaches60 mana · 10 s recast · 9 × 12 damage
- Catastravia
- Bound toOnce learned, bind it to the weapon in the inventory (I); R switches to it
- Mage's Wand
- RowNeeds 9 points spent in Arcane Magic
- 4
- Requires
- Sorganeil 1
Judradjim
A spell for your mage's wand, learned only from the Grimoire of Judradjim: lightning called down where you aim.
- Ranks
- 1
- Learned fromIts point can only be spent while the book is in your inventory; the book is not used up
- Grimoire of Judradjim
- Teaches55 mana · 10 s recast · 50 damage where you aim (3 radius), Bound 1 s
- Judradjim
- Bound toOnce learned, bind it to the weapon in the inventory (I); R switches to it
- Mage's Wand
- RowNeeds 9 points spent in Arcane Magic
- 4
- Requires
- Sorganeil 1
Frost Magic
The frost school: colder ice for less mana, foes slowed and frozen fast, and the spells a frost wand can be taught.
- LevelsOne skill point per level: exactly enough to learn every rank of every skill
- 13
- Experience per levelLevel 1 at 25, level 2 at 75, level 5 at 375, level 13 at 2275 experience in all
- 25 more each level
- Trained byWound mobs with frost spells: every point of damage is a point of experience, and a kill adds half the mob's health on top.
- 1 per point of damage
- Rows unlock atPoints spent anywhere in the tree
- row 1: 0, row 2: 3, row 3: 6, row 4: 9
Bitter Cold
Your frost spells deal 8% more damage per rank.
bitter_cold- Ranks
- 3
- Spell damage+24% at rank 3
- +8% per rank
- RowOpen from the first level
- 1
- Requires
- Nothing
Frozen Focus
Your frost spells cost 8% less mana per rank.
frozen_focus- Ranks
- 3
- Spell mana cost-24% at rank 3
- -8% per rank
- RowOpen from the first level
- 1
- Requires
- Nothing
Ice Lance
A spell for your frost wand: a great slow spear of ice, the hardest blow frost can strike.
- Ranks
- 1
- Teaches40 mana · 1.6 s · 40 damage, Chilled 3 s
- Ice Lance
- Bound toOnce learned, bind it to the weapon in the inventory (I); R switches to it
- Frost Wand
- RowNeeds 3 points spent in Frost Magic
- 2
- Requires
- Bitter Cold 1
Lingering Frost
The chill and the ice your frost spells leave last 15% longer per rank.
lingering_frost- Ranks
- 2
- Spell effect duration+30% at rank 2
- +15% per rank
- RowNeeds 3 points spent in Frost Magic
- 2
- Requires
- Nothing
Winter's Patience
Your frost spells are ready to cast again 10% sooner per rank.
winters_patience- Ranks
- 2
- Spell cooldown-20% at rank 2
- -10% per rank
- RowNeeds 3 points spent in Frost Magic
- 2
- Requires
- Frozen Focus 1
Glacial Prison
A spell for your frost wand: a shard that freezes whatever it strikes solid, holding it fast.
- Ranks
- 1
- Teaches40 mana · 10 s recast · 10 damage, Bound 3.5 s
- Glacial Prison
- Bound toOnce learned, bind it to the weapon in the inventory (I); R switches to it
- Frost Wand
- RowNeeds 6 points spent in Frost Magic
- 3
- Requires
- Ice Lance 1
Blizzard
A spell for your frost wand, learned only from the Grimoire of the Blizzard: a storm of ice where you aim that freezes everything in it nearly still.
- Ranks
- 1
- Learned fromIts point can only be spent while the book is in your inventory; the book is not used up
- Grimoire of the Blizzard
- Teaches65 mana · 12 s recast · 35 damage where you aim (5.5 radius), Chilled 5 s
- Blizzard
- Bound toOnce learned, bind it to the weapon in the inventory (I); R switches to it
- Frost Wand
- RowNeeds 9 points spent in Frost Magic
- 4
- Requires
- Glacial Prison 1
Enchantment
The support mage's art: longer-lasting enchantments for less mana, and the buffs an enchanter's wand can lay on you and your party.
- LevelsOne skill point per level: exactly enough to learn every rank of every skill
- 12
- Experience per levelLevel 1 at 25, level 2 at 75, level 5 at 375, level 12 at 1950 experience in all
- 25 more each level
- Trained byLay enchantments on players: every second of effect your spells lay on a player — yourself included — is half a point of experience, so buffing a whole party trains fastest. (Summed over every player a cast reaches, the caster included.)
- 0.5 per second of buff laid on a player
- Rows unlock atPoints spent anywhere in the tree
- row 1: 0, row 2: 3, row 3: 6, row 4: 9
How to train it: Status effects
Lasting Enchantments
Your enchantments last 15% longer per rank.
lasting_enchantments- Ranks
- 3
- Spell effect duration+45% at rank 3
- +15% per rank
- RowOpen from the first level
- 1
- Requires
- Nothing
Haste
A spell for your enchanter's wand: fifteen seconds of quickened feet.
- Ranks
- 1
- Teaches25 mana · 20 s recast · Haste 15 s
- Haste
- Bound toOnce learned, bind it to the weapon in the inventory (I); R switches to it
- Enchanter's Wand
- RowOpen from the first level
- 1
- Requires
- Nothing
Efficient Weaving
Your enchantment spells cost 8% less mana per rank.
efficient_weaving- Ranks
- 3
- Spell mana cost-24% at rank 3
- -8% per rank
- RowOpen from the first level
- 1
- Requires
- Nothing
Clarity
A spell for your enchanter's wand: you and everyone near you regain mana three times as fast for fifteen seconds.
- Ranks
- 1
- Teaches20 mana · 30 s recast · party in 8: Clarity 15 s
- Clarity
- Bound toOnce learned, bind it to the weapon in the inventory (I); R switches to it
- Enchanter's Wand
- RowNeeds 3 points spent in Enchantment
- 2
- Requires
- Lasting Enchantments 1
Deft Weaving
Your enchantment spells are ready to cast again 10% sooner per rank.
deft_weaving- Ranks
- 2
- Spell cooldown-20% at rank 2
- -10% per rank
- RowNeeds 3 points spent in Enchantment
- 2
- Requires
- Efficient Weaving 1
Aegis
A spell for your enchanter's wand: warding light that softens every hit you and everyone near you takes.
- Ranks
- 1
- Teaches45 mana · 25 s recast · party in 8: Stoneskin 12 s
- Aegis
- Bound toOnce learned, bind it to the weapon in the inventory (I); R switches to it
- Enchanter's Wand
- RowNeeds 6 points spent in Enchantment
- 3
- Requires
- Clarity 1
Wayfarer's Blessing
A spell for your enchanter's wand, learned only from the Grimoire of the Wayfarer's Blessing: your whole party quickened, light-footed and walking on water.
wayfarers_blessing- Ranks
- 1
- Learned fromIts point can only be spent while the book is in your inventory; the book is not used up
- Grimoire of the Wayfarer's Blessing
- Teaches70 mana · 60 s recast · party in 10: Haste 45 s, Water Walking 45 s, Featherfall 45 s
- Wayfarer's Blessing
- Bound toOnce learned, bind it to the weapon in the inventory (I); R switches to it
- Enchanter's Wand
- RowNeeds 9 points spent in Enchantment
- 4
- Requires
- Aegis 1
Body
Stamina
The body itself: sprint longer, stand up to more, and get more out of every meal.
- LevelsOne skill point per level: exactly enough to learn every rank of every skill
- 13
- Experience per levelLevel 1 at 25, level 2 at 75, level 5 at 375, level 13 at 2275 experience in all
- 25 more each level
- Trained bySprint: every second spent sprinting is two points of experience. (Paid out every 2 seconds of running.)
- 2 per second sprinting
- Rows unlock atPoints spent anywhere in the tree
- row 1: 0, row 2: 3, row 3: 6
Endurance
Your sprint stamina pool is 10% larger per rank.
endurance- Ranks
- 3
- Sprint stamina+30% at rank 3
- +10% per rank
- RowOpen from the first level
- 1
- Requires
- Nothing
Vigor
Your maximum health rises 5% per rank.
vigor- Ranks
- 3
- Maximum health+15% at rank 3
- +5% per rank
- RowOpen from the first level
- 1
- Requires
- Nothing
Marathoner
Your sprint stamina pool grows another 15% per rank.
marathoner- Ranks
- 2
- Sprint stamina+30% at rank 2
- +15% per rank
- RowNeeds 3 points spent in Stamina
- 2
- Requires
- Endurance 1
Hearty Appetite
Food heals you 25% more per rank.
hearty_appetite- Ranks
- 2
- Healing from food+50% at rank 2
- +25% per rank
- RowNeeds 3 points spent in Stamina
- 2
- Requires
- Nothing
Hardy
You take 5% less damage from every hit per rank.
hardy- Ranks
- 2
- Damage taken-10% at rank 2
- -5% per rank
- RowNeeds 3 points spent in Stamina
- 2
- Requires
- Vigor 1
Unbreakable
Your maximum health rises another 10%.
unbreakable- Ranks
- 1
- Maximum health+10% at rank 1
- +10% per rank
- RowNeeds 6 points spent in Stamina
- 3
- Requires
- Hardy 1
Gathering
Botany
The gardener's craft: bring in more grain, more honey and more seed from every harvest.
- LevelsOne skill point per level: exactly enough to learn every rank of every skill
- 13
- Experience per levelLevel 1 at 25, level 2 at 75, level 5 at 375, level 13 at 2275 experience in all
- 25 more each level
- Trained byFarm: every ripe crop harvested and every full bee hive emptied earns experience — a hive more than a crop. (Breaking a ripe crop or a full hive harvests it too.)
- 20 per bee hive harvest, 8 per wheat harvest
- Rows unlock atPoints spent anywhere in the tree
- row 1: 0, row 2: 3, row 3: 6
How to train it: Farming
Green Thumb
Your crop harvests yield 20% more grain per rank.
green_thumb- Ranks
- 3
- Crop yield+60% at rank 3
- +20% per rank
- RowOpen from the first level
- 1
- Requires
- Nothing
Beekeeper
Full bee hives give you 25% more honey per rank.
beekeeper- Ranks
- 3
- Honey yield+75% at rank 3
- +25% per rank
- RowOpen from the first level
- 1
- Requires
- Nothing
Seed Saver
Your crop harvests save 50% more seeds per rank.
seed_saver- Ranks
- 2
- Seeds saved+100% at rank 2
- +50% per rank
- RowNeeds 3 points spent in Botany
- 2
- Requires
- Green Thumb 1
Bountiful Harvest
Each harvest has a 10% chance per rank to yield its grain or honey twice over.
bountiful_harvest- Ranks
- 2
- Chance of a double harvest20% at rank 2
- 10% per rank
- RowNeeds 3 points spent in Botany
- 2
- Requires
- Nothing
Apiarist
Full bee hives give you another 25% more honey per rank.
apiarist- Ranks
- 2
- Honey yield+50% at rank 2
- +25% per rank
- RowNeeds 3 points spent in Botany
- 2
- Requires
- Beekeeper 1
Harvest Moon
Every harvest has another 15% chance to yield twice over.
harvest_moon- Ranks
- 1
- Chance of a double harvest15% at rank 1
- 15% per rank
- RowNeeds 6 points spent in Botany
- 3
- Requires
- Bountiful Harvest 1
Ability: Thrust
Ability: Crushing Blow
Ability: Whirlwind
Ability: Reaping Sweep
Ability: Sunder
Ability: Earthshaker
Ability: Ember Volley
Ability: Inner Fire
Ability: Flame Ward
Ability: Meteor
Ability: Hellfire
Needs the Grimoire of Hellfire
Ability: Water Jet
Ability: Water Walking
Ability: Bubble Barrage
Ability: Maelstrom
Needs the Grimoire of the Maelstrom
Ability: Zephyr Dart
Ability: Feather Step
Ability: Repulse
Ability: Gale
Ability: Chain Lightning
Ability: Waldgose
Needs the Grimoire of Waldgose
Ability: Pebble Spray
Ability: Stoneskin
Ability: Boulder Toss
Ability: Earthquake
Needs the Grimoire of the Earthquake
Ability: Flower Field
Ability: Renewal
Ability: Life Drain
Ability: Verdant Growth
Ability: Healing Wave
Ability: Sanctuary
Needs the Grimoire of Sanctuary
Ability: Blink
Ability: Mana Concealment
Ability: Sorganeil
Needs the Grimoire of Sorganeil
Ability: Catastravia
Needs the Grimoire of Catastravia
Ability: Judradjim
Needs the Grimoire of Judradjim
Ability: Ice Lance
Ability: Glacial Prison
Ability: Blizzard
Needs the Grimoire of the Blizzard
Ability: Haste
Ability: Clarity
Ability: Aegis
Ability: Wayfarer's Blessing
Needs the Grimoire of the Wayfarer's Blessing