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Skill builderWarlock

Novice

9 points
SkillLevelRequires
Attack
AttackActive · PhysicalStrikes the target with the weapon you wield, continuously, until it dies.Damage: 100% of attack. Neutral, or the arrows' element.Always learned: costs no SP and its speed is your ASPD.
0 / 1
Sit
SitActive · SupportSits you on the ground, or on the nearest chair or bench; used again, it makes you stand up.Sitting, you recover HP and SP faster, if you know the Basics.You can also sit with Ins or X.Always learned: costs no SP.
0 / 1
Basics
BasicsPassiveTeaches the basics of life on the road, a new one each level.Level 1: sitting, you recover HP and SP.Level 2: you recover HP while standing still, after 4 s out of combat.Level 3: you recover SP over time.Level 4: sitting doubles your recovery.Level 5: you can use storage.Level 6: you can create a party.Level 7: you can found a guild.Level 8: HP comes back after 2 s out of combat instead of 4.Level 9: you can choose your first class.
0 / 9

Mage

49 points
SkillLevelRequires
Meditation
MeditationPassiveIncreases max SP and natural SP recovery.Max SP: +4% per level.SP recovery: +16% per level, standing and sitting.
0 / 5
Staff Mastery
Staff MasteryPassiveTurns the staff's basic attack into a ranged magic bolt and increases staff damage.Damage: +6% per level, with any staff, on the basic attack and on skills.The ranged bolt comes at level 1; without this skill the staff hits up close.
0 / 5
Fire Bolt
Fire BoltActive · Fire · SP 12 → 30 · Cooldown 5 sRains fireballs from the sky onto the enemy, one after another: each also hurts whoever is close to it.Damage: 100% of magic attack per fireball. Fire.Hits: 1 per level.Anyone within 1.5 tiles of the target takes 50% of each fireball.Steam: on a Frozen enemy the ice explodes and hits anyone within 1.8 tiles of it with 80% of the hit.
0 / 10
Ice Bolt
Ice BoltActive · Water · SP 12 → 30 · Cooldown 6 sRains ice shards from the sky onto the enemy, one after another, and slows it.Damage: 100% of magic attack per shard. Water.Hits: 1 per level.Effect: Slowed, moves at 60% speed.Duration: 3 s.
0 / 10
Lightning Bolt
Lightning BoltActive · Lightning · SP 12 → 30 · Cooldown 5 sRains lightning inside the circle: each bolt hits enemies within 1.5 tiles of where it lands.Damage: 100% of magic attack per bolt. Lightning.Hits: 1 per level.On a Frozen enemy the first bolt breaks the ice and deals double.Discharge: on a Frozen enemy an electric arc jumps to up to three enemies within 3.5 tiles with 60% of the hit.
0 / 10
Frost Grip
Frost GripActive · Water · SP 16 → 24 · Cooldown 2.5 sSends a trail of ice along the ground to the enemy: it hits and can freeze it.Damage: 120% of magic attack, +20% per level. Water.Effect: Frozen for 3.6 s, +0.6 s per level.Chance: 44%, +6% per level.The first hit that lands breaks the ice: if it is Lightning, it deals double.Does not freeze bosses.
0 / 5 Ice Bolt 3
Earth Spikes
Earth SpikesActive · Earth · SP 14 → 22 · Cooldown 8 sRaises rock spikes from the ground inside the circle, in waves: each hits whoever stands on it.Damage: 100% of magic attack per wave. Earth.Hits: 1 wave per level.Effect: Stunned for 0.5 s, only with the first wave. Not on bosses.
0 / 5 Staff Mastery 3
Arcane Missiles
Arcane MissilesActive · Arcane · SP 15 → 21 · Cooldown 4 sInstantly fires a volley of missiles that never miss, split in turn between the target and up to two enemies within 5 tiles of it.Damage: 60% of magic attack per missile. Neutral, or the staff's element.Hits: 4; 5 at level 2, 7 at level 3.
0 / 3 Staff Mastery 1
Arcane Shield
Arcane ShieldActive · Support · SP 25 → 31 · Cooldown 20 sWraps you in a barrier that absorbs damage in your place.Absorbs: 127 damage; 193 at level 2, 260 at level 3. +2 per point of Intelligence.It never runs out with time: it only disappears once it has absorbed it all.While it holds, hits do not interrupt casting.
0 / 3 Meditation 3
Misty Step
Misty StepActive · Arcane · SP 12 · Cooldown 9 → 6 sMakes you vanish in a puff of mist and reappear further on, in the chosen direction.Doesn't pass through walls: you stop in front of the first one.
0 / 2 Arcane Missiles 1
Unstable Orb
Unstable OrbActive · Arcane · SP 18 → 26 · Cooldown 8 sThrows an orb in a straight line: it sticks where you aimed, or on the first enemy it meets. It bursts after 1.5 s, or at once if you cast the skill again.Radius: 2 cells.Damage: 150% of magic attack, +25% per level. Neutral, or the staff's element.Recasting costs no SP. The cooldown starts at the burst.
0 / 5 Arcane Missiles 2
Scorching Breath
Scorching BreathActive · Fire · SP 16 → 20 · Cooldown 10 sBlows a short cone of flame in front of you: it hits whoever has closed in on you and pushes them back.Length: 3 cells.Damage: 140% of magic attack, +20% per level. Fire.Push: 1 cell. Not on bosses.
0 / 3 Fire Bolt 3
Embers
EmbersPassiveFire Bolt leaves a bed of embers on the ground under the target: whoever stands on it burns.Radius: 1.5 cells. Duration: 3 s from the last fireball.Damage: 10% of magic attack per level, once per second. Fire.
0 / 3 Fire Bolt 5
Rime
RimePassiveIncreases the damage of your spells on Slowed or Frozen enemies.Damage: +5% per level.
0 / 3 Frost Grip 1
Backflow
BackflowPassiveGives you SP back when one of your spells kills an enemy.SP: 2% of max SP per level.
0 / 3 Meditation 5

Warlock

69 points
SkillLevelRequires
Blood Pact
Blood PactPassiveIncreases the damage of Warlock skills.Damage: +2% per level; under half HP +4% per level.
0 / 10
Feast
FeastPassiveHeals you when an enemy with at least one mark dies.Healing: 2% of max HP, +2% per level.SP recovery: 1.5% of max SP, +1.5% per level.
0 / 5 Blood Pact 3
Blood Lance
Blood LanceActive · Shadow · SP 13 → 22 · Cooldown 1.5 sThrows a lance of blood in a straight line: it stops on the first enemy and leaves a mark on it.Damage: 270% of magic attack, +30% per level. Neutral.Marks: 1. Each mark increases your damage on that enemy by 6%; up to 5, they last 12 s.Cost: 2% of max HP. It can't be cast with too few HP.
0 / 10
Seal of Doom
Seal of DoomActive · Shadow · SP 18 · Cooldown 4 sPlaces a seal on the enemy: leaves two marks and consumes it over time.Damage: 36% of magic attack every 0.5 s, +6% per level. Neutral.Duration: 8 s.Marks: 2.
0 / 10
Chains
ChainsActive · Shadow · SP 22 · Cooldown 10 sThrows chains in a straight line: they hook the first enemy, drag it in front of you and hold it still.Damage: 80% of magic attack. Neutral.Effect: Chained for 1.8 s, +0.3 s per level.Marks: 1.Bosses are not dragged: they are only Chained.
0 / 5 Blood Lance 3
Siphon
SiphonActive · Shadow · SP 26 · Cooldown 10 sBinds you to the target and drinks its life: half the damage heals you.Damage: 79% of magic attack every 0.3 s, +9% per level. Neutral.Healing: 50% of the damage dealt.Duration: 3 s.You can move while drinking. It breaks if the target dies or goes beyond 9 tiles.
0 / 10 Seal of Doom 3
Silence
SilenceActive · Shadow · SP 20 · Cooldown 12 sSilences the monster: it can't use skills, and the one it was casting breaks.Damage: 40% of magic attack. Neutral.Effect: Silenced for 3 s, +1 s per level.Works on bosses too.
0 / 5 Seal of Doom 5
Bleeding Earth
Bleeding EarthActive · Fire · SP 26 · Cooldown 7 sOpens lava cracks inside the circle: they burn and slow whoever stands on them, and mark whoever steps in.Damage: 24% of magic attack every 0.5 s, +4% per level. Fire.Effect: Slowed while on the lava.Duration: 4.3 s, +0.3 s per level.Radius: 1.55 tiles, +0.05 per level.Marks: 1 per enemy, the first time it steps in.Cost: 4% of max HP. It can't be cast with too few HP.
0 / 10 Blood Lance 5
Blood Trail
Blood TrailActive · Shadow · SP 16 · Cooldown 8.4 → 6 sTurns you into a trail of blood and dashes you forward: for a moment nobody can hit you, and whoever you pass through gets a mark.Duration: 0.4 s without taking hits.Marks: 1 per enemy passed through.You stop before obstacles.
0 / 5
Blood Offering
Blood OfferingActive · Support · SP 0 · Cooldown 15 sTurns part of your HP into SP.Cost: 15% of max HP.SP recovery: 50% of the HP paid, +10% per level. It arrives after one second.It can't be used with too few HP.
0 / 5 Blood Pact 1
Hand of the Abyss
Hand of the AbyssActive · Shadow · SP 50 · Cooldown 20 sRaises a huge hand from the ground that crushes the target and consumes all its marks.Damage: 530% of magic attack, +70% per level. Neutral.Bonus: +50% damage per mark consumed, up to 5.Cost: 8% of max HP. It can't be cast with too few HP.
0 / 5 Seal of Doom 7Siphon 3
Wandering Marks
Wandering MarksPassiveWhen a marked enemy dies, its marks jump to the nearest enemy within 4 tiles.Marks that jump: half at level 1, rounded up, +12.5% per level. At level 5 they all jump.Feast still heals you: the marks are counted before the jump.
0 / 5 Feast 3Class level 51
Spear to the Vein
Spear to the VeinPassiveWhen Blood Spear hits an enemy with 5 marks, it gives back the HP and SP it cost and its cooldown resets.Damage of that Spear: +10% per level.It triggers once every 4 s at level 1, half a second less per level.
0 / 5 Blood Lance 5Class level 51
Chain Cage
Chain CageActive · Shadow · SP 30 · Cooldown 18 sPlants a ring of chains 2.5 tiles wide. Monsters inside it when you cast it can't get out.Whoever pushes against the chains takes a mark, at most one per second.Duration: 3 s at level 1, +0.5 s per level.Players pass freely.Not on bosses: a boss in the ring stays Exposed for 2 s.
0 / 5 Chains 5Class level 51
Blood Harvest
Blood HarvestActive · Shadow · SP 80 · Cooldown 60 sMakes the ground throb in a ring 3.5 tiles wide for 4 s. Every 0.8 s the enemies inside take a mark and a little damage.Then it bursts: 400% of magic attack at level 1, +60% per level. Neutral.Bonus: +30% damage for each mark on the enemy, up to 5. The marks stay.The burst heals you and your companions in the ring for 10% of all the Harvest's damage, at most 30% of each one's HP.Cost: 10% of max HP. It can't be cast with too few HP.
0 / 5 Hand of the Abyss 5Bleeding Earth 5Class level 60