Every class, every skill, every node — generated straight from the game’s data, so what you read here is exactly what the game shows.
Every class has a passive that is always on, a unique 9th equipment slot only that class can use, exactly one active skill, and a skill tree of 60 nodes.
Separately, a divine item can grant a divine skill, which sits in its own slot alongside your class skill. Those are listed at the end.
Skill trees split into four branches — Offense, Defense, Utility, Mastery — across four tiers gated by character level: Tier 1 at level 1, Tier 2 at 5, Tier 3 at 10, Ultimate at 15. Dimmed entries are small stat traits (+3% crit, +5% attack); the rest change how the class plays.
| FLOOR | CLASS | ACTIVE SKILL | PASSIVE |
|---|---|---|---|
| Default | Knight | Bulwark | 15% chance to block incoming attacks completely. |
| Default | Rogue | Backstab | 10% chance to dodge attacks. Critical hits deal 75% bonus damage. |
| Floor 15 | Alchemist | Brew Surge | Absorbed items grant 30% stronger buffs. +8 Attack. |
| Floor 20 | Monk | Hundred Fists | Each attack builds a Combo (max 12): +3% damage per stack. Defending breaks the flow and halves your Combo. At full Combo, strikes may hit twice. |
| Floor 20 | Ranger | Hunter’s Volley | Attacks against a Marked target cannot miss; at max Marks they always crit. Taking no damage in a round sharpens your next shot (+1 Mark). |
| Floor 20 | Ronin | Iaido: Drawing Cut | Defending counters incoming blows and builds Focus. Below 40% HP, gain crit and lifesteal. |
| Floor 25 | Paladin | Holy Smite | 12% block chance. Blocking heals 15% of blocked damage and reflects 100% back. +20% healing effectiveness. |
| Floor 30 | Mage | Fireball | Arcane power: +15 Attack. Start with 5 MP. |
| Floor 30 | Stormcaller | Chain Lightning, Static Shroud, Thunderclap, Eye of the Storm | Basic attacks arc to one additional enemy. Zari commands a kit of storm spells, each honed by its own path of mastery. |
| Floor 35 | Beastmaster | Werewolf Form | Forge a bond with wild beasts that fight at your side. Call on primal fury to shift the tide of battle. |
| Floor 40 | Chronomancer | Quicken | The first enemy attack each battle is fully negated — he saw it coming — and negating it grants Time. He also banks a little Time at the start of every battle. |
| Floor 40 | Vampire | Vampire Bite | Heal for 15% of the damage you deal with attacks and single-target skills. |
| Floor 45 | Necromancer | Soul Drain | Collect Souls from slain enemies (max 10). Each Soul: +3% damage, +2% lifesteal, +5 HP. 8% base lifesteal. |
| Floor 50 | Berserker | Battle Cry | Deal 1% more damage for each 1% of missing health. |
| Floor 100 | Puppeteer | Take the Crown | Damaging an enemy banks 1 String, up to a cap. Strings are spent to take a mind, and they stay banked for the whole run. |
| Floor 110 | Unwriter | Strike the Line | Nothing in the tower is load-bearing. You may choose targets in the back row as freely as the front. |
| Kalzania DLC | Chandler | Call in the Debt | Every purchase, absorb and paid reroll writes a Ledger entry (max 10). Each entry: shop prices -4% and +3% Attack, for the rest of the run. |
| Kalzania DLC | Mason | Course and Mortar | Merging ignores the matching-item requirement — any two of the same slot and rarity join, up to Cosmic. Each merge lays a Course (max 12): +2% Attack and +2% Defence, for the rest of the run. |
| Kalzania DLC | Almoner | The Last Rite | Every item sacrificed at the shrine gives 5 Alms and every kill gives 1 (max 50), kept for the rest of the run: +0.8% Attack each. Sacrificing also refunds a share of the item’s value in gold. |
| Kalzania DLC | Apparitor | The Roll Is Called | Any enemy that changes row is Called for one turn and takes increased damage — including enemies moved by the front row falling, and by the foe’s own teleporters. |
KNIGHTAvailable from the start
PASSIVE · SHIELD WALL
15% chance to block incoming attacks completely.
CLASS SLOT · BANNER
Defense, Block Chance & Max HP. Rally your troops behind the Iron Order’s standard.
Bulwark 1 MP, 5 turn cooldown
Create a powerful shield absorbing damage for 3 turns.
OFFENSE
Tier 1 — level 1
Tier 2 — level 5
Tier 3 — level 10
Ultimate — level 15
DEFENSE
Tier 1 — level 1
Tier 2 — level 5
Tier 3 — level 10
Ultimate — level 15
UTILITY
Tier 1 — level 1
Tier 2 — level 5
Tier 3 — level 10
Ultimate — level 15
MASTERY
Tier 1 — level 1
Tier 2 — level 5
Tier 3 — level 10
Ultimate — level 15
ROGUEAvailable from the start
PASSIVE · SHADOW DANCE
10% chance to dodge attacks. Critical hits deal 75% bonus damage.
CLASS SLOT · POISON VIAL
Crit Chance, Crit Damage & Extra Attack. Coat your blades in lethal toxins.
Backstab 1 MP, 5 turn cooldown
Strike from the shadows for devastating damage, then vanish — the next enemy attack misses you completely.
OFFENSE
Tier 1 — level 1
Tier 2 — level 5
Tier 3 — level 10
Ultimate — level 15
DEFENSE
Tier 1 — level 1
Tier 2 — level 5
Tier 3 — level 10
Ultimate — level 15
UTILITY
Tier 1 — level 1
Tier 2 — level 5
Tier 3 — level 10
Ultimate — level 15
MASTERY
Tier 1 — level 1
Tier 2 — level 5
Tier 3 — level 10
Ultimate — level 15
ALCHEMISTReach floor 15
PASSIVE · CONCENTRATED ESSENCE
Absorbed items grant 30% stronger buffs. +8 Attack.
CLASS SLOT · ALEMBIC
Attack, Healing Power & Lifesteal. A bubbling distillation vessel that brews power from absorbed essence.
Brew Surge 1 MP + 1–4 absorb buffs, 6 turn cooldown
Hurl every active brew at all enemies. Deals 2.0–3.5× AoE damage and grants up to +60% ATK / +40% Crit Chance for 3 turns. Scales with absorb buffs consumed (requires at least one).
OFFENSE
Tier 1 — level 1
Tier 2 — level 5
Tier 3 — level 10
Ultimate — level 15
DEFENSE
Tier 1 — level 1
Tier 2 — level 5
Tier 3 — level 10
Ultimate — level 15
UTILITY
Tier 1 — level 1
Tier 2 — level 5
Tier 3 — level 10
Ultimate — level 15
MASTERY
Tier 1 — level 1
Tier 2 — level 5
Tier 3 — level 10
Ultimate — level 15
MONKReach floor 20
PASSIVE · FLOWING FIST
Each attack builds a Combo (max 12): +3% damage per stack. Defending breaks the flow and halves your Combo. At full Combo, strikes may hit twice.
CLASS SLOT · MONK FOCUS
Attack, Crit Damage & Extra Attack. Sacred prayer beads that keep your combo flowing between blows.
Hundred Fists 1 MP + all Combo, 3 turn cooldown
Unleash a flurry of blows, spending your Combo to deal damage that grows with the stacks consumed.
OFFENSE
Tier 1 — level 1
Tier 2 — level 5
Tier 3 — level 10
Ultimate — level 15
DEFENSE
Tier 1 — level 1
Tier 2 — level 5
Tier 3 — level 10
Ultimate — level 15
UTILITY
Tier 1 — level 1
Tier 2 — level 5
Tier 3 — level 10
Ultimate — level 15
MASTERY
Tier 1 — level 1
Tier 2 — level 5
Tier 3 — level 10
Ultimate — level 15
RANGERReach floor 20
PASSIVE · DEADEYE
Attacks against a Marked target cannot miss; at max Marks they always crit. Taking no damage in a round sharpens your next shot (+1 Mark).
CLASS SLOT · TRACKER’S SIGIL
Attack, Crit Chance & Extra Attack. A hunter’s sigil that brands your prey and deepens every Mark.
Hunter’s Volley 1 MP, 3 turn cooldown
Loose a volley that Marks every enemy, then detonate all Marks on your target for a burst of damage.
OFFENSE
Tier 1 — level 1
Tier 2 — level 5
Tier 3 — level 10
Ultimate — level 15
DEFENSE
Tier 1 — level 1
Tier 2 — level 5
Tier 3 — level 10
Ultimate — level 15
UTILITY
Tier 1 — level 1
Tier 2 — level 5
Tier 3 — level 10
Ultimate — level 15
MASTERY
Tier 1 — level 1
Tier 2 — level 5
Tier 3 — level 10
Ultimate — level 15
RONINReach floor 20
PASSIVE · COUNTERSTANCE
Defending counters incoming blows and builds Focus. Below 40% HP, gain crit and lifesteal.
CLASS SLOT · RONIN’S WHETSTONE
Attack, Crit Damage & Max HP. A worn whetstone that keeps the blade honed: +1 Focus whenever you Defend, +2 Focus cap, +20% riposte damage, and the first Iaido of every battle always critically strikes.
Iaido: Drawing Cut all Focus, 3 turn cooldown
Unsheathe in a single breath, spending all Focus for one devastating cut. The deeper the Focus, the deeper the wound — at full Focus the draw always strikes true.
OFFENSE
Tier 1 — level 1
Tier 2 — level 5
Tier 3 — level 10
Ultimate — level 15
DEFENSE
Tier 1 — level 1
Tier 2 — level 5
Tier 3 — level 10
Ultimate — level 15
UTILITY
Tier 1 — level 1
Tier 2 — level 5
Tier 3 — level 10
Ultimate — level 15
MASTERY
Tier 1 — level 1
Tier 2 — level 5
Tier 3 — level 10
Ultimate — level 15
PALADINReach floor 25
PASSIVE · RIGHTEOUS VENGEANCE
12% block chance. Blocking heals 15% of blocked damage and reflects 100% back. +20% healing effectiveness.
CLASS SLOT · HOLY RELIC
Defense, Life Regen & Max HP. A blessed fragment radiating divine protection.
Holy Smite 1 MP, 5 turn cooldown
Strike with holy light, dealing heavy damage and healing yourself. +50% damage vs undead/demons.
OFFENSE
Tier 1 — level 1
Tier 2 — level 5
Tier 3 — level 10
Ultimate — level 15
DEFENSE
Tier 1 — level 1
Tier 2 — level 5
Tier 3 — level 10
Ultimate — level 15
UTILITY
Tier 1 — level 1
Tier 2 — level 5
Tier 3 — level 10
Ultimate — level 15
MASTERY
Tier 1 — level 1
Tier 2 — level 5
Tier 3 — level 10
Ultimate — level 15
MAGEReach floor 30
PASSIVE · ARCANE MASTERY
Arcane power: +15 Attack. Start with 5 MP.
CLASS SLOT · GRIMOIRE
Attack, Mana & Crit Damage. Ancient tome brimming with forbidden knowledge.
Fireball 2 MP, 5 turn cooldown
Hurl a massive ball of fire at all enemies, setting them ablaze.
OFFENSE
Tier 1 — level 1
Tier 2 — level 5
Tier 3 — level 10
Ultimate — level 15
DEFENSE
Tier 1 — level 1
Tier 2 — level 5
Tier 3 — level 10
Ultimate — level 15
UTILITY
Tier 1 — level 1
Tier 2 — level 5
Tier 3 — level 10
Ultimate — level 15
MASTERY
Tier 1 — level 1
Tier 2 — level 5
Tier 3 — level 10
Ultimate — level 15
STORMCALLERReach floor 30
PASSIVE · CONDUCTOR
Basic attacks arc to one additional enemy. Zari commands a kit of storm spells, each honed by its own path of mastery.
CLASS SLOT · TEMPEST TOTEM
Attack, Max HP & Mana. A crackling totem that gathers the storm — a lightning rod for the tempest Zari commands.
Each keeps its own cooldown. Long-press the skill button to choose which is loaded.
Chain Lightning 2 MP, 3 turn cooldown
Loose a bolt that strikes an enemy and leaps to another.
Static Shroud 3 MP, 4 turn cooldown
Cloak yourself in crackling static, shielding you for several turns.
Thunderclap 4 MP, 3 turn cooldown
Slam a crack of thunder across the field, dazing every enemy.
Eye of the Storm 5 MP, 5 turn cooldown
Gather a tempest over the whole field that grows deadlier the longer it rages.
OFFENSE
Tier 1 — level 1
Tier 2 — level 5
Tier 3 — level 10
Ultimate — level 15
DEFENSE
Tier 1 — level 1
Tier 2 — level 5
Tier 3 — level 10
Ultimate — level 15
UTILITY
Tier 1 — level 1
Tier 2 — level 5
Tier 3 — level 10
Ultimate — level 15
MASTERY
Tier 1 — level 1
Tier 2 — level 5
Tier 3 — level 10
Ultimate — level 15
BEASTMASTERReach floor 35
PASSIVE · PACK BOND
Forge a bond with wild beasts that fight at your side. Call on primal fury to shift the tide of battle.
CLASS SLOT · BEAST TOTEM
Attack & Max HP. A carved totem that channels the strength of the wild pack.
Werewolf Form 1 MP, 4 turn cooldown
Unleash the beast within: +60% Attack, +15% Crit Chance and lifesteal for 3 turns.
OFFENSE
Tier 1 — level 1
Tier 2 — level 5
Tier 3 — level 10
Ultimate — level 15
DEFENSE
Tier 1 — level 1
Tier 2 — level 5
Tier 3 — level 10
Ultimate — level 15
UTILITY
Tier 1 — level 1
Tier 2 — level 5
Tier 3 — level 10
Ultimate — level 15
MASTERY
Tier 1 — level 1
Tier 2 — level 5
Tier 3 — level 10
Ultimate — level 15
CHRONOMANCERReach floor 40
PASSIVE · FORESIGHT
The first enemy attack each battle is fully negated — he saw it coming — and negating it grants Time. He also banks a little Time at the start of every battle.
CLASS SLOT · FRACTURED HOURGLASS
Max HP, Attack & Mana. A cracked hourglass that trickles Time into every turn and deepens the well you draw from.
Quicken 1 MP + 4 Time per extra action, 2 turn cooldown
Bend the turn. Spend Time to take an immediate extra action — 4 Time for +1, 8 Time for +2.
OFFENSE
Tier 1 — level 1
Tier 2 — level 5
Tier 3 — level 10
Ultimate — level 15
DEFENSE
Tier 1 — level 1
Tier 2 — level 5
Tier 3 — level 10
Ultimate — level 15
UTILITY
Tier 1 — level 1
Tier 2 — level 5
Tier 3 — level 10
Ultimate — level 15
MASTERY
Tier 1 — level 1
Tier 2 — level 5
Tier 3 — level 10
Ultimate — level 15
VAMPIREReach floor 40
PASSIVE · BLOOD DRAIN
Heal for 15% of the damage you deal with attacks and single-target skills.
CLASS SLOT · BLOOD CHALICE
Lifesteal, Attack & Crit Chance. Drink deep and never hunger again.
Vampire Bite 1 MP, 5 turn cooldown
Bite an enemy, dealing heavy damage, draining life force, and causing deep bleeding.
OFFENSE
Tier 1 — level 1
Tier 2 — level 5
Tier 3 — level 10
Ultimate — level 15
DEFENSE
Tier 1 — level 1
Tier 2 — level 5
Tier 3 — level 10
Ultimate — level 15
UTILITY
Tier 1 — level 1
Tier 2 — level 5
Tier 3 — level 10
Ultimate — level 15
MASTERY
Tier 1 — level 1
Tier 2 — level 5
Tier 3 — level 10
Ultimate — level 15
NECROMANCERReach floor 45
PASSIVE · SOUL HARVEST
Collect Souls from slain enemies (max 10). Each Soul: +3% damage, +2% lifesteal, +5 HP. 8% base lifesteal.
CLASS SLOT · SOUL GEM
Attack, Thorns & Magic Find. Crystallized souls trapped for eternity.
Soul Drain 1 MP, 5 turn cooldown
Drain life force from an enemy. Always grants 1 Soul. If target dies, gain bonus Soul and refund mana.
OFFENSE
Tier 1 — level 1
Tier 2 — level 5
Tier 3 — level 10
Ultimate — level 15
DEFENSE
Tier 1 — level 1
Tier 2 — level 5
Tier 3 — level 10
Ultimate — level 15
UTILITY
Tier 1 — level 1
Tier 2 — level 5
Tier 3 — level 10
Ultimate — level 15
MASTERY
Tier 1 — level 1
Tier 2 — level 5
Tier 3 — level 10
Ultimate — level 15
BERSERKERReach floor 50
PASSIVE · DEATH WISH
Deal 1% more damage for each 1% of missing health.
CLASS SLOT · WAR PAINT
Attack, Extra Attack & Crit Damage. Tribal markings that fuel battle rage.
Battle Cry 1 MP, 5 turn cooldown
Let out a fierce cry, massively boosting attack power.
OFFENSE
Tier 1 — level 1
Tier 2 — level 5
Tier 3 — level 10
Ultimate — level 15
DEFENSE
Tier 1 — level 1
Tier 2 — level 5
Tier 3 — level 10
Ultimate — level 15
UTILITY
Tier 1 — level 1
Tier 2 — level 5
Tier 3 — level 10
Ultimate — level 15
MASTERY
Tier 1 — level 1
Tier 2 — level 5
Tier 3 — level 10
Ultimate — level 15
PUPPETEERReach floor 100
PASSIVE · WHISPER
Damaging an enemy banks 1 String, up to a cap. Strings are spent to take a mind, and they stay banked for the whole run.
CLASS SLOT · THE CROWN
Accuracy, Max HP & Defense. A circlet of blackened iron, sized for no head in particular. It is not worn by the one who owns it.
Take the Crown 1 MP + 3 Strings, 3 turn cooldown
Spend 3 Strings and 1 MP. One non-boss enemy fights on your side for 2 turns — you cannot target it, enemies can, and unless you have Abdication it returns to its own side when the crown lapses, keeping every wound.
OFFENSE
Tier 1 — level 1
Tier 2 — level 5
Tier 3 — level 10
Ultimate — level 15
DEFENSE
Tier 1 — level 1
Tier 2 — level 5
Tier 3 — level 10
Ultimate — level 15
UTILITY
Tier 1 — level 1
Tier 2 — level 5
Tier 3 — level 10
Ultimate — level 15
MASTERY
Tier 1 — level 1
Tier 2 — level 5
Tier 3 — level 10
Ultimate — level 15
UNWRITERReach floor 110
PASSIVE · NOTHING IS LOAD-BEARING
Nothing in the tower is load-bearing. You may choose targets in the back row as freely as the front.
CLASS SLOT · THE MARGIN
Crit Damage, Crit Chance & Attack. The blank edge of a page, where the writing was going to go and then did not.
Strike the Line 1 MP + 1 Blank, 4 turn cooldown
Spend 1 Blank and 1 MP. One enemy in either row is struck from the page and removed — no threshold, no roll. Bosses cannot be unwritten and take heavy damage instead. Erasing closes the line: the rear rank is pulled forward.
OFFENSE
Tier 1 — level 1
Tier 2 — level 5
Tier 3 — level 10
Ultimate — level 15
DEFENSE
Tier 1 — level 1
Tier 2 — level 5
Tier 3 — level 10
Ultimate — level 15
UTILITY
Tier 1 — level 1
Tier 2 — level 5
Tier 3 — level 10
Ultimate — level 15
MASTERY
Tier 1 — level 1
Tier 2 — level 5
Tier 3 — level 10
Ultimate — level 15
These four heroes come with the paid expansion Kalzania: The Unspent Year. They are not unlocked by floors — owning the expansion unlocks all four at once.
CHANDLERRequires Kalzania: The Unspent Year (paid DLC)
PASSIVE · RUNNING ACCOUNT
Every purchase, absorb and paid reroll writes a Ledger entry (max 10). Each entry: shop prices -4% and +3% Attack, for the rest of the run.
CLASS SLOT · DAYBOOK
Gold Find, Magic Find & Attack. Every entry in it was opened on the first of Greening and not one was ever closed. The margins are immaculate.
Call in the Debt 1 MP + gold (up to 75 × floor), 3 turn cooldown
Spend gold as ammunition. Hurl your purse at every enemy — damage scales with the gold spent, and every 200 gold writes another Ledger entry.
OFFENSE
Tier 1 — level 1
Tier 2 — level 5
Tier 3 — level 10
Ultimate — level 15
DEFENSE
Tier 1 — level 1
Tier 2 — level 5
Tier 3 — level 10
Ultimate — level 15
UTILITY
Tier 1 — level 1
Tier 2 — level 5
Tier 3 — level 10
Ultimate — level 15
MASTERY
Tier 1 — level 1
Tier 2 — level 5
Tier 3 — level 10
Ultimate — level 15
MASONRequires Kalzania: The Unspent Year (paid DLC)
PASSIVE · TRUE BOND
Merging ignores the matching-item requirement — any two of the same slot and rarity join, up to Cosmic. Each merge lays a Course (max 12): +2% Attack and +2% Defence, for the rest of the run.
CLASS SLOT · PLUMB LINE
Magic Find, Defence & Max HP. It hangs true in a kingdom where nothing else does. He kept it for the reassurance, which is not what it is for.
Course and Mortar 1 MP + all Courses, 2 turn cooldown
Lay a course between you and the world. Spend Courses for a shield worth 6% of max HP each, and your next attack hits 15% harder per Course spent.
OFFENSE
Tier 1 — level 1
Tier 2 — level 5
Tier 3 — level 10
Ultimate — level 15
DEFENSE
Tier 1 — level 1
Tier 2 — level 5
Tier 3 — level 10
Ultimate — level 15
UTILITY
Tier 1 — level 1
Tier 2 — level 5
Tier 3 — level 10
Ultimate — level 15
MASTERY
Tier 1 — level 1
Tier 2 — level 5
Tier 3 — level 10
Ultimate — level 15
ALMONERRequires Kalzania: The Unspent Year (paid DLC)
PASSIVE · PAID FORWARD
Every item sacrificed at the shrine gives 5 Alms and every kill gives 1 (max 50), kept for the rest of the run: +0.8% Attack each. Sacrificing also refunds a share of the item’s value in gold.
CLASS SLOT · ALMS-DISH
Healing Power, Magic Find & Attack. Shallow bronze, worn bright at one edge from nine hundred years of being held out. It has never once been carried home full.
The Last Rite 1 MP + up to 5 Alms, 3 turn cooldown
Read one page of the book. Spend up to 5 Alms: all enemies take 25% of your Attack per Alm spent, and you heal for a third of the damage dealt.
OFFENSE
Tier 1 — level 1
Tier 2 — level 5
Tier 3 — level 10
Ultimate — level 15
DEFENSE
Tier 1 — level 1
Tier 2 — level 5
Tier 3 — level 10
Ultimate — level 15
UTILITY
Tier 1 — level 1
Tier 2 — level 5
Tier 3 — level 10
Ultimate — level 15
MASTERY
Tier 1 — level 1
Tier 2 — level 5
Tier 3 — level 10
Ultimate — level 15
APPARITORRequires Kalzania: The Unspent Year (paid DLC)
PASSIVE · CALLED BY NAME
Any enemy that changes row is Called for one turn and takes increased damage — including enemies moved by the front row falling, and by the foe’s own teleporters.
CLASS SLOT · THE ROLL
Accuracy, Crit Damage & Attack. Names, on a spindle, in a hand that stopped being anyone’s. The roll is not the authority. Reading it aloud is.
The Roll Is Called 1 MP, 3 turn cooldown
Read the names aloud. The back rank is called to the front and the front rank dismissed behind it — then everyone newly in front takes 90% of your Attack.
OFFENSE
Tier 1 — level 1
Tier 2 — level 5
Tier 3 — level 10
Ultimate — level 15
DEFENSE
Tier 1 — level 1
Tier 2 — level 5
Tier 3 — level 10
Ultimate — level 15
UTILITY
Tier 1 — level 1
Tier 2 — level 5
Tier 3 — level 10
Ultimate — level 15
MASTERY
Tier 1 — level 1
Tier 2 — level 5
Tier 3 — level 10
Ultimate — level 15
Anyone can wear any set. The class restriction is on what drops, not what you can equip — if a Knight finds a Stormcaller piece, they can wear it and get the bonus.
So the six universal sets are the only ones you can find before floor 20, and your own class’s two become the common case from floor 30. A few events (Treasure Chest, Mimic, the reforge) roll without a class filter, so they can hand you another class’s pieces from floor 20 on.
The Reliquary event is the one place you choose. It offers an explicit "Universal Relic" or "Class Relic" pick — the only targeted way to chase a specific set.
Set items also appear in the shop from floor 31, if you’ve taken the merchant’s Treasure Hunter skill. Below 31 the chance is exactly zero, no matter what.
---
What drops, and when:
| FLOOR | WHAT CAN DROP |
|---|---|
| 1–9 | No set pieces at all |
| 10–19 | Universal sets only |
| 20–29 | Class + universal, weighted 60% toward universal |
| 30+ | Class + universal, weighted 70% toward class |
| SET | CLASS | PCS | SLOTS |
|---|---|---|---|
| Fortune’s Favor | Universal | 3 | Amulet, Ring, Boots |
| Warrior’s Resolve | Universal | 3 | Weapon, Armor, Gloves |
| Survivor’s Instinct | Universal | 3 | Armor, Helmet, Boots |
| Scholar’s Wisdom | Universal | 3 | Weapon, Helmet, Ring |
| Phoenix Rebirth | Universal | 2 | Amulet, Ring |
| Adventurer’s Luck | Universal | 2 | Boots, Gloves |
| Iron Fortress | Knight | 4 | Weapon, Shield, Armor, Helmet |
| Crusader’s Wrath | Knight | 3 | Weapon, Gloves, Boots |
| Shadow Dancer | Rogue | 4 | Weapon, Armor, Boots, Gloves |
| Viper’s Fang | Rogue | 3 | Weapon, Amulet, Ring |
| Apothecary’s Vestments | Alchemist | 4 | Armor, Boots, Helmet, Amulet |
| Quicksilver Crucible | Alchemist | 3 | Weapon, Ring, Shield |
| Ascetic’s Wrappings | Monk | 4 | Helmet, Weapon, Armor, Gloves |
| Mountain Sage’s Vestments | Monk | 3 | Helmet, Boots, Gloves |
| Marksman’s Regalia | Ranger | 4 | Armor, Weapon, Helmet, Gloves |
| Trapper’s Vestments | Ranger | 3 | Helmet, Boots, Gloves |
| Broken Banner | Ronin | 4 | Weapon, Helmet, Armor, Gloves |
| Stone Garden | Ronin | 3 | Helmet, Armor, Boots |
| Divine Aegis | Paladin | 4 | Weapon, Shield, Armor, Helmet |
| Crusader’s Judgment | Paladin | 3 | Weapon, Amulet, Gloves |
| Archmage’s Regalia | Mage | 4 | Weapon, Armor, Helmet, Amulet |
| Barrier Weaver | Mage | 3 | Weapon, Shield, Ring |
| Tempest’s Reach | Stormcaller | 4 | Weapon, Helmet, Armor, Amulet |
| Stormwarden’s Aegis | Stormcaller | 3 | Weapon, Ring, Shield |
| Wildcaller’s Regalia | Beastmaster | 4 | Weapon, Armor, Amulet, Ring |
| Mooncursed Pelt | Beastmaster | 3 | Helmet, Armor, Boots |
| Hourglass Regalia | Chronomancer | 4 | Weapon, Helmet, Armor, Gloves |
| Warden of Hours | Chronomancer | 3 | Helmet, Armor, Boots |
| Bloodlord’s Raiment | Vampire | 4 | Weapon, Armor, Amulet, Ring |
| Nightstalker’s Shroud | Vampire | 3 | Armor, Helmet, Boots |
| Soul Harvester | Necromancer | 4 | Weapon, Armor, Helmet, Amulet |
| Death’s Embrace | Necromancer | 3 | Weapon, Ring, Boots |
| Deathwish | Berserker | 4 | Weapon, Armor, Helmet, Gloves |
| Warlord’s Fury | Berserker | 3 | Weapon, Shield, Boots |
| The Line of Succession | Puppeteer | 4 | Weapon, Helmet, Armor, Gloves |
| The Understudy | Puppeteer | 3 | Helmet, Armor, Boots |
| The Clean Copy | Unwriter | 4 | Weapon, Helmet, Armor, Gloves |
| The Blank Quire | Unwriter | 3 | Helmet, Armor, Boots |
| The Long Account | Chandler (DLC) | 4 | Weapon, Helmet, Armor, Gloves |
| The Running Account | Chandler (DLC) | 3 | Helmet, Armor, Boots |
| The Standing Wall | Mason (DLC) | 4 | Weapon, Helmet, Armor, Gloves |
| The Trued Bench | Mason (DLC) | 3 | Helmet, Armor, Boots |
| The Open Hand | Almoner (DLC) | 4 | Weapon, Helmet, Armor, Gloves |
| The Kept Book | Almoner (DLC) | 3 | Helmet, Armor, Boots |
| The Long Hall | Apparitor (DLC) | 4 | Weapon, Helmet, Armor, Gloves |
| The Standing Writ | Apparitor (DLC) | 3 | Helmet, Armor, Boots |
The only sets that can drop before floor 20.
Lucky items that attract wealth and rare finds.
PIECES
BONUSES
Battle-worn equipment that enhances core combat abilities.
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BONUSES
Gear that keeps you alive when all seems lost.
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BONUSES
Learned equipment that enhances mental acuity.
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BONUSES
Blessed by the phoenix, granting a second chance at life.
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BONUSES
Well-traveled gear blessed with good fortune.
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BONUSES
Class decides what drops, not what you can wear — anyone can equip any set.
🛡️ KNIGHT
Armor worn by the legendary Fortress Knights, empowering Bulwark beyond limits.
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BONUSES
Holy armor that empowers attacks while shielded.
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BONUSES
🗡️ ROGUE
Gear infused with shadow magic, perfecting the art of the killing blow.
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BONUSES
Venomous blades that coat every Backstab in lethal poison.
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BONUSES
⚗️ ALCHEMIST
Stained robes of a master apothecary — every absorbed reagent becomes medicine.
PIECES
BONUSES
Forged from the residue of a thousand surges — the brew remembers every drop.
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BONUSES
🥋 MONK
Simple cloth bindings, worn smooth by ten thousand strikes. The chain never breaks.
PIECES
BONUSES
Robes of a master who moved like water and stood like stone. Stillness within motion.
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BONUSES
🏹 RANGER
The regalia of a hunter who never looses an arrow in vain. Every shot finds the mark.
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BONUSES
Snare-lined leathers for the patient hunter. What is Marked cannot run, and its death feeds the next.
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BONUSES
🥷 RONIN
His house burned; its colours did not. He wears the torn standard as armour now, and every draw of the blade is an argument that the dead are not yet finished speaking.
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BONUSES
He raked the gravel each dawn for thirty years and learned the lesson the stones teach: do not move first. Let the storm arrive, spend itself, and break. Then answer.
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BONUSES
✝️ PALADIN
Sacred armor blessed by the light, empowering Holy Smite as a purifying force.
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BONUSES
Battle-worn armor that channels Smite into a mark of divine judgment.
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🔮 MAGE
Robes worn by the greatest archmages, amplifying Fireball to devastating heights.
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BONUSES
Enchanted cloth that channels mana with perfect efficiency.
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⚡ STORMCALLER
The old storm-callers said lightning is only greedy — it always wants one more throat to find. This regalia teaches it to want harder.
PIECES
BONUSES
The wardens stood at the sky-gates and did not flinch. To strike one was to argue with the weather — and the weather always answers last.
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BONUSES
🐺 BEASTMASTER
Hides and totems of the great pack-callers — the wild answers those who wear them.
PIECES
BONUSES
Torn from a beast that would not die — the moon’s curse still burns in every thread.
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BONUSES
⏳ CHRONOMANCER
Silver-chased vestments that hum with borrowed seconds. Every strike lands a beat ahead.
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BONUSES
Plate that remembers every blow before it falls. The Warden stands outside the moment, untouched.
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BONUSES
🧛 VAMPIRE
Ancient garb of vampire nobility, amplifying the power of Bite.
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BONUSES
Cloak of pure darkness that spreads the affliction of Bite.
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BONUSES
💀 NECROMANCER
Dark robes that amplify Soul Drain, accelerating soul collection.
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Cursed garments that raise the slain as ghostly avengers.
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BONUSES
🪓 BERSERKER
Cursed armor that channels killing fury through Battle Cry.
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BONUSES
Blood-soaked armor that amplifies Battle Cry the closer to death.
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BONUSES
🎭 PUPPETEER
Every crown in the tower has been worn by someone who expected to keep it. Vesh has never once expected to keep anything.
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BONUSES
Somebody has to stand where the hero stands when the hero cannot. It is a job, and Vesh pays well for it.
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BONUSES
✒️ UNWRITER
The draft that survives is the one with nothing in it that could be taken out. Alenn has taken out a great deal.
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BONUSES
Sheets bound and never written on. She carries them the way other people carry a spare knife.
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BONUSES
The Kalzania heroes’ sets drop only for players who own Kalzania: The Unspent Year.
📒 CHANDLER
Nine hundred years of ledgers and not one line struck out. The guild does not forgive a debt; it simply waits, and eventually sends someone to the door.
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BONUSES
She writes while she walks. A column closed is a thing nobody can argue with later, and she has never considered any hour of the day unsuitable for arithmetic.
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🧱 MASON
Ask which of his walls he is proudest of and he names one you cannot visit, because nobody has ever needed to repair it and nobody remembers who built it.
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BONUSES
The wall gets the credit. The bench does the work. He has replaced its top four times and its legs not once, and he would sooner lose the maul.
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BONUSES
🤲 ALMONER
Nine hundred years of handing things to people who cannot take them. The dish goes out full and comes back empty, and she has never once been seen to hesitate at the moment of letting go.
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BONUSES
Every name, every fee, every grave-good, in one hand across nine centuries. Nobody audits her. Nobody has ever needed to.
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BONUSES
📜 APPARITOR
The hall was built long enough that a name called at one end arrives at the other some time later. This was thought, at the time, to be a courtesy.
PIECES
BONUSES
Signed, sealed, and never rescinded — because the court that issued it has not sat in nine hundred years and cannot be convened to withdraw it.
PIECES
BONUSES
These are not class skills. A divine item grants one, and it occupies its own slot, so you can cast it in addition to your class skill.
Apocalypse 8 turn cooldown
Deal 200% damage to ALL enemies. Devastate the battlefield with divine wrath.
Divine Judgment 10 turn cooldown
Mark an enemy for death. After 3 turns, they die instantly. Bosses take 50% max HP damage instead.
Vampiric Embrace 6 turn cooldown
Steal 30% of target’s current HP as damage and healing.
Summon Shadow 12 turn cooldown
Summon a shadow clone that attacks for 50% of your damage for 5 turns.
Chaos Rift 15 turn cooldown
Tear reality for a random powerful effect: full heal, instant kill, double damage, or invincibility.
Starfall 10 turn cooldown
Call down three impacts over three turns, each dealing 120% attack power to all enemies.
Primordial Surge 12 turn cooldown
Restore all mana. Your next 3 skills cost nothing.