HOW TO READ THIS

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.

One skill per class. Every class gets a single active skill and that never changes — there is no skill unlocking or swapping. Stormcaller is the one exception: it carries all four storm spells at once, each on its own cooldown, and you long-press the skill button to choose which one is loaded. You still cast one at a time.

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.

UNLOCK ORDER

FLOORCLASSACTIVE SKILLPASSIVE
DefaultKnightBulwark15% chance to block incoming attacks completely.
DefaultRogueBackstab10% chance to dodge attacks. Critical hits deal 75% bonus damage.
Floor 15AlchemistBrew SurgeAbsorbed items grant 30% stronger buffs. +8 Attack.
Floor 20MonkHundred FistsEach 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 20RangerHunter’s VolleyAttacks 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 20RoninIaido: Drawing CutDefending counters incoming blows and builds Focus. Below 40% HP, gain crit and lifesteal.
Floor 25PaladinHoly Smite12% block chance. Blocking heals 15% of blocked damage and reflects 100% back. +20% healing effectiveness.
Floor 30MageFireballArcane power: +15 Attack. Start with 5 MP.
Floor 30StormcallerChain Lightning, Static Shroud, Thunderclap, Eye of the StormBasic attacks arc to one additional enemy. Zari commands a kit of storm spells, each honed by its own path of mastery.
Floor 35BeastmasterWerewolf FormForge a bond with wild beasts that fight at your side. Call on primal fury to shift the tide of battle.
Floor 40ChronomancerQuickenThe 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 40VampireVampire BiteHeal for 15% of the damage you deal with attacks and single-target skills.
Floor 45NecromancerSoul DrainCollect Souls from slain enemies (max 10). Each Soul: +3% damage, +2% lifesteal, +5 HP. 8% base lifesteal.
Floor 50BerserkerBattle CryDeal 1% more damage for each 1% of missing health.
Floor 100PuppeteerTake the CrownDamaging 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 110UnwriterStrike the LineNothing in the tower is load-bearing. You may choose targets in the back row as freely as the front.
Kalzania DLCChandlerCall in the DebtEvery 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 DLCMasonCourse and MortarMerging 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 DLCAlmonerThe Last RiteEvery 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 DLCApparitorThe Roll Is CalledAny 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.

CLASSES

Knight 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.

ACTIVE SKILL

Bulwark 1 MP, 5 turn cooldown

Create a powerful shield absorbing damage for 3 turns.

SKILL TREE

OFFENSE

Tier 1 — level 1

  • Keen Edge — Keen steel. +4% crit chance.
  • Sharper Edge — +3% crit chance.
  • Steady Hand — +5% attack.
  • First Strike — Open with authority. First attack deals +25% damage.
  • Battle Fury — +5% attack.
  • Razor’s Edge — +3% crit chance.

Tier 2 — level 5

  • Armor Crusher — Precision strikes. Crits ignore 25% enemy DEF. Crits also leave them Vulnerable (+20% damage taken, 3t).
  • Piercing Crit — +5% crit damage.
  • Killing Blow — +5% attack.
  • Momentum — Momentum. Kills grant +20% ATK for 2 turns.
  • Bloodlust — +5% attack.
  • Crit Specialist — +5% crit damage.

Tier 3 — level 10

  • Executioner — No mercy. Enemies below 12% HP are instantly executed.
  • Warlord — Victory breeds power. Kills grant +20% ATK, +8% crit for 2 turns.

Ultimate — level 15

  • Blade Storm — Every attack strikes twice. Each hit crits independently.

DEFENSE

Tier 1 — level 1

  • Thick Armor — Sturdy plate. +5% DEF.
  • Plate Backing — +4% DEF.
  • Conditioning — +5% max HP.
  • Spiked Shield — Spiked armor. Reflect 10 flat damage to attackers.
  • Hardened Hide — +4% DEF.
  • Sturdy Frame — +5% max HP.

Tier 2 — level 5

  • Iron Skin — Iron skin. -8% damage taken. Below 40% HP: +8% DEF.
  • Reinforced Stance — +5% DEF.
  • Endurance — +6% max HP.
  • Retaliation — Punish every blow. 15% counter-attack chance on hit.
  • Mirror Plating — +5% DEF.
  • Tempered Will — +6% max HP.

Tier 3 — level 10

  • Fortress — Immovable wall. Start combat with 15% HP shield. -5% damage taken.
  • Retribution — Armor fights back. 20% counter-attack chance. +15 thorns.

Ultimate — level 15

  • Immortal Guardian — Cheat death once per boss: revive at 30% HP. +15% DEF.

UTILITY

Tier 1 — level 1

  • Vigor — Warrior’s vitality. +8% max HP.
  • Hale — +5% max HP.
  • Slow Mend — +2 life regen per turn.
  • Regeneration — Wounds close. +3 life regen per turn.
  • Bloodied Blade — +2 life on hit.
  • Vampiric Edge — +3% lifesteal.

Tier 2 — level 5

  • Warrior’s Heart — Vitality enhances healing. +12% HP. Potions heal 10% more.
  • Robust — +25 flat HP.
  • Mending Pulse — +3 life regen per turn.
  • Battle Recovery — Kills mend wounds. Heal 6% max HP on kill.
  • Hungering Steel — +3 life on hit.
  • Sanguine — +5% lifesteal.

Tier 3 — level 10

  • Colossus — Mountain of HP. +50 flat HP. Start with 8% HP shield.
  • Second Wind — Refuse to fall. Below 30%: heal 15% max HP once per combat.

Ultimate — level 15

  • Living Fortress — Living fortress. +30% max HP. Start with 20% HP shield.

MASTERY

Tier 1 — level 1

  • Reinforced Shield — Thicker barriers. Bulwark shield +25% stronger.
  • Bracing — +4% DEF.
  • Shield Strike — +4% attack.
  • Quick Fortify — Faster deployment. Bulwark CD -1.
  • Steadfast — +5% max HP.
  • Tempered Plate — +4% DEF.

Tier 2 — level 5

  • Shield Bash — Shield empowers blade. +20% ATK while shielded.
  • Heavy Plate — +5% DEF.
  • Crushing Aegis — +5% attack.
  • Reactive Shielding — Instinctive protection. Bulwark CD -1, +1 turn duration.
  • Resolute — +6% max HP.
  • Granite Stance — +5% DEF.

Tier 3 — level 10

  • Aegis Explosion — Shield detonates. Deals stored shield value as AoE on expire.
  • Eternal Guard — Iron guard. While shielded: -15% damage taken, stun immune.

Ultimate — level 15

  • Iron Bastion — Iron Bastion. Bulwark +50% shield. +10% lifesteal while shielded.
Rogue 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.

ACTIVE SKILL

Backstab 1 MP, 5 turn cooldown

Strike from the shadows for devastating damage, then vanish — the next enemy attack misses you completely.

SKILL TREE

OFFENSE

Tier 1 — level 1

  • Precision — Sharp eye. +5% crit chance.
  • Hawkeye — +3% crit chance.
  • Lethal Strikes — +5% crit damage.
  • Toxin Coating — Venomous blades. Basic attacks poison (1.2% max HP/turn, 2 turns).
  • Venomwright — +5% attack.
  • Apothecary — +3% crit chance.

Tier 2 — level 5

  • Killing Blow — Smell blood. +30% damage vs enemies below 40% HP.
  • Pinpoint — Strike the seam. +4% crit chance. +10% Accuracy (cancels enemy Evasion).
  • Brutal Edge — +8% crit damage.
  • Festering Wounds — Critical cuts bleed. Crits apply bleed (15% ATK/turn, 3 turns).
  • Predator — +5% attack.
  • Cruel Cut — +5% crit damage.

Tier 3 — level 10

  • Assassinate — One clean strike. Enemies below 15% HP are executed.
  • Virulence — Poison lingers. DoTs extend 1 turn on hit. +20% vs bleeding. Crits inflict Mortal Wound — they can’t heal (3t).

Ultimate — level 15

  • Death Mark — Death mark. First attack: +100% damage. +50% crit damage.

DEFENSE

Tier 1 — level 1

  • Evasion — Hard to pin down. +6% dodge chance.
  • Quickstep — +3% dodge chance.
  • Lithe — +5% max HP.
  • Riposte — Turn defense to offense. 15% counter-attack chance.
  • Counter Edge — +3% crit chance.
  • Reflexes — +3% dodge chance.

Tier 2 — level 5

  • Smoke Screen — Vanish. After being hit: +15% dodge for 2 turns.
  • Phantom Step — +4% dodge chance.
  • Resilient Frame — +6% max HP.
  • Counter-Strike — Punish every miss. 25% counter-attack chance.
  • Vicious Strike — +5% crit damage.
  • Slippery — +4% dodge chance.

Tier 3 — level 10

  • Elusive — Untouchable. +12% dodge chance.
  • Blade Dance — Each dodge empowers. 30% counter-attack. +5% crit.

Ultimate — level 15

  • Phantom — Phantom. +15% dodge. -15% damage taken.

UTILITY

Tier 1 — level 1

  • Pickpocket — Sticky fingers. +12% bonus gold.
  • Coin Sense — +8% gold find.
  • Glittering Eye — +5% magic find.
  • Quick Reflexes — Always first. +8% extra attack.
  • Sleek Form — +4% attack.
  • Sharp Eyes — +3% crit chance.

Tier 2 — level 5

  • Treasure Hunter — Nose for treasure. +8% magic find. -10% shop prices.
  • Greedy Heart — +10% gold find.
  • Lucky Strikes — +6% magic find.
  • Flurry — Two strikes in one. 15% double-strike chance.
  • Cyclone — +5% attack.
  • Whirling — +5% crit damage.

Tier 3 — level 10

  • Master Thief — Every kill pays. +5 gold on kill. +5% magic find.
  • Blinding Speed — Blur of steel. 10% double-strike. +10% extra attack.

Ultimate — level 15

  • Opportunist — Master thief. -25% shop prices. +20% gold.

MASTERY

Tier 1 — level 1

  • Twisted Blade — Deeper wounds. Backstab +25% damage.
  • Wicked Edge — +5% attack.
  • Heartseeker — +5% crit damage.
  • Shadow Ready — Shadow recovery. Backstab CD -1.
  • Fleet Foot — +3% dodge chance.
  • Quick Draw — +3% crit chance.

Tier 2 — level 5

  • Ambush — Perfect ambush. Backstab always crits.
  • Slayer — +5% attack.
  • Devastate — +8% crit damage.
  • Ghost Step — Vanish after striking. Backstab CD -1. +5% dodge.
  • Wraith — +4% dodge chance.
  • Surgical — +4% crit chance.

Tier 3 — level 10

  • Eviscerate — Wounds never close. Backstab applies bleed (30% ATK, 3 turns).
  • Shadow Dance — Momentum carries. After Backstab: next attack +50% damage.

Ultimate — level 15

  • Perfect Assassination — Perfect kill. Backstab hits twice. +25% damage.
Alchemist 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.

ACTIVE SKILL

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).

SKILL TREE

OFFENSE

Tier 1 — level 1

  • Volatile Reagents — Drinking an MP potion detonates 8 splash damage across the enemy line. +5% attack.
  • Crystalline Mind — +5% attack.
  • Refined Spark — +5% crit damage.
  • Toxic Spill — Spilled potions seep into wounds. Drinking an HP potion also poisons the nearest enemy for 2% maxHP × 3 turns.
  • Quickened Hand — +3% crit chance.
  • Searing Mix — +5% attack.

Tier 2 — level 5

  • Bottled Lightning — MP potions arc to the mind. MP potion grants +20% crit chance for 3 turns. +5% crit chance.
  • Volatile Reagent — +6% attack.
  • Sharp Reaction — +8% crit damage.
  • Cascade — Reactions chain through the line. Basic attacks poison (1.2% max HP/turn × 3t). Poison has 20% chance to spread on tick.
  • Lethal Compound — +6% attack.
  • Acid Edge — +4% crit chance.

Tier 3 — level 10

  • Reactive Catalyst — Critical reactions ignite reagents. Crits bleed 3% maxHP for 3 turns and detonate all DoTs on the target. DoTs extend by 1 turn on hit. +8% attack.
  • Lingering Toxin — Toxins refuse to fade. +30% damage vs bleeding/poisoned enemies. Attacks corrode (1.6% max HP/turn + armor melt, 3t). DoTs extend by 1 turn on hit. +8% attack.

Ultimate — level 15

  • Overdose — Carry the cure to its limit. Brew Surge deals +10% damage per HP/MP potion you still carry. +10% attack.

DEFENSE

Tier 1 — level 1

  • Iron Stomach — Body adapts to its own poisons. 8% damage reduction. +3 life regen.
  • Hardy Body — +5% max HP.
  • Inner Resilience — +5% max HP.
  • Tonic Shield — Healing draughts harden the skin. HP potion grants a 30% maxHP shield.
  • Reflective Glass — +4% block chance.
  • Steady Hand — +4% defense.

Tier 2 — level 5

  • Sympathetic Sip — Reagents cross-react. HP potion also refunds 1 MP. MP potion also heals 5% maxHP.
  • Restorative Tonic — +3 HP regen.
  • Vital Reserve — +6% max HP.
  • Hardened Skin — Bitter brews thicken the hide. HP potion grants +30% DEF for 3 turns. +5% defense.
  • Lasting Cure — +6% max HP.
  • Sturdy Vial — +5% defense.

Tier 3 — level 10

  • Overflow Vial — No drop wasted. HP potion overheal converts to a temporary shield. +10% max HP.
  • Liquid Courage — Bottled fury fuels the fight. HP potion grants +30% ATK for 3 turns. +5% lifesteal.

Ultimate — level 15

  • Universal Cure — The final antidote. Revive once per boss at 50% HP. +5% lifesteal.

UTILITY

Tier 1 — level 1

  • Cheap Reagents — The shop knows your face. -15% shop prices.
  • Frugal Apothecary — +5% gold find.
  • Buyer’s Eye — +5% magic find.
  • Pre-Brewed Shield — The alembic stays warm between battles. Start each battle with a 10% maxHP shield.
  • Deep Mind — +1 max MP.
  • Scholar’s Eye — +5% XP bonus.

Tier 2 — level 5

  • Bottle Service — Reagents tumble from broken foes. 10% chance enemy kill drops a free potion. +10% gold find.
  • Market Knowledge — +8% gold find.
  • Sharp Trade — +5% magic find.
  • Bigger Vials — More shelves on the alembic rack. +1 max absorb slot per battle.
  • Ample Stocks — +3 gold per kill.
  • Wise Investment — +8% XP bonus.

Tier 3 — level 10

  • Bounty Catalyst — Prepared brews shield the merchant. Start each battle with a 15% maxHP shield. +5 gold per kill.
  • Liquid Knowledge — Mastery makes every reagent potent. Absorbed items grant +10% extra stat strength. +10% magic find.

Ultimate — level 15

  • Philosopher’s Stone — The final transmutation. +1 max absorb slot. +25% gold and magic find.

MASTERY

Tier 1 — level 1

  • Catalyst Memory — The alembic remembers the first reagent of the day. The first absorb each battle is FREE.
  • Concentrated — +5% attack.
  • Stable Form — +5% max HP.
  • Recursive Distillation — Some essence always lingers. 25% chance Brew Surge keeps one consumed absorb buff.
  • Pure Focus — +3% crit chance.
  • Mind Clarity — +5% attack.

Tier 2 — level 5

  • Volatile Surge — Brew Surge cycles faster. -1 turn skill cooldown. +8% attack.
  • Refined Will — +1 max MP.
  • Steady Burn — +5% crit damage.
  • Reagent Mastery — Every drop counts twice. +20% potion healing.
  • Studied Form — +5% max HP.
  • Adept Hand — +1 max MP.

Tier 3 — level 10

  • Residue — The brew leaves a lasting stain. Brew Surge poisons every enemy hit (2% max HP/turn × 3 turns). +10% attack.
  • Twin Flask — Two flasks, one cast. Brew Surge fires its AoE damage burst twice.

Ultimate — level 15

  • Master Brew — The final recipe. +10% attack. -1 turn skill cooldown. +20% crit damage.
Monk 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.

ACTIVE SKILL

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.

SKILL TREE

OFFENSE

Tier 1 — level 1

  • Iron Palm — Your strikes bite deeper. +1% damage per Combo stack.
  • Focused Strikes — +3% crit chance.
  • Tempered Fist — +5% attack.
  • Twin Palm — Blows come in pairs. Build +1 extra Combo per attack.
  • Quick Hands — +5% extra attack.
  • Loose Stance — +3% crit chance.

Tier 2 — level 5

  • Rising Dragon — Momentum swells. +2 max Combo and +1% more damage per Combo stack.
  • Killing Intent — +4% crit chance.
  • Heavy Hands — +6% attack.
  • Cascade Strikes — Precision feeds the chain. Crits build +1 Combo, and +10% flurry chance at max Combo.
  • Flowing Motion — +6% extra attack.
  • Sharp Focus — +10% crit damage.

Tier 3 — level 10

  • River’s Might — The current is unstoppable. +2% more damage per stack, and at max Combo every hit crits.
  • Thousand Palms — An unending torrent. +25% flurry chance at max Combo and +1 more Combo per attack.

Ultimate — level 15

  • Unrelenting Torrent — The current cannot be stopped. +5 max Combo and a further +2% damage per stack — on top of River’s Might, for +4% in total.

DEFENSE

Tier 1 — level 1

  • Wind Step — Flow around the blow. +8% dodge.
  • Hardened — +4% defense.
  • Deep Breath — +5% Max HP.
  • Rooted Stance — Stand like the mountain. +10% Max HP.
  • Light Feet — +3% dodge.
  • Calm Mind — +5% Max HP.

Tier 2 — level 5

  • Redirect — Turn force aside. When hit, 30% chance to counter. +5% dodge.
  • Rooted — +6% Max HP.
  • Unbending — +5% defense.
  • Iron Discipline — The chain never breaks. Defending no longer clears your Combo. +5% defense.
  • Evasive — +4% dodge.
  • Fluid Guard — +5% defense.

Tier 3 — level 10

  • Mirror Stance — Become untouchable. When hit, 50% chance to counter. +10% dodge.
  • Immovable — Nothing moves you. Take 10% less damage and +10% Max HP.

Ultimate — level 15

  • Unshakable Mountain — You do not fall and you do not break. Revive once per boss at 35% HP, and +15% defense.

UTILITY

Tier 1 — level 1

  • Chi Flow — Violence becomes vigor. Heal 0.5% of damage per Combo stack.
  • Inner Peace — +3% lifesteal.
  • Steady Hand — +3% crit chance.
  • Momentum — Open in motion. Start each battle with 2 Combo.
  • Keen Sense — +5% magic find.
  • Disciplined — +5% XP bonus.

Tier 2 — level 5

  • Meditation — Breath restores. Combo lifesteal grows to 1% per stack, and regen 3 HP each turn.
  • Serenity — +4% lifesteal.
  • Focus — +5% Max HP.
  • Rolling Start — Hit the ground running. Start battles with 4 Combo. +5% gold find.
  • Swift Learner — +6% XP bonus.
  • Fortune’s Fist — +8% gold find.

Tier 3 — level 10

  • One With All — Body and battle as one. Combo lifesteal reaches 2% per stack. +5% lifesteal.
  • Endless Chain — The chain never ends. Combo carries across floors, and kills build +1 Combo.

Ultimate — level 15

  • Perpetual Motion — The chain never rests. Start battles with 5 Combo, and kills build one more Combo — +2 per kill together with Endless Chain.

MASTERY

Tier 1 — level 1

  • Empty Hand — The finisher comes sooner. -1 turn skill cooldown. +5% attack.
  • Ki Surge — +10% crit damage.
  • Chained Breath — +5% attack.
  • Flowing Kata — Every kill feeds the form. Kills build +1 Combo.
  • Enduring — +5% Max HP.
  • Resolve — +4% defense.

Tier 2 — level 5

  • Rushing Wind — Sharpen the killing blow. Hundred Fists +5% damage per Combo, and -1 turn skill cooldown.
  • Deadly Focus — +12% crit damage.
  • Precision — +4% crit chance.
  • Endless Fists — Don’t stop swinging. Hundred Fists keeps half your Combo instead of spending it all.
  • Iron Will — +6% Max HP.
  • Grit — +3% lifesteal.

Tier 3 — level 10

  • Perfect Strike — A flawless finish. Hundred Fists +8% damage per Combo and ignores defense. At full Combo it strikes the pressure points: the target is stunned for 1 turn.
  • Unbroken Chain — The chain outlives the blow. Hundred Fists keeps 75% of your Combo. +8% Max HP.

Ultimate — level 15

  • Ten Thousand Fists — The perfect finish. Hundred Fists +10% damage per Combo, and -1 turn skill cooldown.
Ranger 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.

ACTIVE SKILL

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.

SKILL TREE

OFFENSE

Tier 1 — level 1

  • Precise Shot — A steadier aim finds the gaps. +5% crit chance.
  • Keen Eye — +3% crit chance.
  • Drawn Bow — +5% attack.
  • Barbed Arrows — Serrated heads tear on the way out. Attacks apply a light Bleed (1.2% max HP/turn, 2 turns).
  • Heavy Shot — +5% attack.
  • Deadly Aim — +10% crit damage.

Tier 2 — level 5

  • Armor Piercer — Broadhead tips punch through plate. Critical hits ignore half the target’s defense. +4% crit chance.
  • Sharpshooter — A steady eye finds the gap. +4% crit chance. +12% Accuracy (cancels enemy Evasion).
  • Full Draw — +6% attack.
  • Concussive Shot — Reeling prey can’t defend. +20% damage to stunned enemies. +5% attack.
  • Lethality — +10% crit damage.
  • Power Draw — +6% attack.

Tier 3 — level 10

  • Hemorrhage — Your arrows leave wounds that won’t close. Attacks apply a heavy Bleed (2% max HP/turn, 3 turns). +8% attack.
  • Executioner’s Aim — Finish the wounded before they run. Instantly kill enemies below 20% HP. +15% crit damage.

Ultimate — level 15

  • Killing Spree — Death follows your aim. Crits ignore all defense, and +10% attack.

DEFENSE

Tier 1 — level 1

  • Light Step — Stay one pace ahead of the strike. +8% dodge.
  • Fleet — +3% dodge.
  • Wind-Read — +5% Max HP.
  • Thornbrush — Those who close on you bleed for it. +5 Thorns.
  • Hardy — +5% Max HP.
  • Braced — +4% defense.

Tier 2 — level 5

  • Evasive Roll — Tumble clear and reset your footing. After being hit, +15% dodge for 2 turns. +6% dodge.
  • Nimble — +4% dodge.
  • Guarded — +5% defense.
  • Thornbrush Traps — Snares and brambles ring your position. +8 Thorns and +5% defense.
  • Sturdy — +6% Max HP.
  • Ironbark — +5% defense.

Tier 3 — level 10

  • Vanish — When cornered, you melt into cover. Below 35% HP, gain a large defense bonus. +10% dodge.
  • Camouflage — The wilds hide their hunter. Take 10% less damage and +10% Max HP.

Ultimate — level 15

  • Ghost Walker — They can never catch what they can’t see. +15% dodge, revive once per boss at 35% HP, and +10% Max HP.

UTILITY

Tier 1 — level 1

  • Poison Arrows — Coat your tips in venom. Attacks apply Poison (1.2% max HP/turn, 3 turns).
  • Bloodletter — +3% lifesteal.
  • Field Rations — +3 Life Regen.
  • Scavenger — Nothing on the trail goes to waste. +10% gold find.
  • Tracker — +5% magic find.
  • Woodlore — +5% XP bonus.

Tier 2 — level 5

  • Toxic Coating — A deadlier brew clings to every shaft. Attacks apply a stronger Poison (2% max HP/turn, 3 turns) and +3% lifesteal.
  • Vital Draw — +4% lifesteal.
  • Leeching Barbs — +3 Life on Hit.
  • Hunter’s Bounty — The best pelts fetch a fine price. Killing an enemy grants bonus gold. +5% magic find.
  • Keen Learner — +6% XP bonus.
  • Prospector — +8% gold find.

Tier 3 — level 10

  • Field Dressing — Every kill is a moment to bind your wounds. Killing an enemy heals 5% Max HP. +5% Max HP.
  • Pack Hunter — You never stalk just one. Apply +1 extra Mark per attack. +10% gold find.

Ultimate — level 15

  • Apex Predator — The top of the food chain. Kills heal 5% Max HP and grant bonus gold, and apply +1 extra Mark per attack.

MASTERY

Tier 1 — level 1

  • Hunter’s Mark — The hunt begins in earnest. +1 max Mark and +1 Mark applied per attack.
  • Focused Hunt — +3% crit chance.
  • Steady Nerve — +5% attack.
  • Keen Instinct — You read the moment to loose. Apply +1 extra Mark per attack.
  • Enduring Hunt — +5% Max HP.
  • Marksman — +3% crit chance.

Tier 2 — level 5

  • Cull the Weak — Wounded prey is prey undone. Marked enemies below 20% HP take +30% damage from you.
  • Merciless — +12% crit damage.
  • Predator — +4% crit chance.
  • Ricochet — Your shots find fresh targets when prey drops. +1 max Mark, +4% crit chance, and -1 turn skill cooldown.
  • Bloodhound — +10% crit damage.
  • Relentless — +5% attack.

Tier 3 — level 10

  • Killing Ground — No quarter on your hunting field. +2 max Marks, +1 Mark per attack, and +5% crit chance.
  • Master Hunter — The perfect stalker never misses a beat. +1 max Mark, +1 Mark per attack, and +15% crit damage.

Ultimate — level 15

  • Open Season — Everything is prey now. +2 max Marks, +1 Mark per attack, Marked enemies below 20% HP take +30% damage, and +5% crit chance.
Ronin 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.

ACTIVE SKILL

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.

SKILL TREE

OFFENSE

Tier 1 — level 1

  • Honed Edge — A blade is only as patient as the hand that holds it. +5% crit chance.
  • Whetted Steel — +3% crit chance.
  • Iron Wrist — +5% attack.
  • First Blood — The duel is decided before it begins. First attack deals +25% damage.
  • Sure Grip — +6% attack.
  • Merciless — +10% crit damage.

Tier 2 — level 5

  • Through The Armor — The cut finds the seam, not the plate. Critical hits ignore half the target’s defense. +5% attack.
  • Killing Angle — +8% crit damage.
  • Follow Through — +5% attack.
  • No Second Chance — A stumbling foe has already lost. +20% damage to stunned enemies. +5% attack.
  • Cold Certainty — +6% attack.
  • Killing Intent — +4% crit chance.

Tier 3 — level 10

  • Drawing Breath — Every held moment feeds the draw. Iaido deals +15% more damage per Focus spent. +8% attack.
  • Mercy Stroke — The beaten are not made to suffer. Instantly kill enemies below 18% HP. +15% crit damage.

Ultimate — level 15

  • The Severing — One breath. One arc. Nothing on the other side. Iaido deals +25% more damage per Focus, instantly kill enemies below 20% HP, and +10% attack.

DEFENSE

Tier 1 — level 1

  • Set Stance — Rooted before the first step is taken. Start each battle with a 15% Max HP shield.
  • Lacquered Plate — +4% defense.
  • Steady Breath — +5% Max HP.
  • Falling Leaf — Do not block what you can simply not be there for. +8% dodge.
  • Light Step — +3% dodge.
  • Weathered Hide — +5% Max HP.

Tier 2 — level 5

  • Immovable — The mountain does not flinch at rain. Take 8% less damage. +6% Max HP.
  • Braced Footing — +5% defense.
  • Weathered Frame — +6% max HP.
  • Answering Steel — Every blow you take is a question. Answer it. Riposte deals +15% of your Attack. +5% dodge.
  • Unflinching — +5% defense.
  • Iron Discipline — +25 flat HP.

Tier 3 — level 10

  • Counterstance Mastery — The guard is not a wall. It is a coiled spring. Riposte deals +20% of your Attack and you take 8% less damage.
  • Cornered Blade — A masterless sword is sharpest with its back to the wall. Take 10% less damage and +10% Max HP.

Ultimate — level 15

  • Mirror Of Steel — Strike him and you strike yourself. Riposte deals +30% of your Attack, revive once per boss at 35% HP, and +10% Max HP.

UTILITY

Tier 1 — level 1

  • Field Dressing — No lord’s healer rides with you. +3 Life Regen.
  • Drinking Steel — +3% lifesteal.
  • Hard Living — +5% Max HP.
  • Sellsword’s Purse — Honor does not buy rice. +10% gold find.
  • Appraiser’s Eye — +5% magic find.
  • Lessons Of The Road — +5% XP bonus.

Tier 2 — level 5

  • Blood For Breath — A fallen foe is a moment to inhale. Killing an enemy heals 5% Max HP. +5% Max HP.
  • Old Scars — +4% lifesteal.
  • Slow Breathing — +3 life regen per turn.
  • Spoils Of The Duel — The dead have no use for coin. Killing an enemy grants bonus gold. +5% magic find.
  • Lean Years — +8% gold find.
  • Wanderer’s Eye — +8% magic find.

Tier 3 — level 10

  • Meditation — Stillness is not rest. It is preparation. Bank +1 extra Focus each time you Defend. +5% lifesteal.
  • Deep Well — A longer draw for a longer patience. +1 max Focus and +10% gold find.

Ultimate — level 15

  • The Masterless Way — No lord, no banner, no debts. Bank +1 more Focus per Defend, kills heal 5% Max HP, and +15% gold find.

MASTERY

Tier 1 — level 1

  • Discipline — The guard is where the sword is sharpened. Bank +1 extra Focus each time you Defend.
  • Clear Mind — +3% crit chance.
  • Quiet Strength — +5% attack.
  • Swift Draw — The sword leaves the sheath before the eye follows. +5% extra attack.
  • Wandering Endurance — +5% Max HP.
  • Reading The Blade — +3% crit chance.

Tier 2 — level 5

  • Coiled Patience — Held breath becomes force. +8% extra attack.
  • Zanshin — +4% crit chance.
  • Sharpened Focus — +5% crit damage.
  • Unspent Stillness — Not every drop of calm leaves with the cut. Iaido keeps half your Focus instead of spending it all. +5% attack.
  • Perfect Form — +5% attack.
  • Flowing Draw — +5% attack speed.

Tier 3 — level 10

  • Bottomless Calm — There is always more stillness to draw from. +1 max Focus and +8% attack.
  • One Cut, One Life — A lifetime of waiting, spent in a single arc. Iaido deals +15% more damage per Focus and leaves its target bleeding for 20% of the cut per turn, 3 turns. +10% extra attack.

Ultimate — level 15

  • Mind Like Still Water — The pond is cut, and closes again unbroken. Iaido strikes EVERY enemy on the field for its FULL damage, deals +10% more damage per Focus, and +1 max Focus.
Paladin 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.

ACTIVE SKILL

Holy Smite 1 MP, 5 turn cooldown

Strike with holy light, dealing heavy damage and healing yourself. +50% damage vs undead/demons.

SKILL TREE

OFFENSE

Tier 1 — level 1

  • Sacred Blade — Holy steel. +5% ATK.
  • Holy Edge — +5% attack.
  • Devout Strike — +5% crit damage.
  • Mark of Justice — Divine brand. 20% chance to mark (8% bonus dmg, 3 turns).
  • Hunter’s Grip — +4% attack.
  • Marked Foe — +3% crit chance.

Tier 2 — level 5

  • Righteous Fury — Restoration fuels vengeance. +8% ATK. Crits heal 5% HP.
  • Sanctified Blade — +6% attack.
  • Righteous Edge — +8% crit damage.
  • Judgment Cascade — Judgment lingers. Crit extends marks +1 turn. +10% mark chance (4% bonus, 3t).
  • Justicar’s Aim — +5% attack.
  • Vigilant Eye — +4% crit chance.

Tier 3 — level 10

  • Divine Wrath — Divine wrath. Crits ignore 25% DEF. +25% crit damage. Crits also leave them Vulnerable (+20% damage taken, 3t).
  • Inquisitor — None escape. +10% mark chance (7% bonus dmg, 4 turns).

Ultimate — level 15

  • Avenger — Avenger. +30% ATK. 100% mark chance (15% bonus, 2 turns).

DEFENSE

Tier 1 — level 1

  • Shield of Faith — Faith shields you. +8% block chance.
  • Faithful Guard — +4% block chance.
  • Tempered Plate — +4% DEF.
  • Blessed Recovery — Divine mending. +10% healing effectiveness.
  • Devotion — +5% max HP.
  • Sanctuary — +4% DEF.

Tier 2 — level 5

  • Holy Block — Holy block. +5% block. Heal 3% HP on kill.
  • Bulwark — +5% block chance.
  • Iron Faith — +5% DEF.
  • Lay on Hands — Overflow protects. +15% healing. Start with 8% HP shield.
  • Blessed Vigor — +6% max HP.
  • Holy Ward — +5% DEF.

Tier 3 — level 10

  • Aegis of Light — Retribution shield. +10% block. 25% counter-attack.
  • Beacon of Hope — Beacon of hope. +15% healing. Potions heal 15% more.

Ultimate — level 15

  • Divine Intervention — Divine intervention. Below 20%: full heal. +20% DEF. Once per combat.

UTILITY

Tier 1 — level 1

  • Blessed Start — Divine favor. Start combat with +8% ATK for 3 turns.
  • Morning Light — +4% attack.
  • Crusader’s Eye — +3% crit chance.
  • Aura of Might — Holy presence. +4% ATK, +4% DEF.
  • Might’s Edge — +4% attack.
  • Aura’s Veil — +4% DEF.

Tier 2 — level 5

  • Consecration — Holy ground. Enemies start -10% DEF (2t). +5% ATK (3t).
  • Hallowed Ground — +5% attack.
  • Sanctified Aim — +4% crit chance.
  • Holy Oil — Anointed blade. HP potions grant +30% crit damage for 4 turns.
  • Anointed Steel — +5% attack.
  • Holy Bulwark — +5% DEF.

Tier 3 — level 10

  • Greater Blessing — Greater blessing. Start: +12% ATK (3t), 10% HP shield.
  • Smite Draught — Holy strikes. MP potions: ignore 20% enemy DEF for 3 turns.

Ultimate — level 15

  • Beacon of Light — Beacon of Light. Start: 15% HP shield, +10% ATK (3t). +2 max MP.

MASTERY

Tier 1 — level 1

  • Empowered Smite — Brighter smite. Holy Smite +20% damage.
  • Radiant Will — +3% attack.
  • Punishing Light — +5% crit damage.
  • Swift Justice — Swift justice. Holy Smite CD -1.
  • Calm Focus — +1 max MP.
  • Holy Eye — +3% crit chance.

Tier 2 — level 5

  • Searing Light — Searing brand. Smite guarantees mark for 4 turns.
  • Sunbeam — +3% attack.
  • Searing Crit — +8% crit damage.
  • Holy Fervor — Holy fervor. Smite CD -1. Smite heals 8% HP.
  • Reservoir — +1 max MP.
  • Vigilant Aim — +4% crit chance.

Tier 3 — level 10

  • Blinding Smite — Blinding light. Smite stuns 1 turn. +15% Smite damage.
  • Sustained Grace — Grace lingers. After Smite: next 2 attacks heal 5% HP.

Ultimate — level 15

  • Wrath of the Heavens — Wrath of the Heavens. Smite hits ALL. Each heals 10%. +25% Smite damage.
Mage 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.

ACTIVE SKILL

Fireball 2 MP, 5 turn cooldown

Hurl a massive ball of fire at all enemies, setting them ablaze.

SKILL TREE

OFFENSE

Tier 1 — level 1

  • Focused Mind — Sharper focus. +5% attack.
  • Clarity — +4% attack.
  • Arcane Edge — +5% crit damage.
  • Searing Touch — Igniting strikes. Basic attacks burn (1.2% max HP/turn, 2 turns).
  • Burning Will — +4% attack.
  • Spark Touch — +3% crit chance.

Tier 2 — level 5

  • Arcane Amplification — Arcane surge. +15% damage vs enemies above 60% HP.
  • Resonance — +5% attack.
  • Cataclysm — +8% crit damage.
  • Wildfire — Fire spreads. 30% chance burn jumps to another enemy.
  • Conflagration — +5% attack.
  • Hot Streak — +4% crit chance.

Tier 3 — level 10

  • Overcharge — Devastating crits. +50% crit damage. +8% attack.
  • Immolation — Burning is fragile. +20% damage vs burning enemies.

Ultimate — level 15

  • Archmage — Archmage. +10% attack. Kills refund 1 MP.

DEFENSE

Tier 1 — level 1

  • Mana Barrier — Arcane ward. Start combat with 10% HP shield.
  • Sturdy Caster — +5% max HP.
  • Mana Reserve — +1 max MP.
  • Chilling Presence — Cold aura. Enemies start with -8% DEF for 3 turns.
  • Frostbound — +5% max HP.
  • Ice Plate — +4% DEF.

Tier 2 — level 5

  • Arcane Absorption — Energy recycled. +5% HP shield on start. +1 MP on kill.
  • Constitution — +6% max HP.
  • Deep Channel — +1 max MP.
  • Frost Armor — Ice bites back. 10% stun chance. 10% counter-attack.
  • Glacial Vigor — +6% max HP.
  • Frozen Carapace — +5% DEF.

Tier 3 — level 10

  • Prismatic Barrier — Prismatic barrier. 20% HP shield. +10% ATK while shielded.
  • Permafrost — Winter’s embrace. 12% stun chance. -8% damage taken. Attacks chill (freeze at 4 stacks).

Ultimate — level 15

  • Invulnerability — Near death: immune 2 turns, +50% heal. Once per combat. +2 max MP.

UTILITY

Tier 1 — level 1

  • Deep Reserves — Deeper reserves. +1 max MP.
  • Wellspring — +1 max MP.
  • Endless Pool — +1 max MP.
  • Alchemist’s Touch — Alchemist’s touch. MP potions restore +1 extra MP.
  • Hardy Body — +5% max HP.
  • Channeled Mind — +1 max MP.

Tier 2 — level 5

  • Fortifying Brew — Fortifying brew. HP potions also grant 15% max HP shield.
  • Stout Heart — +6% max HP.
  • Bottomless — +1 max MP.
  • Elixir of Iron — Iron elixir. HP potions grant +20% DEF for 3 turns.
  • Vigorous — +6% max HP.
  • Mind Over Matter — +1 max MP.

Tier 3 — level 10

  • Arcane Torrent — Arcane torrent. After casting a spell: next attack +50% damage.
  • Mana Shield — Mana shield. -3% damage taken per current MP.

Ultimate — level 15

  • Infinite Power — Infinite power. The first spell of each battle is free. +2 max MP.

MASTERY

Tier 1 — level 1

  • Intensify — Hotter flames. Fireball +20% damage.
  • Kindle — +4% attack.
  • Combust — +5% attack.
  • Quick Ignition — Quick ignition. Fireball CD -1.
  • Mind Pool — +1 max MP.
  • Quick Mind — +4% attack.

Tier 2 — level 5

  • Inferno — Lingering fire. Fireball burn +2 turns, +20% burn damage.
  • Smolder — +5% attack.
  • Wildflame — +6% attack.
  • Rapid Fire — Rapid fire. Fireball CD -1, +30% damage.
  • Cascade — +1 max MP.
  • Quickfire — +5% attack.

Tier 3 — level 10

  • Armor Melt — Flames melt steel. Fireball ignores 30% DEF. +10% vs burning.
  • Pyromaniac — Pyromaniac. Fireball kills refund 1 MP. Burns can crit. Critical hits detonate all DoTs on the target.

Ultimate — level 15

  • Firestorm — Firestorm. Fireball casts twice. Burns stack. +25% vs burning.
Stormcaller 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.

ACTIVE SKILLS — ALL FOUR CARRIED AT ONCE

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.

SKILL TREE

OFFENSE

Tier 1 — level 1

  • Forking Bolt — The lightning wants to split. Let it. +5% crit chance.
  • Charged Point — +3% crit chance.
  • Live Wire — +4% attack.
  • First Strike — The storm opens the duel before the foe hears the thunder. First attack deals +25% damage.
  • Storm Focus — +5% attack.
  • Arc Precision — +10% crit damage.

Tier 2 — level 5

  • Wider Arc — The bolt no longer settles for the shortest leap. Every arc — Chain Lightning and Conductor — deals +15% more. +4% attack.
  • Conductive Edge — +8% crit damage.
  • Arc Amplifier — +4% attack.
  • Find The Ground — Lightning always finds the fastest way in. Critical hits ignore half the target’s defense. +4% attack.
  • Killing Charge — +5% attack.
  • Static Precision — +4% crit chance.

Tier 3 — level 10

  • Split The Sky — One more throat for the lightning to find. Chain Lightning leaps to +1 additional foe. +6% attack.
  • Fulgurite — What the bolt leaves behind is glass. Instantly kill enemies below 18% HP. +15% crit damage.

Ultimate — level 15

  • The Long Chain — One bolt, and the whole field falls in sequence. Chain Lightning leaps to +2 additional foes, instantly kills enemies below 20% HP, and +8% attack.

DEFENSE

Tier 1 — level 1

  • Charged Ward — Step onto the field already wreathed in static. Start each battle with a 15% Max HP shield.
  • Insulated Plate — +4% defense.
  • Storm Vigor — +5% Max HP.
  • Deflecting Field — Do not ground what you can simply not be there for. +8% dodge.
  • Quickfoot Current — +3% dodge.
  • Weathered Coil — +5% Max HP.

Tier 2 — level 5

  • Grounded Stance — The blow passes through you to the earth. Take 8% less damage. +6% Max HP.
  • Faraday Skin — +5% defense.
  • Insulated Core — +6% max HP.
  • Answering Spark — Every blow that lands closes a circuit. Static Shroud shocks for +20% of your Attack. +5% dodge.
  • Grounded Nerve — +5% defense.
  • Storm Anchor — +25 flat HP.

Tier 3 — level 10

  • Living Capacitor — The cloak holds a heavier charge, and answers harder. Static Shroud shocks for +25% of your Attack and you take 8% less damage.
  • Stormhide — The tempest wears you as its armour. Take 10% less damage and +10% Max HP.

Ultimate — level 15

  • Eye Of The Cyclone — Strike the storm and the storm strikes back twofold. Static Shroud shocks for +40% of your Attack, revive once per boss at 35% HP, and +10% Max HP.

UTILITY

Tier 1 — level 1

  • Rolling Thunder — The daze lingers long after the crack. +20% damage to stunned enemies.
  • Deafening — +4% attack.
  • Static Buildup — +2 max MP.
  • Quick Discharge — The storm gathers faster than any sky should allow. Storm spells recover 1 turn sooner.
  • Restless Sky — +5% magic find.
  • Charged Coffers — +10% gold find.

Tier 2 — level 5

  • Concussive Field — Thunder rattles even the braced. +15% damage to stunned enemies and +2% Attack.
  • Thunderhead — +2% Attack.
  • Storm Surge — +4% attack.
  • Third Wire — One more path for the current to leap along. Your Conductor passive arcs to +1 additional foe. +2% Attack.
  • Ion Trail — +8% gold find.
  • Stormchaser’s Luck — +8% magic find.

Tier 3 — level 10

  • Eye Of The Needle — Strike the dazed where they cannot flinch away. +25% damage to stunned enemies and +6% attack.
  • Endless Storm — The clouds never fully disperse. Storm spells recover 1 more turn sooner and +10% gold find.

Ultimate — level 15

  • Perpetual Storm — The tempest never truly leaves the sky. Storm spells recover 1 more turn sooner, your Conductor passive arcs to +1 additional foe, and +15% gold find.

MASTERY

Tier 1 — level 1

  • Gathering Clouds — The sky remembers every turn it rages. Eye of the Storm’s tempest grows +10% harder each round.
  • Clear Air — +3% crit chance.
  • Storm Might — +4% attack.
  • Live Current — The charge never quite leaves your hands. +5% extra attack.
  • Stormborn — +5% Max HP.
  • Reading The Sky — +3% crit chance.

Tier 2 — level 5

  • Deepening Pressure — The eye pulls harder at the air around it. +8% extra attack.
  • Charged Silence — +4% crit chance.
  • Overcharge — +5% crit damage.
  • Branching Path — The current forks wider without being asked. Your Conductor passive arcs to +1 additional foe. +4% attack.
  • Perfect Ground — +4% attack.
  • Chain Momentum — +5% attack speed.

Tier 3 — level 10

  • Supercell — There is always more storm to summon. Eye of the Storm grows +15% harder each round and +6% attack.
  • Fulmination — Every arc burns a shade brighter. All your arcs deal +15% more and +10% extra attack.

Ultimate — level 15

  • Wrath Of The Sky — The eye opens on everything at once. Eye of the Storm grows +20% harder each round, all your arcs deal +15% more, your Conductor passive arcs to +1 more foe, and +8% attack.
Beastmaster 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.

ACTIVE SKILL

Werewolf Form 1 MP, 4 turn cooldown

Unleash the beast within: +60% Attack, +15% Crit Chance and lifesteal for 3 turns.

SKILL TREE

OFFENSE

Tier 1 — level 1

  • Pack Fury — The pack fights harder at your side. Pets deal +15% damage. +5% attack.
  • Sharpened Fangs — +5% attack.
  • Killer Instinct — +3% crit chance.
  • Frenzied Talons — Fast beasts land a flurry of blows. Pets have a 20% chance to strike a second time.
  • Quick Claws — +3% crit chance.
  • Raw Aggression — +5% attack.

Tier 2 — level 5

  • Bloodhound — Your beasts learn to find the throat. Pets deal +25% damage and gain +10% crit chance. +5% attack.
  • Feral Edge — +6% attack.
  • Hunter’s Eye — +4% crit chance.
  • Rending Assault — Every opening is exploited. Pets have a 30% chance to strike twice, deal +15% damage, and their claws make the target bleed for 15% of the hit per turn, 2 turns.
  • Predator’s Focus — +4% crit chance.
  • Savage Might — +6% attack.

Tier 3 — level 10

  • Alpha’s Roar — The pack answers your call as one. Pets deal +40% damage and +15% crit chance. +10% attack.
  • Relentless Pack — The beasts never let up. Pets have a 45% chance to strike twice and deal +25% damage.

Ultimate — level 15

  • For the Throat — The pack goes for the kill. Pets deal +50% damage. +20% attack.

DEFENSE

Tier 1 — level 1

  • Thick Hide — Your beasts grow rugged. Pets gain +20% Max HP. +5% Max HP.
  • Hardy Beast — +5% Max HP.
  • Warden’s Grit — +4% defense.
  • Draw Aggro — The beasts snarl and bait. +15% chance enemies attack the pack instead of you.
  • Guardian Stance — +4% defense.
  • Steadfast — +5% Max HP.

Tier 2 — level 5

  • Ironfur — Pelts turn aside blades. Pets gain +35% Max HP. +6% Max HP.
  • Deep Reserves — +6% Max HP.
  • Bulwark Bond — +5% defense.
  • Snarling Wall — A Cave Bear joins your roster — an armored wall for the pack. Long-press your class skill in battle to choose which companions fight. +25% chance enemies attack the pack, and pets gain +20% Max HP.
  • Bonded Vigor — +6% Max HP.
  • Braced Line — +5% defense.

Tier 3 — level 10

  • Undying Pack — The pack drags you back from the brink. Pets gain +50% Max HP and you revive once per boss at 40% HP. +10% Max HP.
  • Loyal Shield — The pack throws itself before you. +35% chance enemies attack the pack, and pets gain +30% Max HP. +8% defense.

Ultimate — level 15

  • The Pack Endures — The bond defies death. Revive once per boss at 50% HP. Pets +30% Max HP.

UTILITY

Tier 1 — level 1

  • Shared Kill — The pack’s kills feed you. Pets heal you for 10% of the damage they deal.
  • Blood Bond — +3% lifesteal.
  • Spoils of the Hunt — +5% gold find.
  • Growing Pack — Your bond calls another. +5% gold find, groundwork for a second companion.
  • Wild Rapport — +5% magic find.
  • Keen Tracker — +5% XP bonus.

Tier 2 — level 5

  • Vital Feast — Every wound the pack opens mends yours. Pets heal you for 18% of damage dealt. +3% lifesteal.
  • Deep Sustain — +4% lifesteal.
  • Rich Quarry — +8% gold find.
  • Second Companion — A Bloodhawk joins the hunt, and your pack grows to two. Long-press your class skill in battle to choose which companions fight.
  • Twin Bond — Pets +10% Max HP.
  • Coordinated Hunt — Pets +10% damage.

Tier 3 — level 10

  • Sanguine Pack — The bond runs deep as blood. Pets heal you for 30% of damage dealt. +5% lifesteal.
  • Wolfpack — Two beasts, one will. Pets deal +20% damage and heal you for 12% of damage dealt.

Ultimate — level 15

  • Unbreakable Bond — Every kill your pack makes restores you. Pets heal you for 40% of damage dealt and deal +25% damage.

MASTERY

Tier 1 — level 1

  • Feral Surge — The change comes easier. Werewolf Form lasts +1 turn. +5% attack.
  • Primal Vigor — +5% Max HP.
  • Wild Strength — +5% attack.
  • Lone Instincts — You rely on your own claws. +10% attack.
  • Self-Reliance — +5% Max HP.
  • Killer’s Poise — +4% crit chance.

Tier 2 — level 5

  • Savage Transformation — The beast burns hotter. Werewolf Form buffs +20% and -1 cooldown. +5% crit chance.
  • Moon-Touched — +6% attack.
  • Beast Vitality — +6% Max HP.
  • Predator’s Solitude — The hunt is yours alone. Werewolf Form buffs +15%. +8% attack.
  • Lone Might — +6% attack.
  • Solitary Endurance — +6% Max HP.

Tier 3 — level 10

  • Apex Beast — The transformation reaches its peak. Werewolf Form buffs +35%, lasts +2 turns, and -1 cooldown. +8% attack.
  • Lone Predator — You hunt alone — no pack, all power. Dismiss your pets permanently. +25% attack, +15% Max HP.

Ultimate — level 15

  • Blood Moon — Under the blood moon the beast never sleeps. Werewolf Form lasts the whole battle and its buffs are +40% stronger.
Chronomancer 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.

ACTIVE SKILL

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.

SKILL TREE

OFFENSE

Tier 1 — level 1

  • Quickened Blade — Time bends toward the strike. +5% crit chance.
  • Sharpened Instant — +3% crit chance.
  • Pressing Tempo — +5% attack.
  • Foreseen Opening — You already know where it falls. First attack deals +25% damage.
  • Arcane Cadence — +3% Attack.
  • Deadly Timing — +10% crit damage.

Tier 2 — level 5

  • Accelerated Strikes — You strike in the gaps between moments. Critical hits ignore half the target’s defense. +5% attack.
  • Honed Moment — +8% crit damage.
  • Compressed Instant — +5% attack.
  • Stopped Clock — Time falters for the reeling. Quicken chills every enemy (+1 Chill; enough Chill freezes). +20% damage to stunned enemies. +5% attack.
  • Momentum — +6% attack.
  • Predictive Strike — +4% crit chance.

Tier 3 — level 10

  • Overclock — Every blow winds the clock. Bank +1 extra Time per basic attack. +8% attack.
  • Temporal Execution — End them before the moment passes. Instantly kill enemies below 18% HP. +15% crit damage.

Ultimate — level 15

  • Time Fracture — Shatter the moment. Instantly kill enemies below 20% HP, crits ignore all defense, and +10% attack.

DEFENSE

Tier 1 — level 1

  • Premonition — You see the first blow coming. Start each battle with a 15% Max HP shield.
  • Braced For It — +4% defense.
  • Steady Breath — +5% Max HP.
  • Slipstream — Step half a moment sideways. +8% dodge.
  • Fleeting Step — +3% dodge.
  • Hardened Hours — +5% Max HP.

Tier 2 — level 5

  • Foreseen Blow — Half a second’s warning is enough. Take 8% less damage. +6% Max HP.
  • Guarded Future — +5% defense.
  • Braided Timeline — +6% max HP.
  • Rewound Reflex — Take the hit, undo the mistake. After being hit, +15% dodge for 2 turns. +5% dodge.
  • Unshaken — +5% defense.
  • Anchored Now — +25 flat HP.

Tier 3 — level 10

  • Event Horizon — Nothing reaches you unforeseen. Start each battle with a 20% Max HP shield and take 8% less damage.
  • Timeless Guard — Outside of time, nothing lands. Take 10% less damage and +10% Max HP.

Ultimate — level 15

  • Frozen Instant — Step outside the flow of time. +15% dodge, revive once per boss at 35% HP, and +10% Max HP.

UTILITY

Tier 1 — level 1

  • Borrowed Seconds — Steal a moment to mend. +3 Life Regen.
  • Lingering Vigor — +3% lifesteal.
  • Second Breath — +5% Max HP.
  • Timekeeper’s Purse — Foresight pays. +10% gold find.
  • Chrono-Sight — +5% magic find.
  • Wisdom Of Ages — +5% XP bonus.

Tier 2 — level 5

  • Stolen Moment — A death buys a heartbeat of respite. Killing an enemy heals 5% Max HP. +5% Max HP.
  • Renewed — +4% lifesteal.
  • Steady Pulse — +3 life regen per turn.
  • Salvaged Time — Nothing is wasted in the loop. Killing an enemy grants bonus gold. +5% magic find.
  • Fortune’s Tick — +8% gold find.
  • Borrowed Luck — +8% magic find.

Tier 3 — level 10

  • Time Heals — The current mends all wounds. +5 Life Regen and +5% lifesteal.
  • Hoarded Time — You bank the hours others waste. Efficient Quicken: −1 Time cost per action. +10% gold find.

Ultimate — level 15

  • Eternal Moment — Live forever in the space between seconds. Kills heal 5% Max HP, +5 Life Regen, and +15% gold find.

MASTERY

Tier 1 — level 1

  • Timekeeper’s Gift — The hourglass fills faster in your hands. Bank +1 extra Time per basic attack.
  • Focused Flow — +3% crit chance.
  • Steady Tempo — +5% attack.
  • Borrowed Time — Act between the ticks. +5% extra attack.
  • Enduring Now — +5% Max HP.
  • Quick Thinker — +3% crit chance.

Tier 2 — level 5

  • Banked Seconds — Stockpiled time sharpens the swing. +8% extra attack.
  • Relentless Clock — +4% crit chance.
  • Precise Tempo — +5% crit damage.
  • Efficient Rewind — You wring more from every second. Quicken costs 1 less Time per action. +5% attack.
  • Tempo Master — +5% attack.
  • Accelerando — +5% attack speed.

Tier 3 — level 10

  • Runaway Mainspring — The spring winds past its stop. Bank another +1 Time per basic attack, stacking with your other Time gains. +8% attack.
  • Timekeeper’s Mastery — Master of the flow of moments. +10% extra attack and +5% crit chance.

Ultimate — level 15

  • The Endless Hour — Time bows to the Timekeeper. Quicken costs 1 less Time per action, +10% extra attack, and +5% attack.
Vampire 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.

ACTIVE SKILL

Vampire Bite 1 MP, 5 turn cooldown

Bite an enemy, dealing heavy damage, draining life force, and causing deep bleeding.

SKILL TREE

OFFENSE

Tier 1 — level 1

  • Predatory Instinct — Hunger sharpens. Below 60% HP: +15% ATK.
  • Hunger — +5% attack.
  • Bloodthirst — +3% crit chance.
  • Serrated Fangs — Every strike bleeds. Basic attacks apply bleed (1.6% max HP/turn, 2 turns).
  • Tearing Strikes — +5% attack.
  • Cruelty — +5% crit damage.

Tier 2 — level 5

  • Blood Frenzy — Deadlier when hurt. Below 50% HP: +25% ATK.
  • Wrath — +5% attack.
  • Killing Edge — +4% crit chance.
  • Deep Cuts — Wounds fester. +15% vs bleeding. Crits bleed (10% ATK, 2 turns).
  • Carnage — +5% attack.
  • Vicious Cut — +8% crit damage.

Tier 3 — level 10

  • Death’s Door — Edge of death. Below 25% HP: +20% ATK, +10% crit.
  • Exsanguinate — Blood flows. +20% vs bleeding. Attacks bleed (1.2% max HP/turn, 3 turns). Crits inflict Mortal Wound — they can’t heal (3t).

Ultimate — level 15

  • Blood God — Blood God. +25% lifesteal. +20% ATK.

DEFENSE

Tier 1 — level 1

  • Blood Elixir — Blood elixir. HP potions grant regen (10% HP/turn, 4 turns).
  • Iron Skin — +4% DEF.
  • Stout — +5% max HP.
  • Siphon — Deeper drink. +5% lifesteal.
  • Bloody Edge — +2 life on hit.
  • Crimson Thirst — +3% lifesteal.

Tier 2 — level 5

  • Volatile Potion — Volatile potion. MP potions grant +30% splash damage for 2 turns.
  • Fortified — +5% DEF.
  • Vigorous — +6% max HP.
  • Draining Aura — Draining presence. +5% lifesteal. +3 life on hit.
  • Hungering Edge — +3 life on hit.
  • Sanguine Pact — +5% lifesteal.

Tier 3 — level 10

  • Undead Resilience — Undead resilience. -10% damage taken. Below 30% HP: +10% DEF.
  • Feast — The kill is the meal. Heal 12% HP on kill. +5% lifesteal.

Ultimate — level 15

  • Eternal — Eternal. Revive once per boss at 40% HP. +15% lifesteal.

UTILITY

Tier 1 — level 1

  • Mesmerize — Piercing gaze. 8% stun chance on attack.
  • Hypnotic Strikes — +4% attack.
  • Focused Will — +3% crit chance.
  • Night Hunter — Swift and profitable. +10% gold. +8% extra attack.
  • Stalker — +8% gold find.
  • Quickfang — +4% attack.

Tier 2 — level 5

  • Domination — Domination. +15% damage vs stunned. +5% stun chance.
  • Iron Will — +5% attack.
  • Predator Eyes — +4% crit chance.
  • Predator’s Pace — Two bites in one. 12% double-strike chance.
  • Coin Sense — +10% gold find.
  • Pounce — +5% attack.

Tier 3 — level 10

  • Paralyzing Gaze — Paralyzing gaze. +10% stun. +15% vs stunned.
  • Apex Predator — Apex predator. 8% double-strike. +5% lifesteal.

Ultimate — level 15

  • Mind Control — Mind control. 20% stun chance. +25% gold.

MASTERY

Tier 1 — level 1

  • Deeper Fangs — Savage feeding. Bite +25% damage.
  • Bite Force — +5% attack.
  • Sip — +3% lifesteal.
  • Quick Lunge — Quick lunge. Bite CD -1.
  • Eager Fang — +3% lifesteal.
  • Sharp Eye — +3% crit chance.

Tier 2 — level 5

  • Savage Bite — Savage bite. Bite bleed +2 turns, +15% bleed damage.
  • Crushing Jaws — +5% attack.
  • Drink Deep — +5% lifesteal.
  • Insatiable — Insatiable. Bite CD -1. Bite heals +10% more.
  • Crimson Pact — +5% lifesteal.
  • Death Sense — +4% crit chance.

Tier 3 — level 10

  • Hemorrhage — Twice the blood. Bite applies double bleed. +20% bleed damage.
  • Blood Rush — Blood rush. After Bite: next 2 attacks gain 30% lifesteal.

Ultimate — level 15

  • Exsanguination — Exsanguination. Bite executes below 20% HP. +30% Bite damage. Kill resets CD to 2.
Necromancer 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.

ACTIVE SKILL

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.

SKILL TREE

OFFENSE

Tier 1 — level 1

  • Decay — Necrotic touch. Attacks poison (1.6% max HP/turn, 2 turns).
  • Withering Touch — +5% attack.
  • Cruel Mind — +5% crit damage.
  • Dark Power — Darker energies. +5% attack.
  • Dark Surge — +5% attack.
  • Eye of Ruin — +3% crit chance.

Tier 2 — level 5

  • Spreading Plague — Contagious plague. 25% poison spread on tick. Poison (1.2% max HP/turn, 3t).
  • Bleak Power — +6% attack.
  • Vile Edge — +8% crit damage.
  • Soul Burst — Souls amplify magic. +8% attack. +5% crit. Attacks ignite soulfire (4% max HP/turn, 3t).
  • Soul Echo — +6% attack.
  • Cold Calculation — +4% crit chance.

Tier 3 — level 10

  • Pestilence — Rot weakens all. Poison (2% max HP/turn, 3t). Enemies start -10% DEF. Attacks corrode (1.6% max HP/turn + armor melt, 3t).
  • Death’s Hand — Critical dark magic. +8% attack. +25% crit damage.

Ultimate — level 15

  • Herald of Death — Herald of Death. +10% attack. +100% vs below 20% HP.

DEFENSE

Tier 1 — level 1

  • Vampiric Touch — Draw life from wounds. +5% lifesteal.
  • Crimson Sip — +3% lifesteal.
  • Pale Vigor — +5% max HP.
  • Bone Shield — Bone barrier. Start combat with 8% HP shield.
  • Ossified — +5% max HP.
  • Bone Plate — +4% DEF.

Tier 2 — level 5

  • Soul Siphon — Souls sustain. Heal 5% on kill. +5% lifesteal.
  • Bloody Pulse — +5% lifesteal.
  • Dread Vitality — +6% max HP.
  • Bone Armor — Bone armor. +8% DEF. +5% HP shield on start.
  • Sepulchral — +6% max HP.
  • Carrion Plate — +5% DEF.

Tier 3 — level 10

  • Life Tap — Endless draining. +10% lifesteal. Heal 8% on kill.
  • Necrotic Barrier — Necrotic barrier. 12% HP shield. +10% ATK while shielded.

Ultimate — level 15

  • Lichdom — Lichdom. Revive once per boss at 40% HP. +8% attack.

UTILITY

Tier 1 — level 1

  • Soul Elixir — Souls empower potions. HP potion: +3% ATK per soul for 3 turns.
  • Inner Well — +1 max MP.
  • Sigil Lore — +5% attack.
  • Dark Ritual — Forbidden channeling. +1 max MP.
  • Forbidden Lore — +1 max MP.
  • Tomb Raider — +8% gold find.

Tier 2 — level 5

  • Soul Collector — Greater capacity. +3 max souls. +5% soul chance on attack.
  • Deep Reservoir — +1 max MP.
  • Arcane Bond — +6% attack.
  • Grave Robber — Death pays. +1 MP on kill. +12% gold.
  • Dark Reservoir — +1 max MP.
  • Grim Spoils — +10% gold find.

Tier 3 — level 10

  • Spectral Draught — Spectral shields. MP potion: +3% DEF per soul for 3 turns.
  • Death’s Bounty — Death’s bounty. +5 gold on kill. +8% magic find. +1 MP on crit.

Ultimate — level 15

  • Lord of the Dead — Lord of the Dead. +5 max souls. Souls 50% more effective.

MASTERY

Tier 1 — level 1

  • Hungry Souls — Ravenous spirits. Soul Drain +25% damage.
  • Soul Hunger — +5% attack.
  • Cruel Drain — +5% crit damage.
  • Dark Focus — Faster draining. Soul Drain CD -1.
  • Mind’s Edge — +1 max MP.
  • Necrotic Aim — +3% crit chance.

Tier 2 — level 5

  • Corrupting Drain — Corrupting drain. Drain poisons (2% max HP/turn, 3 turns).
  • Spectral Edge — +6% attack.
  • Withering Crit — +8% crit damage.
  • Endless Hunger — Insatiable. Drain CD -1. Drain heals +15%.
  • Boundless Mind — +1 max MP.
  • Dread Eye — +4% crit chance.

Tier 3 — level 10

  • Soul Rip — Mass harvest. Drain grants +1 extra soul. +15% damage.
  • Draining Presence — Lingering drain. After Drain: next 2 attacks heal 20% of damage.

Ultimate — level 15

  • Soul Annihilation — Soul Annihilation. Drain hits ALL. +1 soul per hit. Spends souls: +15% damage each.
Berserker 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.

ACTIVE SKILL

Battle Cry 1 MP, 5 turn cooldown

Let out a fierce cry, massively boosting attack power.

SKILL TREE

OFFENSE

Tier 1 — level 1

  • Bloodlust — Pain fuels power. Below 80% HP: +10% ATK.
  • Wrath — +5% attack.
  • Killing Edge — +3% crit chance.
  • Reckless Swing — Reckless abandon. +5% crit chance, +10% crit damage.
  • Wild Eye — +3% crit chance.
  • Brutal — +5% crit damage.

Tier 2 — level 5

  • Death Wish — Embrace the void. Below 50% HP: +15% ATK.
  • Brute Force — +5% attack.
  • Vital Strike — +4% crit chance.
  • Savage Strikes — Savage strikes. +20% splash damage. +15% crit damage.
  • Red Haze — +4% crit chance.
  • Slaughter — +8% crit damage.

Tier 3 — level 10

  • Undying Rage — Unstoppable fury. Below 25% HP: +25% ATK, +25% crit damage.
  • Cleave — Everything suffers. +30% splash damage. +10% ATK.

Ultimate — level 15

  • Berserker’s Wrath — Berserker’s wrath. Below 30% HP: +50% ATK, +30% extra attack.

DEFENSE

Tier 1 — level 1

  • Thick Skin — Built to endure. +8% max HP.
  • Hardy — +5% max HP.
  • Hide of Iron — +4% DEF.
  • Bloodthirst — Violence heals. +5% lifesteal.
  • Bull’s Heart — +5% max HP.
  • Drenched Edge — +3% lifesteal.

Tier 2 — level 5

  • Pain Tolerance — Familiar pain. Below 50% HP: +10% DEF.
  • Stalwart — +6% max HP.
  • Granite Skin — +5% DEF.
  • Victory Rush — Each kill mends. Heal 8% HP on kill.
  • Ironbound — +6% max HP.
  • Ravenous — +5% lifesteal.

Tier 3 — level 10

  • Last Stand — Not yet. Below 20%: heal 15% once. Below 30% HP: +15% DEF.
  • Carnage — Butcher’s feast. Heal 12% on kill. +5% lifesteal.

Ultimate — level 15

  • Deathless — Deathless. Revive once per boss at 15% HP. +30% ATK.

UTILITY

Tier 1 — level 1

  • Rage Tonic — Fury in a bottle. HP potions grant +25% ATK for 4 turns.
  • Berserker’s Vigor — +4% attack.
  • Tonic Edge — +3% crit chance.
  • Pillage — Take everything. +10% gold. +6% extra attack.
  • Spoils — +8% gold find.
  • Marauder — +4% attack.

Tier 2 — level 5

  • Berserker Brew — Liquid rage. MP potions grant +20% crit chance for 4 turns.
  • Liquid Fury — +5% attack.
  • Adrenaline — +4% crit chance.
  • Bloodletter — Savage speed. 15% double-strike chance.
  • Looter — +10% gold find.
  • Conqueror — +5% attack.

Tier 3 — level 10

  • Terror — The weak cower. +25% vs below 30% HP. 8% stun chance.
  • Relentless — Relentless. 10% double-strike. Crits heal 5% HP.

Ultimate — level 15

  • Warlord — Warlord. Kills grant +3% permanent ATK. +15% gold.

MASTERY

Tier 1 — level 1

  • Thunderous Cry — Sharpened senses. Battle Cry grants +10% crit.
  • War Voice — +5% attack.
  • Bared Fang — +3% crit chance.
  • Quick Rally — Faster rallying. Battle Cry CD -1.
  • Iron Lungs — +5% max HP.
  • Battle Eye — +3% crit chance.

Tier 2 — level 5

  • Inspiring Rage — Rage sustains. Battle Cry grants +10% lifesteal.
  • Hoarse Roar — +5% attack.
  • Bloodshot — +4% crit chance.
  • Endless Fury — Eternal rage. Battle Cry CD -1, +1 turn duration.
  • Roaring Heart — +6% max HP.
  • Killing Cadence — +4% crit chance.

Tier 3 — level 10

  • Blood Cry — Kills feed fury. Kills extend Battle Cry by 1 turn.
  • Intimidating Shout — Intimidating shout. Battle Cry reduces enemy ATK by 10%.

Ultimate — level 15

  • Avatar of War — Avatar of War. Battle Cry: +20% crit, +10% lifesteal, +1 turn. Crits ignore 20% DEF.
Puppeteer 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.

ACTIVE SKILL

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.

SKILL TREE

OFFENSE

Tier 1 — level 1

  • Hold The Note — A mind lets go slowly if you do not hurry it. +1 String at the start of each battle, and +3% attack.
  • Steady Pull — +5% attack.
  • Even Tension — +4% accuracy.
  • Light Fingers — Less thread for the same knot. +6% crit chance.
  • Quick Work — +5% attack.
  • Sure Touch — +4% accuracy.

Tier 2 — level 5

  • A Longer Sentence — The crown sits a beat past where it should. Take the Crown holds +1 turn, and +6% attack.
  • Practised Grip — +6% attack.
  • No Slack — +5% crit chance.
  • Fewer Threads — You have stopped over-tying them. Take the Crown costs 1 less String, and +8% crit damage.
  • Clean Knot — +6% crit damage.
  • Second Nature — +5% attack.

Tier 3 — level 10

  • The Long Reign — They forget there was ever a before. Take the Crown holds a further +1 turn, and +10% attack.
  • Barely A Touch — The crown is on before the thought finishes. Take the Crown costs 1 less String again, and +12% crit damage.

Ultimate — level 15

  • Coronation — It stops being a loan. Take the Crown holds one turn longer still, and +10% attack.

DEFENSE

Tier 1 — level 1

  • Something To Look At — A second shape on the field is a second decision. +5% Max HP, and when an enemy hits you while a puppet stands, the puppet strikes it back (once per enemy turn).
  • Stand Behind — +8% Max HP.
  • Braced — +6% defence.
  • Worth Keeping — A body you mean to hand back can take a few knocks first. Defending while a puppet stands puts it in front of you: until your next turn, enemies attack the puppet instead of you.
  • Padded — +6% defence.
  • Hardy — +8% Max HP.

Tier 2 — level 5

  • Look At Them Instead — The crowned one is talking, and talking draws the eye. Enemies are 20% more likely to go for the puppet, and +8% Max HP.
  • Let Them Swing — +6% defence.
  • Deep Breath — +3 life regen.
  • Armoured By Yours — What is on you is on them. The puppet takes damage against YOUR defence when yours is better, and +8% defence.
  • Second Skin — +8% Max HP.
  • Set Jaw — +6% defence.

Tier 3 — level 10

  • Nobody Looks At The Hand — They are all watching the puppet. Enemies are a further 25% more likely to go for it, and you take 6% less damage.
  • Held Together — Whatever is holding you up is holding them up. +12% Max HP, and take 6% less damage.

Ultimate — level 15

  • Two Of You — There is a second person here as far as anyone swinging is concerned. Enemies are 30% more likely to go for the puppet, you gain +12% Max HP, and you take 6% less damage.

UTILITY

Tier 1 — level 1

  • More Line — You keep more of it coiled. +1 to the String cap.
  • Tidy Spool — +4% accuracy.
  • Long Reach — +5% attack.
  • Every Touch Counts — A graze is contact, and contact is enough. +8% accuracy.
  • Light Contact — +4% accuracy.
  • Follow Through — +5% attack.

Tier 2 — level 5

  • A Full Hand — Enough thread to be choosing rather than hoping. +1 to the String cap, and +6% attack.
  • Wound Tight — +5% crit chance.
  • Kept Dry — +25 flat HP.
  • Two Threads At Once — One touch, two holds. +1 String per enemy damaged, and +5% attack.
  • Deft — +5% extra attack chance.
  • Unhurried — +25 flat HP.

Tier 3 — level 10

  • The Whole Reel — There is always another length. +1 to the String cap again, and +20% magic find.
  • They Leave It Behind — What dies here leaves its thread in your hand. +1 String for each enemy YOU kill, and +15% gold.

Ultimate — level 15

  • Nothing Is Not A Thread — Everything touched is held. +1 to the String cap, +1 String per enemy you damage, and +1 more for each one you kill.

MASTERY

Tier 1 — level 1

  • Lend It Your Arm — It swings with something of yours in it. The puppet’s strike adds 15% of your Attack.
  • Shared Weight — +5% attack.
  • Borrowed Speed — +5% extra attack chance.
  • Nothing Is Wasted — What you let go of comes back changed. Drinking an HP potion in battle banks 2 Strings.
  • Thrifty — +6% Max HP.
  • Patient — +3 life regen.

Tier 2 — level 5

  • Wearing You — While it wears the crown it fights the way you do. The puppet’s strike adds a further 25% of your Attack, and the threads cut: its strikes make their target bleed for 25% of the hit per turn, 2 turns. +6% attack.
  • No Wasted Motion — +6% crit chance.
  • Hard Hands — +8% crit damage.
  • The Threads Return — A puppet that falls lets go of everything at once, and it all comes back up the line. A puppet’s death heals you 8% of Max HP, and +6% Max HP.
  • Wider Hands — +6% Max HP.
  • Unbothered — +6% defence.

Tier 3 — level 10

  • Twice Over — There was never a reason it should only move once. The puppet strikes twice each turn.
  • All Of It Comes Back — You were never going to give it away. A puppet’s death heals a further 10% of Max HP, and +10% healing.

Ultimate — level 15

  • The Regency — You stopped borrowing them some time ago. The puppet’s strike adds a further 30% of your Attack, and its death heals you 12% of Max HP.
Unwriter 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.

ACTIVE SKILL

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.

SKILL TREE

OFFENSE

Tier 1 — level 1

  • Read The Margin — The note in the margin is the one that meant it. Enemies start each battle with -8% defence for 3 turns.
  • Fine Nib — +5% attack.
  • Small Hand — +4% accuracy.
  • Unguarded — Nobody at the back is expecting to be read. +6% crit chance.
  • Cold Eye — +5% crit chance.
  • Pressed Through — +8% crit damage.

Tier 2 — level 5

  • Nothing Hides Back There — Standing behind someone was never protection, only distance. +20% damage to the rear rank, and +5% attack.
  • Long Sight — +5% attack.
  • Sure Line — +4% accuracy.
  • Caught Mid-Sentence — They had not finished being something yet. Basic attacks have +20% crit chance against the rear rank, and +10% crit damage.
  • Deep Cut — +10% crit damage.
  • No Warning — +5% crit chance.

Tier 3 — level 10

  • The Back Of The Page — That is where the real text is. A further +30% damage to the rear rank, and +8% attack.
  • Struck Out Entirely — A line through a line. Basic attacks gain a further +25% crit chance against the rear rank, and +15% crit damage.

Ultimate — level 15

  • Nothing Is Load-Bearing — She was right the first time. A further +40% damage to the rear rank, and +25% crit chance there on basic attacks.

DEFENSE

Tier 1 — level 1

  • Thin Margins — There is not much of her, and most of it is elsewhere. +8% dodge, and a dodge writes 1 Blank (once per enemy turn).
  • Slight — +6% dodge.
  • Unremarkable — +8% Max HP.
  • Hard Backing — Something has to hold the page. Defending with a Blank in hand spends it to strike out the next blow entirely, once per battle.
  • Bound — +6% defence.
  • Reinforced — +8% Max HP.

Tier 2 — level 5

  • Not Worth Writing Down — The eye slides past. After being hit, +15% dodge for 2 turns, and +8% Max HP.
  • Quiet — +6% dodge.
  • Steady — +6% defence.
  • Weight Of Paper — A ream is heavier than anyone expects. +10% defence, and +8% Max HP.
  • Stitched — +3 life regen.
  • Set Type — +6% defence.

Tier 3 — level 10

  • Between The Lines — Where she stands is not on the page at all. +10% dodge, and take 8% less damage.
  • The Spine Holds — Whatever else goes, the spine holds. +12% Max HP, and take 6% less damage.

Ultimate — level 15

  • Not In The Text — Look for her in the record and there is a gap where the name goes. +12% dodge, +12% Max HP, and take 8% less damage.

UTILITY

Tier 1 — level 1

  • Wider Margin — Room for a second correction. +1 to the Blank cap.
  • Clean Sheet — +6% Max HP.
  • Sharpened — +5% attack.
  • Faster Reader — She reads the next line before the ink is dry. Drinking an MP potion in battle writes 1 Blank.
  • Skim — +5% attack.
  • Marked Place — +4% accuracy.

Tier 2 — level 5

  • Arrive Written — You start the page already holding one. Start each battle with +1 Blank, and +6% attack.
  • Ready Hand — +4% accuracy.
  • Unhurried Pen — +6% Max HP.
  • Twice In The Margin — One pass, two notes. +1 Blank whenever you reach the rear rank, and +5% attack.
  • Loose Grip — +5% extra attack chance.
  • Short Pause — +6% Max HP.

Tier 3 — level 10

  • Two Corrections — Both of them planned. +1 to the Blank cap again, and +8% attack.
  • The Pen Never Lifts — One long correction with no break in it. -1 turn on Strike the Line, and +8% attack.

Ultimate — level 15

  • Room To Work — There is always another blank. +1 to the Blank cap, +1 Blank whenever you reach the rear rank, and -1 turn on Strike the Line.

MASTERY

Tier 1 — level 1

  • Errata — Even the fixed things were written by someone. +6% attack.
  • Heavier Stroke — +6% attack.
  • Firm Hand — +4% accuracy.
  • Economical — You waste very little ink. +15% gold.
  • Careful — +4% accuracy.
  • Unspent — +6% Max HP.

Tier 2 — level 5

  • A Deeper Cut — What cannot be removed can still be shortened. Strike the Line cuts bosses for +4% more of their Max HP, and the ink runs: every enemy left in the struck rank corrodes for 3 turns. +6% attack.
  • Twice Checked — +6% crit chance.
  • No Appeal Here Either — +8% crit damage.
  • The Page Is Still Blank — Some corrections cost nothing at all. 30% chance an erase hands its Blank straight back, and +5% attack.
  • Lighter — +6% dodge.
  • Rested — +3 life regen.

Tier 3 — level 10

  • Second Printing — A thing already half struck out is easy to finish. Strike the Line cuts a boss below 40% HP twice, and cuts every boss for +4% more of their Max HP.
  • One Less Thing — The world is quieter by exactly one thing, and you feel it. An erase heals 10% of Max HP, and a further 20% chance to refund.

Ultimate — level 15

  • Final Draft — Nothing in it that does not need to be. Strike the Line cuts bosses for +6% more of their Max HP, and every erase heals 10% of Max HP.

KALZANIA DLC

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.

Chandler 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.

ACTIVE SKILL

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.

SKILL TREE

OFFENSE

Tier 1 — level 1

  • Loose Change — A coin is a coin until you throw it. Your attacks spend 15 gold for +6% damage, and +4% attack.
  • Sharp Practice — +5% attack.
  • Fine Print — +3% crit chance.
  • Bad Debt — Money owed is money that hurts. Call in the Debt deals +15% more damage.
  • Coin On Edge — +4% crit chance.
  • Weighted Purse — +5% attack.

Tier 2 — level 5

  • Throwing Money — She has never respected it and it has never minded. Your attacks spend a further 25 gold for +10% damage, and +8% crit damage.
  • Hard Bargain — +6% attack.
  • Closing Terms — +8% crit damage.
  • Due On Demand — She does not send a second notice. Call in the Debt comes off cooldown 1 turn sooner and leaves every enemy it hits Vulnerable (+15% damage taken, 2 turns).
  • Struck Coin — +5% crit damage.
  • Full Weight — +6% attack.

Tier 3 — level 10

  • The Whole Float — Nothing held back for the morning. Your attacks spend a further 35 gold for +14% damage, and +5% crit chance.
  • Payment In Full — Anything already failing is already finished. Call in the Debt kills outright below 15% HP, and +6% attack.

Ultimate — level 15

  • Settlement Day — Every account in the room comes due at once. Call in the Debt kills outright below 20% HP, refunds 35% of the gold thrown for each kill, and carries 25 more gold per floor.

DEFENSE

Tier 1 — level 1

  • Kept Reserve — Never spend the last of it. That is the first rule. Begin each battle with a ward worth 5% of your gold, capped at 40% of Max HP, and +6% Max HP.
  • Sound Footing — +5% Max HP.
  • Ledger Weight — +5% defense.
  • Goods In Kind — Nothing happens to her for free. The first hit you take each enemy turn earns 2 gold per floor, and killing an enemy heals 3% Max HP.
  • Thick Ledger — +5% max HP.
  • Light On Her Feet — +3% dodge.

Tier 2 — level 5

  • Underwritten — A risk priced correctly is a risk survived. Take 1% less damage per Ledger entry, and Defending re-arms your purse ward at half strength (once per battle).
  • Padded Coat — +6% max HP.
  • Steady Hand — +4% defense.
  • Damages — She bills for the bruise. Being hit has a 12% chance each enemy turn to write a Ledger entry, and +5% dodge.
  • Reinforced Spine — +6% Max HP.
  • Careful Footing — +4% dodge.

Tier 3 — level 10

  • Written Off — The loss was budgeted for. A further 5% of your gold becomes ward each battle, to the same 40% cap, and take 6% less damage.
  • Insured Against Loss — What the ward did not spend, it returns. 50% of an unspent ward comes back as gold when the battle ends, and +8% Max HP.

Ultimate — level 15

  • Nothing Left Owing — She has already paid for this. Once per run a killing blow instead costs every coin you carry and leaves you at 35% HP; a further 5% of your gold becomes ward each battle, to the same 40% cap, and take 10% less damage.

UTILITY

Tier 1 — level 1

  • Wholesale — She has bought from worse. +1% off per Ledger entry and +10% gold find.
  • Coin Sense — +8% gold find.
  • Practiced Eye — +6% magic find.
  • Petty Cash — Small entries are still entries. Drinking a potion in battle writes a Ledger entry (once per battle).
  • Quick Reckoning — +5% gold find.
  • Neat Hand — +5% XP bonus.

Tier 2 — level 5

  • Preferred Client — The merchant has started keeping things back for her. +1% Attack per Ledger entry and +8% magic find.
  • Deep Pockets — +10% gold find.
  • Appraiser’s Eye — +5% magic find.
  • Death And Taxes — Some things owe you whether they meant to or not. 8% of kills write a Ledger entry.
  • Wider Margins — +8% XP bonus.
  • Running Total — +8% gold find.

Tier 3 — level 10

  • Trade Secret — She knows what he paid for it, and what it cost her to find out. That first hit each enemy turn earns a further 3 gold per floor, and +12% gold find.
  • Bound In Full Calf — A bigger book, and better kept. +1 to the Ledger cap and +10% gold find.

Ultimate — level 15

  • The Ninth Century — The habit of nine hundred years, finally pointed at something. +1 to the Ledger cap, a further 12% of kills write an entry, and a further 25% of an unspent ward returns as gold.

MASTERY

Tier 1 — level 1

  • Kept Books — The entries are worth keeping. +1% Attack per Ledger entry.
  • Ruled Lines — +4% attack.
  • Clean Columns — +8% gold find.
  • First Of Greening — The day the books opened. Start each battle with +10% Attack for 3 turns.
  • Good Standing — +5% Max HP.
  • Bright Coin — +3% crit chance.

Tier 2 — level 5

  • Double Entry — Every figure written twice, and both of them true. Your attacks spend a further 15 gold for +5% damage, and +6% magic find.
  • Firm Nib — +6% attack.
  • Immaculate Margins — +6% magic find.
  • Terms Of Trade — The price of dealing with her is that she deals back. Call in the Debt carries 15 more gold per floor, and +5% attack.
  • Hard Currency — +5% attack.
  • Counted Twice — +5% crit damage.

Tier 3 — level 10

  • Audited — Checked, and checked again, and correct. +1 to the Ledger cap and +12% gold find.
  • The Line Drawn Under — One clean stroke, and the column is closed. Call in the Debt deals +20% more damage and +10% crit damage.

Ultimate — level 15

  • Everything Is For Sale — Including this. Call in the Debt deals +30% more damage, your attacks spend a further 20 gold for +8% damage, and it comes off cooldown 1 turn sooner.
Mason 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.

ACTIVE SKILL

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.

SKILL TREE

OFFENSE

Tier 1 — level 1

  • Dropped Course — He sets it down harder than he needs to. A merge during a battle hits every enemy for 30% of your Attack (once per turn), and +5% attack.
  • Set Hand — +5% attack.
  • Dressed Stone — +4% crit chance.
  • Honest Labour — The work is what keeps him upright. A merge heals 6% of Max HP (once per turn), and +8% crit damage.
  • Chisel Edge — +3% crit chance.
  • Heavy Maul — +5% crit damage.

Tier 2 — level 5

  • Full Weight — Nine hundred years of practice putting stone exactly where it hurts. A merge hits for a further 35% of your Attack (once per turn), and +8% crit damage.
  • Squared Off — +6% attack.
  • Sharp Arris — +8% crit damage.
  • The Hammer Falls — One blow, and the whole room feels which way the load went. A merge hits for a further 35% of your Attack (once per turn), the blow Course and Mortar loads stuns its target for 1 turn, and +5% crit chance.
  • Long Reach — +6% attack.
  • True Swing — +5% crit damage.

Tier 3 — level 10

  • Two Courses At Once — He was always going to need both. Every merge lays 1 extra Course, and +6% attack.
  • Without Breaking Stride — He has laid stone in worse weather than this. The first merge each battle grants an extra action, and +10% crit damage.

Ultimate — level 15

  • The Whole Wall — It goes up all at once, and something is always standing where it lands. A merge hits for a further 50% of your Attack (once per turn), lays 1 more Course on every merge, and +10% attack.

DEFENSE

Tier 1 — level 1

  • Bedded In — Nothing moves that was set properly. A merge grants a shield worth 6% of Max HP (once per turn), and +5% defense.
  • Broad Footing — +5% Max HP.
  • Rubble Core — +5% defense.
  • Slaked Lime — Left to sit a year, the way it should be. Course and Mortar shields 2% more per Course spent, and Defending lays 1 Course (twice per battle).
  • Steady Course — +5% max HP.
  • Braced Frame — +4% block chance.

Tier 2 — level 5

  • Coursed Rubble — Ugly, and it will outlast the pretty ones. A merge shields a further 8% of Max HP (once per turn), and +6% Max HP.
  • Thick Bed — +6% max HP.
  • Well Coursed — +4% defense.
  • Struck Joints — Water runs off it instead of into it. Course and Mortar shields a further 2% per Course spent, and while its shield holds, attackers take 25% of what it absorbs.
  • Deep Bed — +6% Max HP.
  • Set Square — +5% block chance.

Tier 3 — level 10

  • Buttressed — The load goes into the ground, where it belongs. A merge heals a further 6% of Max HP (once per turn), and take 8% less damage.
  • Dry Stone — No mortar at all, and it has stood nine hundred years. A merge shields a further 8% of Max HP (once per turn), and when Course and Mortar’s shield breaks, the wall falls on the front rank for 50% of the shield’s size.

Ultimate — level 15

  • Nothing Gets Through — He has built for this exact blow, several hundred times. A merge shields a further 10% of Max HP and heals a further 8% (once per turn), and take 10% less damage.

UTILITY

Tier 1 — level 1

  • True To The Line — A stone cut right is worth two cut fast. Merged items are 10% stronger, and +8% magic find.
  • Quarry Eye — +6% magic find.
  • Full Hod — +8% gold find.
  • Foundation Course — Everything above it depends on this one. +1 to the Course cap.
  • Wide Bed — +5% Max HP.
  • Steady Hands — +5% XP bonus.

Tier 2 — level 5

  • A Day’s Work — He does not stop because the floor did. Clearing a floor lays 1 Course, and +10% magic find.
  • Sorted Stone — +8% magic find.
  • Loaded Barrow — +10% gold find.
  • Two At A Time — Some days the stone simply agrees with him. 8% of merges climb two rarities instead of one, and +6% Max HP.
  • Long Apprenticeship — +8% XP bonus.
  • Sound Stone — +6% Max HP.

Tier 3 — level 10

  • Struck From Better Stone — He kept the good block back for this. Merged items keep 1 more affix than their rarity allows, and +10% magic find.
  • Built To Be Lived In — Not a monument. A house. Merged items come out 1 level higher, and +6% defense.

Ultimate — level 15

  • It All Goes Up — Give him the stone and stand back. +1 to the Course cap, a further 10% of merges climb twice, and merged items keep 1 more affix.

MASTERY

Tier 1 — level 1

  • Level And Plumb — Check it twice; the wall keeps the answer forever. +1% Attack and +1% Defence per Course.
  • Marked Stone — +4% attack.
  • Even Bed — +4% defense.
  • Salvage — Half a wall knocked down is half a wall you already own. Course and Mortar leaves 20% of the Courses standing.
  • Ballast — +25 flat HP.
  • Cold Chisel — +4% block chance.

Tier 2 — level 5

  • Dressed Stone — The face is worked before it ever reaches the wall. Merged items are a further 10% stronger, and +6% defense.
  • Clean Joint — +6% magic find.
  • Firm Course — +6% Max HP.
  • The Lodge Provides — Send word and another one comes up the road. Lay 1 more Course each time a floor is cleared. +6% Max HP.
  • Second Course — +6% attack.
  • Mortar Board — +5% defense.

Tier 3 — level 10

  • Set And Cured — Left alone long enough to become permanent. +1 to the Course cap, and merged items come out 1 level higher.
  • The Wall Remembers — Nine hundred years is a long apprenticeship. Every merge lays 1 extra Course, and +6% block chance.

Ultimate — level 15

  • It Goes Back Up — Knock it down. He has the whole year. Course and Mortar leaves a further 30% of the Courses standing, +1 to the Course cap, and +10% attack.
Almoner 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.

ACTIVE SKILL

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.

SKILL TREE

OFFENSE

Tier 1 — level 1

  • Weighed, Not Counted — It is not how many she gave. It is what each one was worth. +5% Attack, and each kill puts 1 more Alm in the dish.
  • Open Hand — +5% attack.
  • Kept Vigil — +4% crit chance.
  • First Reading — She does not wait for the room to go quiet. The Last Rite deals +10%.
  • Dry Ink — +5% attack.
  • Thin Candle — +4% crit chance.

Tier 2 — level 5

  • The Ledger of the Dead — Every name she paid for is a name that answers when she calls. +6% Attack, +8% crit damage.
  • Bare Shelves — +6% attack.
  • Nothing Spare — +8% crit damage.
  • The Whole Register — Not a name skipped, not a debt rounded down. The Last Rite deals +15%, and +6% Attack.
  • Sure Voice — +6% attack.
  • Last Page — +8% crit damage.

Tier 3 — level 10

  • Poverty Sharpens — She owns nothing at all now, and it has made her dangerous. While the dish is empty: +20% Attack and +15% crit damage.
  • Nothing Held Back — The dish goes over entirely. The Last Rite deals a further +20% and sets Soulfire on every enemy it strikes (3% of Max HP per turn, 3 turns), and +10% crit damage.

Ultimate — level 15

  • The Last Reading — Everything she ever gave away, spent in one breath. The Last Rite deals a further +15%, and +10% Attack.

DEFENSE

Tier 1 — level 1

  • Vigil Robes — Wool that has sat through nine hundred winters of other people’s grief. +5% Max HP, and the first time each battle a hit leaves you below 40% HP, the dish fills by 10 Alms.
  • Patched Hem — +5% defense.
  • Long Watch — +5% Max HP.
  • Alms Return — What she gave away comes back to her as breath. The Rite returns +10% more of the damage it deals.
  • Warm Broth — +3 life regen.
  • Clean Linen — +5% Max HP.

Tier 2 — level 5

  • Nothing Left To Take — She carries nothing a blow can break. Take 9% less damage, and Defending puts 5 Alms in the dish (twice per battle).
  • Cold Stone — +6% defense.
  • Full Cup — +25 flat HP.
  • Mercy Is A Debt — Owed in both directions. +15% healing received, and +5% Max HP.
  • Steady Pulse — +3 life regen.
  • Quiet Hands — +5% defense.

Tier 3 — level 10

  • The Office of the Dead — She has buried everyone. The hour holds no novelty for her. Take 10% less damage, +10% Max HP.
  • The Rite Repays — The whole gift comes home at once. The Rite returns +15% more of the damage, and +5% lifesteal.

Ultimate — level 15

  • Nothing Left To Lose — Nine hundred years of other people’s grief and none of her own. +12% Max HP, take 10% less damage, +15% healing received.

UTILITY

Tier 1 — level 1

  • A Wider Dish — She gives in pairs now. The dead do not queue. +5 Alms per item given.
  • Early Rounds — +5% attack.
  • Light Load — +5% Max HP.
  • The Altar Gives Change — Coin comes back off the stone, which nobody will explain. +10% salvage gold.
  • Deep Sleeve — +10% gold find.
  • Good Eye — +8% magic find.

Tier 2 — level 5

  • Both Hands Open — Nothing is carried out of the cathedral that was not carried in. +5 to the Alms cap, and +6% Attack.
  • Known Face — +5% attack.
  • Sure Step — +6% defense.
  • Burial Fees — Somebody has to be paid, and it may as well be the one doing the burying. +10% salvage gold, +10% gold find.
  • Counted Twice — +8% magic find.
  • Kept Receipts — +10% XP.

Tier 3 — level 10

  • The Cathedral Keeps Count — The house remembers what she gave, on the days she does not. +10% XP, +10% magic find.
  • The Tithe Returns — Nine hundred years of paying in. The ledger finally pays out. +15% salvage gold, +15% gold find.

Ultimate — level 15

  • The Debt Is Settled — Kalzania owes her nothing, which in a year that will not end is the only wealth there is. +15% salvage gold, +20% gold find, +10% magic find.

MASTERY

Tier 1 — level 1

  • Deeper Bronze — The dish was always deeper than it looked. +5 to the Alms cap.
  • Even Hand — +5% attack.
  • Firm Grip — +4% crit chance.
  • No Waiting — The rite does not keep the dead standing about. -1 turn on The Last Rite.
  • Short Prayer — +5% attack.
  • Practised Grief — +5% Max HP.

Tier 2 — level 5

  • Nothing Is Too Small — A copper buys a name its rites as surely as a crown does. +0.2% Attack per Alm.
  • No Arrears — +6% attack.
  • Clear Account — +8% crit damage.
  • Said Standing — No chair, no pause, no second breath. -1 more turn on The Last Rite, and +5% Attack.
  • Next Name — +6% attack.
  • Unbroken Vigil — +4% crit chance.

Tier 3 — level 10

  • Told In Full — Counted to the last coin, and every coin already spent. +0.2% Attack per Alm, and +10% Attack.
  • The Book Never Closes — There is always one more name, and she has never once stopped reading. The Rite returns +10% more of the damage, and +10% crit damage.

Ultimate — level 15

  • Paid In Full — The dish is empty, the book is closed, and she is still standing in front of it. +5 to the Alms cap, and +12% Attack.
Apparitor 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.

ACTIVE SKILL

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.

SKILL TREE

OFFENSE

Tier 1 — level 1

  • Read It Plainly — A name mumbled is a name unserved. Drinking a potion in battle Calls every enemy in the front rank.
  • Steady Hand — +4% accuracy.
  • Clear Diction — +5% attack.
  • Marked Page — The corner is turned down before the blow. The first enemy you strike each battle is Called.
  • Sharp Nib — +4% crit chance.
  • Pressed Hard — +8% crit damage.

Tier 2 — level 5

  • Weight Of Office — The writ is heavier than the hand that carries it. The Roll Is Called deals +15% and you gain +5% attack.
  • Carrying Voice — +6% attack.
  • No Hesitation — +4% accuracy.
  • Struck Through — A clean cut is a name read aloud. 35% of critical hits Call the target.
  • Fresh Ink — +5% attack.
  • Second Copy — +4% crit chance.

Tier 3 — level 10

  • Final Reading — No one has ever argued with the last line. The Roll Is Called deals a further +25%, and +8% attack.
  • Named And Numbered — Called foes take a further +8% and cannot heal: being Called inflicts Mortal Wound for 2 turns. Your crits land harder. +15% crit damage.

Ultimate — level 15

  • Both Ranks Answer — He stops calling them forward one row at a time. The Roll Is Called strikes the rank it dismisses as well — every cast, not once a run.

DEFENSE

Tier 1 — level 1

  • Court Dress — Heavy cloth, worn daily for nine hundred years. +5% Max HP, and an enemy that hits you is Called (one per enemy turn).
  • Lined Sleeves — +5% defense.
  • Long Service — +5% Max HP.
  • Step Aside — The one he came for is never the one swinging. +8% dodge.
  • Light Step — +4% dodge.
  • Unhurried — +5% Max HP.

Tier 2 — level 5

  • Standing Order — He has been told to finish, and nothing is permitted to stop him. Take 9% less damage, and Defending raises Counter Stance for 3 turns: each hit has a 20% chance to be answered.
  • Cold Patience — +6% defense.
  • Deep Pockets — +25 flat HP.
  • Not On The List — If your name is not written, he is not interested — and neither is the blow. +6% dodge, take 7% less damage.
  • Sidelong — +4% dodge.
  • Worn Boots — +5% defense.

Tier 3 — level 10

  • Tenure — The office outlasts the officer. Revive once per battle at 30% HP.
  • Between The Lines — Slip the margin entirely. +8% dodge, and every name struck from the roll mends 8% of your Max HP.

Ultimate — level 15

  • The Office Endures — Nine hundred years of not being the one on the list. +12% dodge, +12% Max HP, and take 8% less damage.

UTILITY

Tier 1 — level 1

  • Short Docket — Fewer names, read sooner. -1 turn on The Roll Is Called.
  • Thumbed Edge — +4% accuracy.
  • Kept Place — +5% attack.
  • Said Twice — A name repeated is a name remembered. Called lasts +1 turn.
  • Good Memory — +4% accuracy.
  • Loud Room — +5% attack.

Tier 2 — level 5

  • Practised Hand — He does not need to find his place. +8% attack and the Roll comes round faster still.
  • Habit — +5% attack.
  • Dry Throat — +20 flat HP.
  • Entered In The Margin — Written down, not just spoken. Called foes take a further +6%.
  • Clerk’s Ear — +4% crit chance.
  • Filed Away — +10% XP.

Tier 3 — level 10

  • Continuous Session — The court does not adjourn. -1 more turn on The Roll Is Called, and -1 on everything else.
  • The Record Stands — Called lasts +1 turn more, and every kill pays the court. +20% gold.

Ultimate — level 15

  • The Roll Never Closes — One long reading with no break in it. -1 turn on The Roll Is Called and Called lasts +1 turn.

MASTERY

Tier 1 — level 1

  • Spoken Clearly — The name carries to the back of the hall. Called foes take a further +7%.
  • Raised Voice — +5% attack.
  • Firm Tone — +4% crit chance.
  • Summary Judgment — Some cases do not need hearing. The Roll Is Called finishes Called foes below 6% HP.
  • Bench Warrant — +5% attack.
  • Sealed Order — +5% defense.

Tier 2 — level 5

  • Cited In Full — Style, office, and the date of the writ. Called foes take a further +8%, and you strike more often. +8% extra attack.
  • No Interruption — +6% attack.
  • Measured Pace — +4% accuracy.
  • No Continuance — The court will not be adjourned twice. The Roll Is Called finishes Called foes below 18% HP.
  • Cold Reading — +8% crit damage.
  • Next Case — +5% attack.

Tier 3 — level 10

  • Read Into The Record — Nothing said here can be taken back. Called foes take a further +10%, and +10% crit damage.
  • Contempt — Whoever is standing in front of them is also on the list now. The Roll Is Called finishes Called foes below 22% HP, +10% attack.

Ultimate — level 15

  • Discharged — The sentence was pronounced a long time ago; he is only carrying it out. Called foes take a further +12%, and The Roll Is Called finishes them below 28% HP.

SETS

Bonuses are tiered and cumulative. Wear 2 pieces of a set and you get its 2-piece bonus. Wear 3 and you get the 2-piece and the 3-piece. A 4-piece set wearing all four gets all three tiers.
Only 3 set bonuses can be active at once. If you somehow have more, the game keeps the three sets you have the most pieces of and ignores the rest. Two 2-piece sets and one 4-piece set is a perfectly normal endgame shape.

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:

FLOORWHAT CAN DROP
1–9No set pieces at all
10–19Universal sets only
20–29Class + universal, weighted 60% toward universal
30+Class + universal, weighted 70% toward class

ALL 46 SETS AT A GLANCE

SETCLASSPCSSLOTS
Fortune’s FavorUniversal3Amulet, Ring, Boots
Warrior’s ResolveUniversal3Weapon, Armor, Gloves
Survivor’s InstinctUniversal3Armor, Helmet, Boots
Scholar’s WisdomUniversal3Weapon, Helmet, Ring
Phoenix RebirthUniversal2Amulet, Ring
Adventurer’s LuckUniversal2Boots, Gloves
Iron FortressKnight4Weapon, Shield, Armor, Helmet
Crusader’s WrathKnight3Weapon, Gloves, Boots
Shadow DancerRogue4Weapon, Armor, Boots, Gloves
Viper’s FangRogue3Weapon, Amulet, Ring
Apothecary’s VestmentsAlchemist4Armor, Boots, Helmet, Amulet
Quicksilver CrucibleAlchemist3Weapon, Ring, Shield
Ascetic’s WrappingsMonk4Helmet, Weapon, Armor, Gloves
Mountain Sage’s VestmentsMonk3Helmet, Boots, Gloves
Marksman’s RegaliaRanger4Armor, Weapon, Helmet, Gloves
Trapper’s VestmentsRanger3Helmet, Boots, Gloves
Broken BannerRonin4Weapon, Helmet, Armor, Gloves
Stone GardenRonin3Helmet, Armor, Boots
Divine AegisPaladin4Weapon, Shield, Armor, Helmet
Crusader’s JudgmentPaladin3Weapon, Amulet, Gloves
Archmage’s RegaliaMage4Weapon, Armor, Helmet, Amulet
Barrier WeaverMage3Weapon, Shield, Ring
Tempest’s ReachStormcaller4Weapon, Helmet, Armor, Amulet
Stormwarden’s AegisStormcaller3Weapon, Ring, Shield
Wildcaller’s RegaliaBeastmaster4Weapon, Armor, Amulet, Ring
Mooncursed PeltBeastmaster3Helmet, Armor, Boots
Hourglass RegaliaChronomancer4Weapon, Helmet, Armor, Gloves
Warden of HoursChronomancer3Helmet, Armor, Boots
Bloodlord’s RaimentVampire4Weapon, Armor, Amulet, Ring
Nightstalker’s ShroudVampire3Armor, Helmet, Boots
Soul HarvesterNecromancer4Weapon, Armor, Helmet, Amulet
Death’s EmbraceNecromancer3Weapon, Ring, Boots
DeathwishBerserker4Weapon, Armor, Helmet, Gloves
Warlord’s FuryBerserker3Weapon, Shield, Boots
The Line of SuccessionPuppeteer4Weapon, Helmet, Armor, Gloves
The UnderstudyPuppeteer3Helmet, Armor, Boots
The Clean CopyUnwriter4Weapon, Helmet, Armor, Gloves
The Blank QuireUnwriter3Helmet, Armor, Boots
The Long AccountChandler (DLC)4Weapon, Helmet, Armor, Gloves
The Running AccountChandler (DLC)3Helmet, Armor, Boots
The Standing WallMason (DLC)4Weapon, Helmet, Armor, Gloves
The Trued BenchMason (DLC)3Helmet, Armor, Boots
The Open HandAlmoner (DLC)4Weapon, Helmet, Armor, Gloves
The Kept BookAlmoner (DLC)3Helmet, Armor, Boots
The Long HallApparitor (DLC)4Weapon, Helmet, Armor, Gloves
The Standing WritApparitor (DLC)3Helmet, Armor, Boots

UNIVERSAL SETS

The only sets that can drop before floor 20.

Fortune’s Favor UNIVERSAL · 3 PC

Lucky items that attract wealth and rare finds.

PIECES

  • Lucky CharmAmulet
  • Ring of FortuneRing
  • Lucky StridersBoots

BONUSES

  • 2-PC +30% Gold Find, +15% Magic Find · -50% Reroll Cost
  • 3-PC Fortune’s Blessing: +50% gold from every kill
Warrior’s Resolve UNIVERSAL · 3 PC

Battle-worn equipment that enhances core combat abilities.

PIECES

  • Veteran’s BladeWeapon
  • Battle-Worn MailArmor
  • Warrior’s GripsGloves

BONUSES

  • 2-PC +15% Attack, +8% Defense
  • 3-PC +15% Max HP, +5% Crit
Survivor’s Instinct UNIVERSAL · 3 PC

Gear that keeps you alive when all seems lost.

PIECES

  • Survivor’s LeathersArmor
  • Hood of the SurvivorHelmet
  • Escape Artist BootsBoots

BONUSES

  • 2-PC +18% Max HP, +3 Life Regen
  • 3-PC +12% Defense, +8% Dodge
Scholar’s Wisdom UNIVERSAL · 3 PC

Learned equipment that enhances mental acuity.

PIECES

  • Sage’s StaffWeapon
  • Thinking CapHelmet
  • Ring of InsightRing

BONUSES

  • 2-PC +2 MP
  • 3-PC +10% XP · Scholar’s Focus: your class skill is 25% stronger
Phoenix Rebirth UNIVERSAL · 2 PC

Blessed by the phoenix, granting a second chance at life.

PIECES

  • Phoenix FeatherAmulet
  • Phoenix EmberRing

BONUSES

  • 2-PC Revive once with 50% HP — then the set shatters
Adventurer’s Luck UNIVERSAL · 2 PC

Well-traveled gear blessed with good fortune.

PIECES

  • Wanderer’s BootsBoots
  • Treasure Hunter’s GlovesGloves

BONUSES

  • 2-PC +20% Gold, +20% Magic Find, +10% XP

CLASS SETS

Class decides what drops, not what you can wear — anyone can equip any set.

🛡️ KNIGHT

Iron Fortress KNIGHT · 4 PC

Armor worn by the legendary Fortress Knights, empowering Bulwark beyond limits.

PIECES

  • Fortress BastionWeapon
  • Fortress AegisShield
  • Fortress PlateArmor
  • Fortress CrownHelmet

BONUSES

  • 2-PC +14% Defense, +10% Block
  • 3-PC Bulwark shield +50% (75% HP)
  • 4-PC Bulwark explodes on break/expire for AOE damage
Crusader’s Wrath KNIGHT · 3 PC

Holy armor that empowers attacks while shielded.

PIECES

  • Crusader’s JudgmentWeapon
  • Crusader’s VengeanceGloves
  • Crusader’s MarchBoots

BONUSES

  • 2-PC +20 Thorns, +8% Defense
  • 3-PC While Bulwark active, +40% ATK on attacks

🗡️ ROGUE

Shadow Dancer ROGUE · 4 PC

Gear infused with shadow magic, perfecting the art of the killing blow.

PIECES

  • ShadowfangWeapon
  • Shadowweave CloakArmor
  • Shadowstep TreadsBoots
  • Shadow GripGloves

BONUSES

  • 2-PC +15% Crit, +10% Dodge
  • 3-PC Backstab always crits
  • 4-PC Backstab resets on kill (once/turn)
Viper’s Fang ROGUE · 3 PC

Venomous blades that coat every Backstab in lethal poison.

PIECES

  • Viper’s KissWeapon
  • Venomheart PendantAmulet
  • Serpent’s CoilRing

BONUSES

  • 2-PC +19% Attack, +20% Extra Attack
  • 3-PC Backstab poisons (5% HP/turn, 3 turns)

⚗️ ALCHEMIST

Apothecary’s Vestments ALCHEMIST · 4 PC

Stained robes of a master apothecary — every absorbed reagent becomes medicine.

PIECES

  • Apothecary’s RobeArmor
  • Distiller’s BootsBoots
  • Reagent MaskHelmet
  • Pendant of CuresAmulet

BONUSES

  • 2-PC +10% Lifesteal, +3 HP Regen, +15% Healing Power
  • 3-PC Absorbing a shop item also cleanses 1 random debuff
  • 4-PC Absorbing a shop item also heals 12% of max HP
Quicksilver Crucible ALCHEMIST · 3 PC

Forged from the residue of a thousand surges — the brew remembers every drop.

PIECES

  • Quicksilver StaffWeapon
  • Crucible SignetRing
  • Alembic BulwarkShield

BONUSES

  • 2-PC +10% Attack, +10% Crit Chance
  • 3-PC Brew Surge counts each consumed absorb buff as 2 stacks (effective cap doubled)

🥋 MONK

Ascetic’s Wrappings MONK · 4 PC

Simple cloth bindings, worn smooth by ten thousand strikes. The chain never breaks.

PIECES

  • Ascetic’s HeadwrapHelmet
  • Ascetic’s StaffWeapon
  • Ascetic’s RobeArmor
  • Ascetic’s BindingsGloves

BONUSES

  • 2-PC +15% Attack, +10% Extra Attack
  • 3-PC +12% Crit, +15% Crit Dmg · Full Combo: every strike lands twice
  • 4-PC +20% ATK, +10% Extra Attack · Full Combo: attacks splash 40% to all foes
Mountain Sage’s Vestments MONK · 3 PC

Robes of a master who moved like water and stood like stone. Stillness within motion.

PIECES

  • Sage’s CircletHelmet
  • Sage’s SandalsBoots
  • Sage’s WrapsGloves

BONUSES

  • 2-PC +12% Max HP, +8% Lifesteal
  • 3-PC +10% DEF, +10% ATK · Each Combo point also grants +2% Defense

🏹 RANGER

Marksman’s Regalia RANGER · 4 PC

The regalia of a hunter who never looses an arrow in vain. Every shot finds the mark.

PIECES

  • Marksman’s GuardArmor
  • Marksman’s LongbowWeapon
  • Marksman’s HoodHelmet
  • Marksman’s BracersGloves

BONUSES

  • 2-PC +15% Crit Damage
  • 3-PC +10% Crit · Each Mark grants +5% Crit Damage vs that target
  • 4-PC +15% ATK · At max Marks your attacks pierce all Defense
Trapper’s Vestments RANGER · 3 PC

Snare-lined leathers for the patient hunter. What is Marked cannot run, and its death feeds the next.

PIECES

  • Trapper’s CowlHelmet
  • Trapper’s TreadsBoots
  • Trapper’s GripsGloves

BONUSES

  • 2-PC +20% Max HP · Marks slow the target (−5% ATK per Mark)
  • 3-PC +12% DEF · A Marked enemy that dies scatters its FULL Marks to ALL foes

🥷 RONIN

Broken Banner RONIN · 4 PC

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.

PIECES

  • Masterless KatanaWeapon
  • Ronin’s KasaHelmet
  • Banner-Torn DoArmor
  • Draw-Hand KoteGloves

BONUSES

  • 2-PC +15% Crit Damage · Lingering Wound: Iaido bleeds the target for 25% of the cut over 3 turns
  • 3-PC +10% Crit Chance · Find the Seam: Iaido ignores ALL of the target’s Defense
  • 4-PC +15% Attack, +10% Crit Damage · No Lord, No Master: an Iaido that kills resets its own cooldown (once per turn)
Stone Garden RONIN · 3 PC

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.

PIECES

  • Still-Mind MenpoHelmet
  • Garden Stone DoArmor
  • Rooted SuneateBoots

BONUSES

  • 2-PC +20% Max HP · Patient Stone: each riposte banks 1 additional Focus
  • 3-PC +12% Defense · Water Does Not Break: you answer every blow that lands, even unbraced (counters while not Defending deal half)

✝️ PALADIN

Divine Aegis PALADIN · 4 PC

Sacred armor blessed by the light, empowering Holy Smite as a purifying force.

PIECES

  • LightbringerWeapon
  • Divine AegisShield
  • Sacred PlateArmor
  • Halo CrownHelmet

BONUSES

  • 2-PC +14% Defense, +10% Block
  • 3-PC Holy Smite removes all debuffs
  • 4-PC Smite overkill damage heals at 100%
Crusader’s Judgment PALADIN · 3 PC

Battle-worn armor that channels Smite into a mark of divine judgment.

PIECES

  • Hammer of JudgmentWeapon
  • Symbol of FaithAmulet
  • Gauntlets of RetributionGloves

BONUSES

  • 2-PC +19% Attack, +30% Crit Damage
  • 3-PC Smite marks target, -25% damage from marked

🔮 MAGE

Archmage’s Regalia MAGE · 4 PC

Robes worn by the greatest archmages, amplifying Fireball to devastating heights.

PIECES

  • Staff of the ArchmageWeapon
  • Archmage’s VestmentArmor
  • Crown of Infinite WisdomHelmet
  • Arcane FocusAmulet

BONUSES

  • 2-PC +10% Attack, +1 MP
  • 3-PC Fireball burn 60%, 4 turns
  • 4-PC Burning enemies explode on death (30% max HP AOE)
Barrier Weaver MAGE · 3 PC

Enchanted cloth that channels mana with perfect efficiency.

PIECES

  • Warding ScepterWeapon
  • Arcane BulwarkShield
  • Ring of WardingRing

BONUSES

  • 2-PC +2 MP, +8% Defense
  • 3-PC Fireball costs 1 MP instead of 2

⚡ STORMCALLER

Tempest’s Reach STORMCALLER · 4 PC

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

  • Fulgurite RodWeapon
  • Stormcaller’s CircletHelmet
  • Arcwoven RobesArmor
  • Conduit PendantAmulet

BONUSES

  • 2-PC +8% Attack · Sky-Splitter: Chain Lightning leaps to +1 additional foe
  • 3-PC +10% Crit Chance · Unbroken Current: Chain Lightning’s arcs strike for their FULL hit
  • 4-PC +15% Attack, +10% Crit Damage · Unbroken Circuit: a Chain Lightning arc that kills resets its own cooldown (once per turn)
Stormwarden’s Aegis STORMCALLER · 3 PC

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.

PIECES

  • Stormward RodWeapon
  • Grounding SignetRing
  • Stormwarden’s AegisShield

BONUSES

  • 2-PC +20% Max HP · Overcharged Ward: Static Shroud’s return-shock deals an extra 50% of your Attack
  • 3-PC +12% Defense · Rolling Concussion: Thunderclap’s stun lasts 1 turn longer

🐺 BEASTMASTER

Wildcaller’s Regalia BEASTMASTER · 4 PC

Hides and totems of the great pack-callers — the wild answers those who wear them.

PIECES

  • Wildcaller’s CleaverWeapon
  • Wildcaller’s HideArmor
  • Wildcaller’s TotemAmulet
  • Wildcaller’s BandRing

BONUSES

  • 2-PC +15% Attack, +10% Max HP
  • 3-PC +10% Crit Chance, +15% Max HP
  • 4-PC Pets strike twice each turn, +10% Attack
Mooncursed Pelt BEASTMASTER · 3 PC

Torn from a beast that would not die — the moon’s curse still burns in every thread.

PIECES

  • Mooncursed MaskHelmet
  • Mooncursed HideArmor
  • Mooncursed TreadsBoots

BONUSES

  • 2-PC +12% Crit Chance, +8% Lifesteal
  • 3-PC Werewolf Form lasts longer and hits harder, +10% Attack

⏳ CHRONOMANCER

Hourglass Regalia CHRONOMANCER · 4 PC

Silver-chased vestments that hum with borrowed seconds. Every strike lands a beat ahead.

PIECES

  • Hourglass ScepterWeapon
  • Hourglass CrownHelmet
  • Hourglass VestmentsArmor
  • Hourglass GauntletsGloves

BONUSES

  • 2-PC +15% Crit Damage
  • 3-PC +10% Crit Chance · Momentum: start battles with +4 Time, kept between battles on a floor
  • 4-PC +15% Attack · Temporal Echo: Quicken’s extra actions deal +50% damage
Warden of Hours CHRONOMANCER · 3 PC

Plate that remembers every blow before it falls. The Warden stands outside the moment, untouched.

PIECES

  • Warden’s HelmHelmet
  • Warden’s AegisArmor
  • Warden’s GreavesBoots

BONUSES

  • 2-PC +20% Max HP · Foreseen Aegis: Foresight also grants a 20% max-HP shield
  • 3-PC +12% Defense · Second Sight: Foresight negates the first TWO enemy attacks

🧛 VAMPIRE

Bloodlord’s Raiment VAMPIRE · 4 PC

Ancient garb of vampire nobility, amplifying the power of Bite.

PIECES

  • Crimson FangWeapon
  • Bloodlord’s MantleArmor
  • Bloodstone PendantAmulet
  • Sanguine SealRing

BONUSES

  • 2-PC +15% Lifesteal, +14% Attack
  • 3-PC Bite overhealing converts to shield (30% HP cap)
  • 4-PC All attacks lifesteal vs bleeding enemies
Nightstalker’s Shroud VAMPIRE · 3 PC

Cloak of pure darkness that spreads the affliction of Bite.

PIECES

  • Shroud of Endless NightArmor
  • Hood of the NightstalkerHelmet
  • Nightwalker BootsBoots

BONUSES

  • 2-PC +15% Dodge, +15% Extra Attack
  • 3-PC Bite bleed spreads to adjacent enemies

💀 NECROMANCER

Soul Harvester NECROMANCER · 4 PC

Dark robes that amplify Soul Drain, accelerating soul collection.

PIECES

  • Reaper’s ScytheWeapon
  • Soulweaver’s RobeArmor
  • Crown of the DamnedHelmet
  • PhylacteryAmulet

BONUSES

  • 2-PC +10% Lifesteal, +8% Attack
  • 3-PC Soul Drain grants 2 souls instead of 1
  • 4-PC Soul Drain +10% damage per soul (up to +100%)
Death’s Embrace NECROMANCER · 3 PC

Cursed garments that raise the slain as ghostly avengers.

PIECES

  • Bonechill ScytheWeapon
  • Deathgrip RingRing
  • Grave Walker BootsBoots

BONUSES

  • 2-PC +16% Attack, +8% Crit Chance
  • 3-PC Soul Drain kills summon ghost (50% ATK attack)

🪓 BERSERKER

Deathwish BERSERKER · 4 PC

Cursed armor that channels killing fury through Battle Cry.

PIECES

  • DeathbringerWeapon
  • Berserker’s RageArmor
  • Helm of FuryHelmet
  • Bloodied GripsGloves

BONUSES

  • 2-PC +18% Attack, +10% Crit
  • 3-PC Battle Cry also grants +25% crit chance
  • 4-PC Kills during Battle Cry extend duration +1 turn
Warlord’s Fury BERSERKER · 3 PC

Blood-soaked armor that amplifies Battle Cry the closer to death.

PIECES

  • Warlord’s CleaverWeapon
  • Warlord’s BucklerShield
  • Warpath TreadsBoots

BONUSES

  • 2-PC +12% Attack, +10% Max HP
  • 3-PC Battle Cry scales with missing HP (+1% ATK per 1%)

🎭 PUPPETEER

The Line of Succession PUPPETEER · 4 PC

Every crown in the tower has been worn by someone who expected to keep it. Vesh has never once expected to keep anything.

PIECES

  • Regent’s NeedleWeapon
  • Veil of SuccessionHelmet
  • Coronation CoatArmor
  • Kingmaker’s GlovesGloves

BONUSES

  • 2-PC +10% Accuracy · Heir Apparent: the first Take the Crown each battle costs no Strings
  • 3-PC +10% Crit Chance · Long Live the King: a puppet that dies while crowned passes the crown on for the turns it had left
  • 4-PC +15% Attack, +10% Crit Damage · The Crown Falls: when a crown ends, every other enemy takes 20% of the last wearer’s Max HP
The Understudy PUPPETEER · 3 PC

Somebody has to stand where the hero stands when the hero cannot. It is a job, and Vesh pays well for it.

PIECES

  • Stagehand’s HoodHelmet
  • Understudy’s DoubletArmor
  • Prompter’s SlippersBoots

BONUSES

  • 2-PC +20% Max HP · Every Blow a Thread: each hit your puppet takes banks 1 String
  • 3-PC +12% Defense · Stand-In: once per battle, when a blow would kill you, your puppet falls in your place and you stand at 1 HP

✒️ UNWRITER

The Clean Copy UNWRITER · 4 PC

The draft that survives is the one with nothing in it that could be taken out. Alenn has taken out a great deal.

PIECES

  • Palimpsest KnifeWeapon
  • Copyist’s HoodHelmet
  • Fair-Copy RobeArmor
  • Blotting GlovesGloves

BONUSES

  • 2-PC +15% Crit Damage · Blot: an erase leaves the enemies that shared its rank Vulnerable for 2 turns
  • 3-PC +10% Crit Chance · Page Turn: an erase that empties the rear rank refunds its Blank
  • 4-PC +15% Attack, +10% Crit Damage · Through Both Ranks: Strike the Line also erases the non-boss enemy in the other rank at the same position
The Blank Quire UNWRITER · 3 PC

Sheets bound and never written on. She carries them the way other people carry a spare knife.

PIECES

  • Vellum CoifHelmet
  • Quire VestmentArmor
  • Unmarked SolesBoots

BONUSES

  • 2-PC +20% Max HP · Spare Leaf: +1 to the Blank cap
  • 3-PC +12% Defense · Struck From the Record: once per battle, when a blow would kill you, a Blank is spent and you stand at 1 HP

KALZANIA DLC SETS

The Kalzania heroes’ sets drop only for players who own Kalzania: The Unspent Year.

📒 CHANDLER

The Long Account CHANDLER · DLC · 4 PC

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.

PIECES

  • Reckoning RodWeapon
  • Auditor’s EyeshadeHelmet
  • Coat of Many PocketsArmor
  • Counting GlovesGloves

BONUSES

  • 2-PC +15% Crit Damage · Deep Purse: Call in the Debt carries 50% more gold per floor
  • 3-PC +10% Crit Chance · Collected in Full: a kill by Call in the Debt refunds half the gold thrown
  • 4-PC +15% Attack, +10% Crit Damage · Called Twice: the purse is thrown a second time, for the same price
The Running Account CHANDLER · DLC · 3 PC

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.

PIECES

  • Ink-Stained CapHelmet
  • Daybook JerkinArmor
  • Round-Making BootsBoots

BONUSES

  • 2-PC +20% Max HP · A Floor, An Entry: clearing a floor writes a Ledger entry
  • 3-PC +12% Defense · The Book Between: each Ledger entry also grants +1% Defence

🧱 MASON

The Standing Wall MASON · DLC · 4 PC

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.

PIECES

  • Lodge MaulWeapon
  • Dustcatcher HoodHelmet
  • Course ApronArmor
  • Mortar-Caked GlovesGloves

BONUSES

  • 2-PC +15% Defense · Deep Foundation: +4 to the Course cap
  • 3-PC +10% Max HP · The Mortar Holds: Course and Mortar’s loaded strike lands on your next TWO attacks
  • 4-PC +15% Attack, +10% Defense · It Still Stands: Course and Mortar leaves a further 25% of the wall standing
The Trued Bench MASON · DLC · 3 PC

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.

PIECES

  • Setter’s CapHelmet
  • Bench LeathersArmor
  • Scaffold BootsBoots

BONUSES

  • 2-PC +20% Max HP · An Eye for a Pair: far more drops are steered toward a piece you are one away from pairing
  • 3-PC +12% Defense · Trued: a merge’s new affixes roll at their maximum value

🤲 ALMONER

The Open Hand ALMONER · DLC · 4 PC

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.

PIECES

  • AlmsbladeWeapon
  • Mourner’s CoifHelmet
  • Vigil WeedsArmor
  • Unclenched HandsGloves

BONUSES

  • 2-PC +15% Healing Power · Not All At Once: The Last Rite costs half its Alms (rounded up) and still strikes for all of them
  • 3-PC +12% Attack · Unanswered: The Last Rite ignores Defence entirely
  • 4-PC +15% Attack, +10% Crit Damage · Read Twice: the same page is read a second time, for no further Alms
The Kept Book ALMONER · DLC · 3 PC

Every name, every fee, every grave-good, in one hand across nine centuries. Nobody audits her. Nobody has ever needed to.

PIECES

  • Tally HelmHelmet
  • Ledger ScapularArmor
  • Collector’s TreadBoots

BONUSES

  • 2-PC +18% Max HP · Twice Tithed: each tithe tier pays 10 Alms instead of 5
  • 3-PC +15% Magic Find, +15% Gold Find · Counted Double: every item given to the shrine gives double the Alms

📜 APPARITOR

The Long Hall APPARITOR · DLC · 4 PC

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

  • Summoner’s BladeWeapon
  • Usher’s HelmHelmet
  • Court LiveryArmor
  • Writ-Bearer’s GlovesGloves

BONUSES

  • 2-PC +10% Accuracy · Still Called: the mark does not expire; it holds until the foe dies
  • 3-PC +10% Crit Chance · Unarmoured: The Roll Is Called ignores the Defence of a Called foe
  • 4-PC +15% Attack, +10% Crit Damage · Read Twice: the roll is read a second time, on the same cooldown
The Standing Writ APPARITOR · DLC · 3 PC

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

  • Sealed HoodHelmet
  • Process Server’s CoatArmor
  • Unhurried BootsBoots

BONUSES

  • 2-PC +10% Dodge · The Whole Hall: The Roll Is Called names every foe, not only the ones it moves
  • 3-PC +12% Attack, +12% Crit Damage · Still Standing: a roll that kills resets its own cooldown

DIVINE SKILLS

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.

Generated from the LootShrine game data. If anything here disagrees with the game, the game is right — tell me at support@lootshrine.com or on Discord and it’ll be fixed.