Skill tree


Loading the tree.
Build
Pick a piece for each of your 12 gear slots and set its rarity, stars, forge level and stats. The values follow the game formula for that forge level. Only this browser keeps your picks.
In the game a piece rolls its stats at random from these pools. This page never changes your save file.
Overview
This sheet puts the whole build on one printable page. It lists the tree and its points, the stats, spells, upgrades and passives your spent nodes give, and the gear from the Build tab.
Notes
Write private notes for this race and class pair. They are kept in this browser and never touch a game save.
Damage of one hit
The damage of one hit of each spell in your build, worked out with the game's own damage rule from your tree, gear and attributes. These are exact. The damage per second further down is an estimate built from them.
What these numbers leave out
- Each spell is cast the plain way, on its first cast, with no node that changes it and no stacks spent. Spells you hold to charge are fully charged.
- Short buffs that start after a trigger are not counted. That covers potions, Rage and other stacks on you, and set bonuses that fire after a dash or a hit.
- Bleeding, Burning and Poison deal damage over time, not hits, so they are not listed.
- Lowered armor or resistance on the target from your debuffs is not counted.
- The rule comes from the code of build 25325963, and the spell numbers from build 25546572. If a spell's code changed since then, its row says so.
Damage per second Estimate
This estimate uses the exact hits above, your cooldowns and your cast times. Read the assumptions under it before you compare builds.
Add spells in the order you cast them. The list repeats.
Damage over time
One stack deals (base + power x 0.04) x (1 + damage bonus / 100) every 1 s, then the target's defence against that damage type, at least 1. All stacks of one kind tick together.
Formula and assumptions
Damage per second = the sum over your spells of (average damage of one cast / seconds between casts). Seconds between casts = the larger of the cooldown after Spell Haste and the time one cast takes.
- The game has no damage per second formula. This estimate adds up the exact hits above over time, so real fights will differ.
- Every hit listed for a spell lands on one target, as many times per cast as its row says. A hit with no fixed count, a hit whose code changed, and a hit that grows as the target loses health are left out.
- Your race's dash and defensive spells are left out unless you tick them, because they deal damage only as a counter.
- Critical hits count at your Critical Chance: the average hit is damage x (1 - chance) + critical damage x chance.
- We count a cooldown from the moment you press the key. Spell Haste makes it cooldown x 100 / (100 + Spell Haste), except for your race's dash and defensive spells.
- A spell with charges is cast once per charge recharge, as if the charges came back one at a time.
- One cast takes its cast time plus its hold time for a fully charged hit, and never less than the 0.1 s lock every cast puts on your other spells.
- Upgrade nodes that change a spell's cooldown or cast time are counted. Upgrades that change its damage are not, the same as in the hit table.
- Basic attacks are not counted: their timing comes from animations, which are not in the files we read.
- The rotation mode casts your spells in the order you pick for 60 seconds, waiting when the next one is still on cooldown.
Compare builds
Pick two builds to compare. Each can be the one in the planner, a saved build or a share link. The table shows the points per tree and every stat from the tree and the gear, and highlights the rows that differ.
"In game" is the number the character screen shows, which adds the tree and the gear together. Other stats use a formula with a base value the planner does not have, so their two parts stay apart.
- Spell, where a tree starts
- Spell upgrade
- Major stat
- Attribute buff
- Spell buff
- Spent
- Open for a point
- Locked by an exclusive node you took
- Needs a point in a linked parent first
- Quick allocate route: click the node again to spend it
- Refund preview: click the node again to refund the whole branch
Plan your 60 skill points before you spend them, then share the link. Pick one of the 9 race and class pairs. Plan mode starts on, so a click on a node spends or refunds a point, and the node's card links to its page. Under the tree, the attribute planner turns attribute points into XP and a level.
Attribute planner
| Attribute | Start | Now | Next point | |
|---|---|---|---|---|
| Memory | ||||
| Charisma | ||||
| Adventure | ||||
| Physique | ||||
| Intelligence | ||||
| Agility | ||||
| Strength | ||||
| Energy |
- XP spent
- Level
- To the next level
- Skill points from levels
- Health
- Concentration
- Stamina
Spellbooks and their attribute needs
You can read a spellbook and put its spell on your bar only once you meet every attribute it asks for.
- XP buys attributes one point at a time. The XP you spend fills the level bar, and each new level gives 2 skill points.
- One point costs base x (1 + (points above your start - 1) / 3) ^ 1.1 + 100 x your level, rounded up. The base is the average of your race and class cost for that attribute.
- At level 25 the game stops training attributes, and no attribute goes past 99.
Elixir of Rebirth (buy price 500) refunds all the XP spent on attributes and resets them to their start values. Your level drops with it, but the skill points you already earned stay.
How the tree works
- Each character sees three trees on one screen, for its race, its class and its archetype (the race and class pair).
- The 2 start nodes are free and already spent.
- A node opens when one of its linked parents has a point.
- Some nodes are exclusive: a point in one locks the others.
- The game will not refund a node while another spent node depends on it (Refund the nodes that depend on this one first). Here the first click paints that branch red, and a second click refunds all of it.
- Reaching level 25 gives 48 points, 2 for every level after the first. Each of the 12 bosses listed above adds 1 more the first time you beat it.