Path of the Adventurer

Talents & Builds

Talents are permanent specialisations that sharpen what your character already does — a heavier crush, a truer swing, mastery of an element, or the raw might of the ancients. You do not grind them: you choose them as you level, and they define your build. Every card below is exactly what the in-game talent window shows you on hover.

Weapon talents

Melee and ranged specialisations. Each one supercharges a single weapon family — landing extra hits, crushes and combos — while carrying a smaller passive that applies no matter what you wield.

Short Sword

Melee

Bonuses to short swords

  • Successful hits have a 1–25% chance to grant a Critical Point (scales with your skill %)
  • Criticals earned this way can only be spent by short swords
  • +15% base damage

Passive stats (all weapons)

  • Criticals regenerate 2× faster
  • +8% chance to Crush (deals extra damage)
  • Increased combo damage (+1, +3, +5)
  • −5% Defense Ratio

Long Sword

Melee

Bonuses to long swords

  • Dash speed +42%
  • +15% base damage

Passive stats (all weapons)

  • +5% chance to Crush (deals extra damage)
  • +5% Crush damage
  • +5% Physical hit ratio

Fencing

Melee

Bonuses to fencing weapons

  • Attacks hit 2 additional nearby targets for 75% damage
  • Criticals hit 3 additional nearby targets for 75% damage
  • Can cast spells with a shield equipped (while wielding a fencing weapon)
  • +15% base damage

Passive stats (all weapons)

  • +8% Magical hit ratio
  • +8% Physical hit ratio
  • −5% Defense Ratio

Axe

Melee

Bonuses to axes

  • Attacks cleave to two nearby units for 66% damage
  • +15% base damage

Passive stats (all weapons)

  • +15% chance to Crush (deals extra damage)
  • +15% Crush damage

Hammer

Melee

Bonuses to hammers

  • Reduces the Physical Abs. of the target's armor, proportional to the endurance left on it
  • Reduces Physical Abs. on monsters by up to 75%, proportional to the health they have left
  • +15% base damage

Passive stats (all weapons)

  • Physical attacks ignore 8% of the target’s Physical Abs.
  • Reduces target armor endurance by 0.35% per hit
  • +6% physical damage

Archery

Ranged

Bonuses to bows

  • 75% chance to pierce through units on the way to the target
  • 75% chance to hit one extra unit to each side, per tile travelled
  • 50% chance to hit monsters twice
  • 50% chance to not consume an arrow on an attack
  • +5% stun ratio
  • +15% base damage

Passive stats (all weapons)

  • +5% Physical hit ratio

Elemental talents

The four elements. Each shifts your absorption (you take less from your element, more from its opposite), sharpens spells of that school, and teaches one signature spell you cannot learn any other way.

Earth

Element

Bonuses to earth spells

  • Drains the target’s stamina
  • +10% damage

Exclusive spell (learned with the talent)

  • Earth Shock Wave — 190 Int

Passive stats

  • +8% Earth absorption
  • −8% Fire absorption

Lightning

Element

Bonuses to lightning spells

  • Cast +20% faster
  • Cast recovery speed reduced by 40%
  • +10% damage

Exclusive spell (learned with the talent)

  • Fury of Thor — 182 Int

Bonuses to other elements

  • Cast +10% faster
  • Cast recovery speed reduced by 25%

Passive stats

  • +8% Lightning absorption
  • −8% Earth absorption

Fire

Element

Bonuses to fire spells

  • Burns enemies, stacking up to 3 times
  • Spells strip 20% of the target's Fire and Magical Abs.
  • +10% damage

Exclusive spell (learned with the talent)

  • Meteor Blast — 200 Int

Bonus to other elements and mobs

  • Spells strip 15% of the target's Elemental and Magical Abs.

Passive stats

  • +10% chance to Crush (deals extra damage)
  • +4% Crush damage
  • +8% Magic Crush damage
  • +8% Fire absorption
  • −8% Ice absorption

Ice

Element

Bonuses to ice spells

  • Freezes enemies
  • +10% damage
  • +15% base damage vs Frozen players
  • +35% base damage vs Frozen monsters
  • +5% Magical hit ratio

Exclusive spell (learned with the talent)

  • Blizzard — 195 Int

Passive stats

  • +5% Magical hit ratio
  • +8% Ice absorption
  • −8% Lightning absorption

Divine & support talents

Holy rewrites how you sustain yourself and your party; Poison and Tank are pure passive backbones for damage-over-time and survivability builds.

Holy

Divine

Bonuses to holy spells

  • Replaces Hunger with Faith
  • Healing spells overheal, granting a shield up to 20% of Max HP
  • +100% healing from healing spells
  • +100% stamina from stamina-recovery spells

Exclusive spells (learned with the talent)

  • Divine Touch — costs 100 Faith, damage scales with level, 15% Max MP cost (20 Int)
  • Mass Heal — heals up to 3 allies in a 5×5 area (60 Int)
  • Meditation — 30% Max MP recovery + 15% on the next regen + 66 Heal, 20% Max MP cost (40 Int)

Passive stats

  • Cast +10% faster
  • Cast recovery speed reduced by 20%
  • Activation cooldowns reduced by 25%
  • Paralyze you cast lasts +5s (+1s on Tier 7+ mobs)

Poison

Support

Passive stats

  • Poison deals additional damage based on the target's current health
  • 25% chance to tick poison on hit (requires a poisoning weapon)
  • +10% Poison Resistance
  • +25% chance to reduce Paralyze duration by 1s when hit

Tank

Defense

Passive stats

  • Increases the aggro you draw from monsters
  • +15 Vitality
  • +1 Vitality every 14 levels
  • +30% HP recovery
  • +25% chance to reduce Paralyze duration by 1s when hit
  • 25% chance to evade stuns (player spells excluded)
  • +7% Physical Abs. when directly facing your opponent with a shield
  • +7% Magical Abs. when directly facing your opponent with a shield

Ancient talents

The high-commitment picks. Xelima trades survivability for overwhelming offence; Merien lifts both Strength and Magic and rewards a critical-focused fighter-mage. Both carry real downsides — read every line.

Xelima

Ancient

Passive stats

  • +25% chance to Crush (deals extra damage)
  • +15% Crush damage
  • +8% physical damage
  • +12% magical damage
  • +15 Hit Ratio
  • Cast +0.05% faster per 1 Mag
  • Cast recovery speed reduced by 0.1% per 1 Mag
  • −20% Max HP
  • −20% HP recovery
  • −25% HP restored from Health Potions
  • −8% Defense Ratio
  • −8% Magic Resistance

Merien

Ancient

Passive stats

  • Increased attack speed
  • Cast +0.1% faster per 1 Mag
  • Cast recovery speed reduced by 0.2% per 1 Mag
  • Activation cooldowns reduced by 25%
  • +15 Strength
  • +15 Magic
  • −7% physical damage dealt to enemies
  • −14% magical damage dealt to enemies

Exclusive spells (learned with the talent)

  • Transfer Criticals
  • Meditation — 30% Max MP recovery + 15% on the next regen + 33 Heal, 20% Max MP cost (40 Int)

Building around your picks

With only two slots, a talent build is a statement of intent. A pure melee bruiser might pairAxe with Tank for reliable crushes on a huge health pool; an archer leans entirely on Archery and takes Merien for the Strength and attack speed; a battle-mage stacks Fire or Ice for the exclusive spell and its damage, then adds Xelima to hit like a truck — at the cost of −20% Max HP. Because the second pick waits until level 40, your first choice shapes your entire early game. Choose it for how youactually fight.