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.