Skills
This page was last checked against game version 0.2.1; the game is now at 0.3.0. Some explanations may be out of date (tables are always current).
Skills are the actions you choose in a fight besides a normal attack, an item or fleeing (and, in party fights, Defend). Every character has a few general skills; a class adds its own. Skills cost stamina or mana, have a cooldown and grow stronger with mastery.
Skills every character has
Section titled “Skills every character has”Power Strike — a strong hit for stamina. Your best damage before you have a class.
Dodge Step — a big evasion bonus for one round. Use it before a heavy hit.
First Aid — heals a share of your max HP for mana. Wisdom makes it heal more. Your mana carries over between fights, so every cast costs you mana you will miss in the next fight.
Qi Strike — unlocks at Qi Condensation stage 2. A mana strike that ignores part of the enemy’s defence and uses your element affinity.
Qi Barrier — unlocks when you reach Foundation Establishment. A mana shield that absorbs damage for a few rounds. See Cultivation and breakthrough.
| Skill | Cost | Cooldown | Effects |
|---|---|---|---|
| 5 Stamina | 2 rounds |
| |
| 4 Stamina | 3 rounds |
| |
| 10 Mana | 5 rounds |
| |
| 8 Mana | 3 rounds |
| |
| 12 Mana | 5 rounds |
|
Class skills
Section titled “Class skills”After you pass the class trial, the skills of your class join your action bar. You keep the general skills. During the trial you can already use the skills of the class you are testing.
| Skill | Cost | Cooldown | Effects |
|---|---|---|---|
| 4 Stamina | 1 round |
| |
| 5 Stamina | 3 rounds |
| |
| 6 Mana | 4 rounds |
| |
| 10 Mana | 3 rounds |
|
| Skill | Cost | Cooldown | Effects |
|---|---|---|---|
| 5 Stamina | 1 round |
| |
| 6 Stamina | 3 rounds |
| |
| 5 Stamina | 5 rounds |
| |
| 8 Stamina | 5 rounds |
| |
| 4 Stamina | 3 rounds |
|
| Skill | Cost | Cooldown | Effects |
|---|---|---|---|
| 8 Mana | 1 round |
| |
| 9 Mana | 3 rounds |
| |
| 10 Mana | 5 rounds |
| |
| Free | 6 rounds |
|
| Skill | Cost | Cooldown | Effects |
|---|---|---|---|
| 5 Stamina | 1 round |
| |
| 7 Stamina | 2 rounds |
| |
| 5 Stamina | 4 rounds |
| |
| 5 Stamina | 3 rounds |
|
How and when to use each one is explained on the class pages: Monk,
Warrior,
Sorcerer,
Archer.
How do cost and cooldown work?
Section titled “How do cost and cooldown work?”A skill can only be used if you have enough stamina or mana. Each round you regain 2 stamina and 1 mana, plus a little mana per point of Wisdom.
After you use a skill, its cooldown starts. A cooldown of 1 means you do something else for one round before you can use the skill again.
How does skill mastery work?
Section titled “How does skill mastery work?”Every time a skill does something, it counts as one use: it deals damage, heals, applies a buff or debuff, or the enemy attacks you while your dodge skill is active. A missed strike or a heal at full HP does not count. Enough uses raise the skill’s mastery level:
| Mastery level | Effective uses | Skill effect |
|---|---|---|
| 1 | 0 | — |
| 2 | 25 | +10% |
| 3 | 75 | +20% |
| 4 | 175 | +30% |
| 5 | 400 | +40% |
Each level above the first adds +10% to the skill’s damage, healing, shield and mana restore. Buff and debuff strength and evasion bonuses stay the same.
Limits keep mastery fair:
- At most 5 uses count per fight.
- Fights against enemies more than 5 levels below you don’t count.
- The class trial trains no mastery.