The player's guide

Skills and the Codex

Every skill your character can learn, how it grows with use, and the buffs and blessings that change what you can do.

The Codex

Press E. The Codex lists everything your class can learn, the skills you know and the ones still to come, with a tab for each school of magic.

In the game
The Codex on a wizard's fire tab: Fire Ball at level 8 bound to F1, its Multi-shot version on F2, Adamantine Fire Ball at level 3 on F3, then Scorched Earth, Fire Wall, Fire Storm, Meteor Shower and Burning dimmed, each saying the level its book can be read from.
A level 28 wizard's fire tab. The dimmed rows are skills not learned yet.
The tooltip over Fire Ball's icon: its description, power 26 to 49, costs 1 MP, cast at an enemy, level 8 with 1,428 of 2,304 experience, and +22 to 41 power from its levels.
Hold the pointer over a skill's icon for everything about it.
PartWhat it does
TabsOne picture per school: Fire, Ice, Lightning, Wind and Phantom for a wizard, for example. A tab is only there if your class has something in it. Hover a tab for its name, what the school is about and how many of its skills you've learned.
Key boxThe F-key the skill is on, or empty. See the magic bar for binding.
IconHover it for the skill's tooltip: what it does, its power, its mana cost, what it is aimed at, its level and experience, and what its levels have added so far.
NameA second version of a skill, such as Fire Ball (Multi-shot), has its own row and its own key.
Lv.The skill's level, or MAX when it can go no higher. On a skill you haven't learned it says Book from Lv. 25: the character level its book can be read from.
Figures and barExperience towards the next level. A maxed skill has no bar.
ArrowOpens the skill's ladder underneath it: what every level unlocks (see the ladder). Skills you haven't learned have one too, so you can see what a skill becomes before you buy the book.
Scroll barThe list is eight rows tall. Scroll with the bar or the mouse wheel.

Clicking a skill in the Codex never casts it. The Codex is where you find and bind skills; you use them from the bar.

Learning a skill

Each class starts with one skill. Every other skill is learned by reading its book, so two characters of the same class and level can know quite different things.

In the game
ClassStarts with
WarriorSwordsmanship
WizardFire Ball
TaoistHeal
AssassinWillow Dance
  1. Find the book. Monsters drop them, and book sellers in town sell them: Isaac in Bichon Town sells books for every class, a tab each. The Codex shows the level each book needs.
  2. Right-click the book in your bag to read it. You can't read on horseback.
  3. The skill appears in the Codex at level 0, ready to bind and use. The book is used up.
  • A book for another class, or one you aren't high enough for yet, is refused and stays in your bag. Keep it or sell it.
  • Reading the book of a skill you already know gives that skill 100 experience instead, so a second copy is still worth picking up. A skill at its top level refuses it.
  • Book sellers won't serve a character with a red name.
Levelling a skill

Skills get better by being used. Your character's level decides when you can read a skill's book; after that, it's all about how much you use the skill.

In the game
  • Every use that works earns 1 to 3 experience. A spell that hits ten monsters earns the same as one that hits one: it's paid per cast, not per target.
  • A few skills learn from being hit rather than used: Defensive Mastery, the warrior's immunities, Defiance and Raging Wind while they're up, Advent of Demon and Advent of Devil, Evasion and Willow Dance. These earn at most once a second.
  • The Choker of Learning necklace triples what each use earns. Premium adds 10%.
  • Each skill has its own top level. Most of the core attack spells go to 30, many skills to 20 or 10, and some to just 3. The Codex shows you when you're there.
  • Levels get steadily dearer. Fire Ball needs 300 experience for level 1 and 486,153 for level 30, so the first levels come quickly and the last ones are a long road.
  • A skill's level doesn't depend on your character's. Once you've learned it, it can climb as high as you take it.
Numbers being tuned

Every skill is being checked and rebalanced one by one: its numbers at each level, its cost and how long it takes to max. Expect the figures in the Codex to move while that goes on.

What each level unlocks

Every skill level unlocks one thing: more power, a cheaper or quicker cast, a longer buff, a new version of the spell. There's nothing to choose and nothing to spend. A skill at level 8 has everything from levels 1 to 8.

In the game
Fire Ball's ladder open under its row: levels 1 to 8 ticked, Multi-shot at level 6 marked new on your bar, level 9 highlighted with 1,428 of 2,304 experience, and later levels dimmed, including Rapid-shot at level 12.
Fire Ball's ladder at level 8. The highlighted line is the next one.
  1. In the Codex, click the arrow at the right of a skill's name.
  2. Its levels open underneath, one line each. Levels you've reached are ticked, the next one is highlighted with the experience it needs, and the rest are dimmed.
  3. A line marked new on your bar gives you a new version of the skill, with a row and a key of its own.
  4. Click the arrow again to close it. Only one ladder is open at a time, and the Codex remembers which one for each tab.
  • Hover a line to see whether you've reached it, or at what skill level you will.
  • When a skill levels up, the chat log says what the new level unlocked: Fire Ball reached level 6 - Multi-shot.
  • The last level of many skills is named, such as Fire Ball's Inferno at 30. It's the big one.
  • Your levels are never taken away. If a skill's ladder is ever shortened, your skill works at the new top level, and the levels you earned come back if it's lengthened again.
The magic bar

Press Ctrl+E to show the magic bar. Your first twelve slots are on F1 to F12, and those keys work whether or not the bar is showing.

In the game
The magic bar with eight wizard spells on slots 1 to 8, four empty slots, and the set number 1 with arrows at the right-hand end.
A wizard's bar, set 1.
PartWhat it does
SlotsTwelve in a row, numbered in the corner. Click a slot to cast what's on it. A shadow sweeps over a skill while it's cooling down. A slot's border is green while a stance or charge is on.
Set number and arrowsThe bar has four sets, each a whole bar of its own: one for hunting and one for bosses, say. The arrows change set, and so do Ctrl+F1 to Ctrl+F4. The F-keys always cast from the set that's showing.
Row switchThe strip at the right-hand end shows or hides a second row of twelve. The second row has no keys until you give it some in the key settings; click its slots to cast.

Putting a skill on a key

  • Drag it. Click a skill's icon in the Codex to pick it up, then click a slot on the bar.
  • Hover and press. Hold the pointer over a skill's icon or key box in the Codex and press an F-key.
  • To take it off, click the icon or key box of a bound skill in the Codex.

Passives can't go on the bar, and nor can skills you haven't learned. Your bars are remembered for each character on this computer. A slot bound to a version of a skill you haven't reached yet is drawn dimmed and won't cast.

Toggles, charges and passives

Not every skill is thrown. The tooltip on a skill's icon says which kind it is.

In the game
A warrior's magic bar with Thrusting and Half Moon on slots 1 and 2, both with green borders because they are switched on, then Flaming Sword, Dragon Rise, Blade Storm, Shoulder Dash and Defiance.
Thrusting and Half Moon switched on: the green borders.
KindHow it worksFor example
ActivePress its key to cast it.Fire Ball, Heal
ToggleA stance. Press its key to switch it on, and it changes every swing until you switch it off.Thrusting, Half Moon
ChargePress its key to arm it, and your next swing uses it.Flaming Sword, Full Bloom
PassiveAlways on. Nothing to press and nothing to bind: it works by being known. Swordsmanship, Willow Dance
AugmentAlso has no key. It makes another of your skills better.Burning, Empowered Explosive Talisman

Toggles and charges can't be switched from horseback.

Multi-shot and Rapid-shot

As Fire Ball and Adamantine Fire Ball level up, each unlocks two extra versions of itself. Each version is a separate row in the Codex with its own key, so you choose which to cast for the fight in front of you.

In the game
VersionWhat it doesFire BallAdamantine Fire Ball
Multi-shotAlso fires at other enemies within 4 cells of your target, nearest first. You pay full price for each extra bolt, and only for the bolts that fly. If you can't afford them all, the furthest are dropped rather than the cast failing. Level 6, one more bolt at 14, 22 and 29Level 5, one more at 12, 19 and 27
Rapid-shotCasts again a quarter of a second later at the same target. It's all paid for up front, and there's no refund if the target dies first. Level 12, one more follow-up at 26Level 9, one more at 23
Ring skills and the menagerie
  • Ring skills. Two rings lend a skill of their own while you wear them, to any class. The Fierce Dragon Ring gives Dragon's Fire, a fire ball, and the Signet of Vigor gives Vigour, a heal. Each appears on a Codex tab named after its ring, levels and climbs its own ladder, disappears when the ring comes off and comes back exactly as you left it. It never touches your class's own skill of the same kind.
  • The menagerie. The Menagerie tab lists the horses and companions your account owns. Put one on the bar like a skill and its key mounts or dismounts, or calls your companion out and sends it home. See Companions, pets, mounts.
Each class's skills

A few landmarks from each class's list, with the character level each book can be read from. The Codex shows the whole list for your class, and Magic / Skills has every skill on a page of its own.

In the game

Warrior

Lv.SkillWhat it does
1SwordsmanshipPassive: more accuracy.
6SlayingPassive: more accuracy and damage.
9ThrustingToggle: your swing reaches past the cell in front of you.
11Half MoonToggle: your swing sweeps the enemies around you.
14Shoulder DashBarge forward, pushing lower-level enemies away.
16Flaming SwordCharge: your next swing hits much harder.
32DefianceMuch more defence and magic resistance for a while, at the cost of attack.
55InvincibilityIgnore almost every attack for a short time.

Wizard

Lv.SkillWhat it does
1Fire BallThe first fire spell.
5Ice BoltDamages and slows.
11Electric ShockStuns a monster, and is how a wizard tames one.
13TeleportationJump to a random spot on the map.
19Thunder BoltLightning from above on one enemy.
33Fire WallA cross of fire on the ground that burns whatever stands in it.
39Magic ShieldTakes a share off the damage you take for a while.
52Meteor ShowerDamages every enemy in an area.

Taoist

Lv.SkillWhat it does
1HealHeals you or a friend.
3Spirit SwordPassive: more accuracy.
4Poison DustPoisons an enemy, using the poison you carry.
6Explosive TalismanThrows a talisman that explodes on an enemy.
13Summon SkeletonCalls up a skeleton to fight for you.
28Summon ShinsuCalls up a holy beast to fight for you.
30Mass HealHeals everyone in a 5 by 5 area.
35ResurrectionRaises a fallen friend (see Combat).

Assassin

Lv.SkillWhat it does
1Willow DancePassive: more agility.
9Full BloomCharge: turns part of your mana into damage on your next swing.
10CloakTurn invisible, paying for it in health, until you attack or use an item.
25Summon PuppetLeave a puppet behind and vanish.
26KarmaA huge blow from hiding, paid for with your own health.
52Flash of LightHeavy damage to every enemy within 2 cells.
55EvasionA chance to dodge elemental attacks.
Buffs and afflictions

Everything that's temporarily true about you sits in a strip of icons in the top left: your buffs on top, and anything wrong with you on a row of its own underneath.

In the game
Four buff icons with their time left under each: two elixirs at 43 and 25 minutes, Magic Shield at 11 minutes and the Wisdom blessing at 6 minutes, whose tooltip reads Wisdom, 6m left, +15% Experience Rate. A red box marked POI sits on the row below.
Hover a buff for its name, time and what it gives.
The same strip with the pointer on the red POI box, whose tooltip reads Poisoned, losing health over time.
An affliction is a red box with a name.
PartWhat it does
IconOne per buff. Hover it for its name, where it comes from, how long it has left and the stats it gives.
TimeHow long is left, under the icon. Yellow, and the icon flickers, in the last ten seconds. No time means it doesn't run out.
Pause markTwo white bars in the corner, and a dimmed icon, while its clock is stopped (see below). It still works.
CountA yellow number in the corner of a buff that's counted in charges rather than time.
Red boxesAfflictions, on their own row. Hover for what it's doing to you. There's no timer: you find out it's gone when the box goes.
+3 boxIf the strip is too small for everything, the last cell counts what didn't fit. Hover it for the list. Afflictions are never the ones left out.

Moving and sizing it

Point at an icon and a frame appears round the strip. Drag anywhere on it to move it, and drag its corner to change how many columns and rows it has. A tall, thin strip makes a column down the side of the screen.

When the clock stops

  • Logged out, every timed buff stops.
  • In a town or standing on mining rubble, elixirs and other item buffs stop, along with blessings. Skill buffs keep running.
  • Buffs that aren't buffs at all, from your guild, your companion, your horse, a complete set, your passive skills and Premium, sit at the end of the strip and never run out.

Afflictions

NameWhat it does to you
Poisoned, Burning, ScorchedLosing health over time.
WeakenedTaking 20% more damage.
SlowedEverything you do takes longer.
ParalysedYou can't move or attack.
HeldYou can't move or dash.
SilencedYou can't cast spells. You can still walk away.
AfraidYou can't attack or cast.
NeutralisedYour swings and spells come half as often.
BlindedYou can't see far.
BleedingLosing health, and not recovering.
ParasiteLosing health, and it will burst.
Bound, ContainedLosing health, and you can't move.
ChainedLosing health, and tethered.

An Elixir of Purification clears the afflictions that can be cleared.

Elixirs

Drink an elixir for an hour of one extra stat. They come in six families, each in five grades.

In the game
FamilyGivesI (Lv. 11)II (22) III (33)IV (44)V (55)
Elixir of LifeMax health+50+80 +120+170+250
Elixir of ManaMax mana+50+80 +120+170+250
Elixir of DestructionMax DC+5+8 +12+17+25
Elixir of NatureMax MC+3+6 +10+15+20
Elixir of SpiritMax SC+3+6 +10+15+20
Elixir of HasteAttack speed+1+2 +3+4+5
  • Different families stack: you can have Life and Haste at once.
  • Within a family, a higher grade replaces a lower one, and the same grade adds another hour. A lower grade is refused and you keep the bottle.
  • The clock stops in towns, on mining rubble and while you're logged out.
The IP bar and blessings

The third bar on the bottom panel, under health and mana, is IP. It fills while you hunt. When it's full you're given a blessing, and sometimes other players are too.

Built, still being tested
The three bars at the left of the bottom panel: HP 1,840 of 2,210, MP 640 of 900, and the green IP bar at 640 of 1,000.
The IP bar, about two thirds full.

Filling the bar

  • It fills with time spent hunting: about one hour of hunting fills it.
  • You count as hunting while you're damaging monsters that would pay you, or have been paid for one in the last 5 minutes. Healing a group that's killing counts too.
  • It only fills while you're alive and outside a town. Otherwise it waits where it is. It never fills while you're offline.
  • Every character has its own bar.
  • Hover the bar for what it is and how full the community meter is (see below).

The blessings

When the bar is full it empties, and you're given one of these at random, as a buff with a clock.

BlessingGivesYoursShared How often
WisdomExperience from monsters+15%+5% 25%
ProsperityGold+25%+10% 25%
VitalityNatural recovery of health and mana+25% +10%20%
Potent BrewsPotion mastery+15%+5% 15%
Craftsman's CareChance your gear takes no wear from a blow 50%20%10%
AbundanceDrop rate+3%+1% 5%

Who else gets it

RollChanceWho else is blessed
Personal60%Nobody. It's yours alone.
Gift of fortune25%Up to 3 random players online, one per account. You're told who.
Hunting grounds10%Everyone on your map, or in your copy of a dungeon.
World5%Everyone online. At most one world event every 30 minutes; a world roll in that time becomes a gift instead.

Players blessed by somebody else get the shared strength. Your own alts never count as strangers.

How long it lasts

  • Your own blessing lasts 10 minutes, and filling the bar again with the same one adds 10 more, up to 20.
  • A shared one lasts 5 minutes, up to 10.
  • A stronger blessing replaces a weaker one of the same kind. A weaker one is refused, so a gift never cuts short your own.
  • Different blessings run side by side. Like elixirs, their clocks stop in town.

The community meter

Every bar anybody fills adds a point to one meter for the whole server. At 25 points everyone online is given a Community Blessing for 10 minutes, at shared strength, and the meter starts again. It can bank up to 50, but a community blessing still waits for the 30-minute gap between world events. The IP bar's tooltip shows the meter: Community Blessing: 18 / 25, or that it's ready.

Events and bonus experience

Events apply to everybody online. They start and stop on their own, come round on the same dates every year, and show as an icon on the buff strip while they run.

Built, still being tested
EventDates (UTC)What happens
Halloween24 Oct to 7 NovA hunter takes an ordinary monster's place, at most once an hour on a map, and goes after players and monsters alike. Killing it pays ten times the experience.
Double Experience14 Dec, 18:00 to 28 Dec, 18:00Experience ×2, gold ×1.5, and +5 max AC for everyone.
Christmas20 Dec to 3 JanA Christmas monster takes an ordinary monster's place now and then. It has 10 health and takes one point a blow. Fell it and every ordinary monster within 18 cells falls with it, each worth ten times its experience.
Easter26 Mar to 9 AprSome monsters are Easter monsters with 1 health, and only they drop the Easter items.
  • An event's clock is the calendar: it doesn't pause in towns and isn't saved with your character.
  • If two events that change rates overlap, the one that started later is the one that applies.
  • Event bonuses add to your own. The Wisdom blessing (see the IP bar) during Double Experience is worth having.