Every skill your character can learn, how it grows with use, and the buffs and blessings that change what you can do.
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.
| Part | What it does |
|---|---|
| Tabs | One 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 box | The F-key the skill is on, or empty. See the magic bar for binding. |
| Icon | Hover 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. |
| Name | A 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 bar | Experience towards the next level. A maxed skill has no bar. |
| Arrow | Opens 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 bar | The 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.
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.
| Class | Starts with |
|---|---|
| Warrior | Swordsmanship |
| Wizard | Fire Ball |
| Taoist | Heal |
| Assassin | Willow Dance |
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.
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.
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.
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.
| Part | What it does |
|---|---|
| Slots | Twelve 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 arrows | The 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 switch | The 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. |
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.
Not every skill is thrown. The tooltip on a skill's icon says which kind it is.
| Kind | How it works | For example |
|---|---|---|
| Active | Press its key to cast it. | Fire Ball, Heal |
| Toggle | A stance. Press its key to switch it on, and it changes every swing until you switch it off. | Thrusting, Half Moon |
| Charge | Press its key to arm it, and your next swing uses it. | Flaming Sword, Full Bloom |
| Passive | Always on. Nothing to press and nothing to bind: it works by being known. | Swordsmanship, Willow Dance |
| Augment | Also has no key. It makes another of your skills better. | Burning, Empowered Explosive Talisman |
Toggles and charges can't be switched from horseback.
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.
| Version | What it does | Fire Ball | Adamantine Fire Ball |
|---|---|---|---|
| Multi-shot | Also 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 29 | Level 5, one more at 12, 19 and 27 |
| Rapid-shot | Casts 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 26 | Level 9, one more at 23 |
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.
| Lv. | Skill | What it does |
|---|---|---|
| 1 | Swordsmanship | Passive: more accuracy. |
| 6 | Slaying | Passive: more accuracy and damage. |
| 9 | Thrusting | Toggle: your swing reaches past the cell in front of you. |
| 11 | Half Moon | Toggle: your swing sweeps the enemies around you. |
| 14 | Shoulder Dash | Barge forward, pushing lower-level enemies away. |
| 16 | Flaming Sword | Charge: your next swing hits much harder. |
| 32 | Defiance | Much more defence and magic resistance for a while, at the cost of attack. |
| 55 | Invincibility | Ignore almost every attack for a short time. |
| Lv. | Skill | What it does |
|---|---|---|
| 1 | Fire Ball | The first fire spell. |
| 5 | Ice Bolt | Damages and slows. |
| 11 | Electric Shock | Stuns a monster, and is how a wizard tames one. |
| 13 | Teleportation | Jump to a random spot on the map. |
| 19 | Thunder Bolt | Lightning from above on one enemy. |
| 33 | Fire Wall | A cross of fire on the ground that burns whatever stands in it. |
| 39 | Magic Shield | Takes a share off the damage you take for a while. |
| 52 | Meteor Shower | Damages every enemy in an area. |
| Lv. | Skill | What it does |
|---|---|---|
| 1 | Heal | Heals you or a friend. |
| 3 | Spirit Sword | Passive: more accuracy. |
| 4 | Poison Dust | Poisons an enemy, using the poison you carry. |
| 6 | Explosive Talisman | Throws a talisman that explodes on an enemy. |
| 13 | Summon Skeleton | Calls up a skeleton to fight for you. |
| 28 | Summon Shinsu | Calls up a holy beast to fight for you. |
| 30 | Mass Heal | Heals everyone in a 5 by 5 area. |
| 35 | Resurrection | Raises a fallen friend (see Combat). |
| Lv. | Skill | What it does |
|---|---|---|
| 1 | Willow Dance | Passive: more agility. |
| 9 | Full Bloom | Charge: turns part of your mana into damage on your next swing. |
| 10 | Cloak | Turn invisible, paying for it in health, until you attack or use an item. |
| 25 | Summon Puppet | Leave a puppet behind and vanish. |
| 26 | Karma | A huge blow from hiding, paid for with your own health. |
| 52 | Flash of Light | Heavy damage to every enemy within 2 cells. |
| 55 | Evasion | A chance to dodge elemental attacks. |
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.
| Part | What it does |
|---|---|
| Icon | One per buff. Hover it for its name, where it comes from, how long it has left and the stats it gives. |
| Time | How 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 mark | Two white bars in the corner, and a dimmed icon, while its clock is stopped (see below). It still works. |
| Count | A yellow number in the corner of a buff that's counted in charges rather than time. |
| Red boxes | Afflictions, 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 box | If 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. |
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.
| Name | What it does to you |
|---|---|
| Poisoned, Burning, Scorched | Losing health over time. |
| Weakened | Taking 20% more damage. |
| Slowed | Everything you do takes longer. |
| Paralysed | You can't move or attack. |
| Held | You can't move or dash. |
| Silenced | You can't cast spells. You can still walk away. |
| Afraid | You can't attack or cast. |
| Neutralised | Your swings and spells come half as often. |
| Blinded | You can't see far. |
| Bleeding | Losing health, and not recovering. |
| Parasite | Losing health, and it will burst. |
| Bound, Contained | Losing health, and you can't move. |
| Chained | Losing health, and tethered. |
An Elixir of Purification clears the afflictions that can be cleared.
Drink an elixir for an hour of one extra stat. They come in six families, each in five grades.
| Family | Gives | I (Lv. 11) | II (22) | III (33) | IV (44) | V (55) |
|---|---|---|---|---|---|---|
| Elixir of Life | Max health | +50 | +80 | +120 | +170 | +250 |
| Elixir of Mana | Max mana | +50 | +80 | +120 | +170 | +250 |
| Elixir of Destruction | Max DC | +5 | +8 | +12 | +17 | +25 |
| Elixir of Nature | Max MC | +3 | +6 | +10 | +15 | +20 |
| Elixir of Spirit | Max SC | +3 | +6 | +10 | +15 | +20 |
| Elixir of Haste | Attack speed | +1 | +2 | +3 | +4 | +5 |
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.
When the bar is full it empties, and you're given one of these at random, as a buff with a clock.
| Blessing | Gives | Yours | Shared | How often |
|---|---|---|---|---|
| Wisdom | Experience from monsters | +15% | +5% | 25% |
| Prosperity | Gold | +25% | +10% | 25% |
| Vitality | Natural recovery of health and mana | +25% | +10% | 20% |
| Potent Brews | Potion mastery | +15% | +5% | 15% |
| Craftsman's Care | Chance your gear takes no wear from a blow | 50% | 20% | 10% |
| Abundance | Drop rate | +3% | +1% | 5% |
| Roll | Chance | Who else is blessed |
|---|---|---|
| Personal | 60% | Nobody. It's yours alone. |
| Gift of fortune | 25% | Up to 3 random players online, one per account. You're told who. |
| Hunting grounds | 10% | Everyone on your map, or in your copy of a dungeon. |
| World | 5% | 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.
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 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.
| Event | Dates (UTC) | What happens |
|---|---|---|
| Halloween | 24 Oct to 7 Nov | A 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 Experience | 14 Dec, 18:00 to 28 Dec, 18:00 | Experience ×2, gold ×1.5, and +5 max AC for everyone. |
| Christmas | 20 Dec to 3 Jan | A 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. |
| Easter | 26 Mar to 9 Apr | Some monsters are Easter monsters with 1 health, and only they drop the Easter items. |