What the operative wields, casts, prepares, and carries. The Equipment tab covers every weapon and armour-set passive in full. The other tabs are general overviews, enough to know what each system is and what it adds to a run.
Every weapon family and every armour set carries at least one passive ability that scales with the matching mastery. Each entry below shows the ability, the attributes the equipment scales with, the mastery scaling curve, and the practical strengths and weaknesses of the choice.
A short, light blade. The fastest weapon in the game (Weapon Speed 5) and the only one with a 3x critical multiplier. Range 1. Pairs naturally with stealth builds because every dagger attack from concealment is a guaranteed critical hit, and stealth kills with a dagger never break concealment.
VIOLENCE IS SILENCE
Dagger (1H)
Physical Crit Bonus:Every dagger attack carries a bonus to Physical Crit chance, applied on top of all other crit sources.
Executioner's Edge:Critical hits with a dagger deal 3x damage instead of the standard 2x. Combined with the crit chance bonus, this turns ordinary thrusts into reliable finishers.
Shadow Strike:Every attack made from stealth is a guaranteed critical hit. Kills made from stealth do not alert nearby enemies, so you can chain stealth takedowns without breaking concealment.
Dual Dagger Evasion:Wielding a dagger in each hand grants bonus Physical Evasion. The bonus stacks with other evasion sources and applies per-hand.
Scales with:DEXAGI1H Melee
Scales with 1H Melee Mastery:
Bonus Physical Crit chance grows from +15% to +30%
Dual-wield Physical Evasion bonus grows from +10% to +25%
1H Melee Mastery LV 1 / 95
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Endpoints
Physical Crit chance bonus: +15% → +30%
Crit multiplier: 3.0x (fixed)
Dual-wield Physical Evasion: +10% → +25%
Pros
One-handed: free off-hand for a shield, a second weapon, or arrows
Fastest weapon in the game (Weapon Speed 5): more attacks per turn
Highest crit multiplier of any weapon (3x vs the standard 2x)
Guaranteed critical hits when attacking from stealth
Silent on stealth kills: chain takedowns without breaking concealment
Trains 1H Melee Mastery; unlocks Combatant and Infiltrator skills
Cons
Lowest raw damage of any weapon family
Range 1 only: must close to melee range
Most synergies require an unbroken stealth state to maximise damage
Dual-wield evasion requires both daggers at the exact same level
The classic versatile blade. Balanced attack and speed (Weapon Speed 3.5, mid-range raw damage for a one-hander), Range 1. The signature passive lets every successful hit chain into extra strikes, giving the sword the highest sustained-damage profile of any 1H weapon. Pairs cleanly with every Combatant skill.
OVERWHELMING ONSLAUGHT
Sword (1H)
Cascading Strikes:On a successful sword hit, there is a chance to chain into an extra strike with the same damage as the original. Each chained strike re-rolls the chance, allowing a single attack to land up to six hits in total (one base hit plus a maximum of five chained extras). Chained hits can be blocked or parried but cannot be riposted.
Scales with:STRDEX1H Melee
Scales with 1H Melee Mastery:
Multi-Hit chance climbs from 25% to 75%
1H Melee Mastery LV 1 / 95
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Endpoints
Multi-Hit chance: 25% → 75%
Maximum hits per swing: 6 (1 base + 5 chains)
Pros
One-handed: free off-hand for a shield, a second weapon, or arrows
Balanced raw attack and speed (Weapon Speed 3.5) for a 1H weapon
Highest sustained damage potential: up to six hits per swing
Each chain re-rolls the chance, so streaks compound
Both hands roll independently when dual wielding
Trains 1H Melee Mastery; works with every Combatant sword skill
Cons
Lower raw attack than two-handed weapons
Range 1 only: must close to melee range
Chained hits can be blocked or parried like normal hits
Chained hits cannot trigger Riposte counters
No stealth synergy: this is an open-combat weapon
The heaviest single-handed weapon. The highest raw attack of any 1H weapon, traded for the slowest swing in the 1H category (Weapon Speed 3, Range 1). Built for crowd control: the passive cleaves to every adjacent enemy and rolls a stun on each one, making it the 1H option for groups rather than duels.
HEAVY SWINGS
Battle Axe (1H)
Cleaving Blows:On a successful axe hit, has a chance to cleave outward: 80% of the damage dealt to your target also strikes every enemy adjacent to it. Splash damage cannot critically hit.
Shockwave Stun:When Cleaving Blows triggers, every enemy hit (the primary target and each splash target) also has a separate chance to be stunned for 1 turn. The stun chance is rolled fresh for each enemy.
Scales with:STRVIT1H Melee
Scales with 1H Melee Mastery:
Cleave chance grows from 25% to 70%
Stun chance grows from 25% to 50%
1H Melee Mastery LV 1 / 95
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Endpoints
Cleave chance: 25% → 70%
Stun chance per enemy: 25% → 50%
Stun duration: 1 turn
Pros
One-handed: free off-hand for a shield, a second weapon, or arrows
Highest raw attack of any 1H weapon
AOE pressure: splash to every adjacent enemy
Stun rolled per enemy, multiple lockdowns possible
Cleave-and-stun both fire on the same proc
Pairs naturally with STR + VIT tank builds
Cons
Slowest 1H weapon (Weapon Speed 3): fewer attacks per turn
Range 1 only: must close to melee range
Splash damage cannot critically hit
Only ADJACENT enemies are hit, not all enemies in range
Single-target burst is weaker than a Greatsword
The longest reach in the game. The Spear has the lowest raw attack of any 2H melee weapon, balanced by Range 3 (strikes from three hexes away, against Range 1 for most other melee weapons) and the highest Weapon Speed (3) among 2H melee options. Built for positional play and DOT pressure rather than burst damage.
BLOOD DOMAIN
Spear (2H)
Stab Wound:On a successful hit, has a chance to apply a Stab Wound bleed. The target loses 4% of their maximum HP each turn for 2 turns. Up to 3 stacks can be active at once, compounding the damage with every fresh thrust.
STEP OFF!:On a hit landed within 2 hexes, a chance to shove the target one hex backward, breaking their reach and opening space for the next thrust.
Instakill:On any successful hit, a small chance to instantly slay the target outright, regardless of remaining HP. Bosses are immune.
Scales with:STRDEX2H Melee
Scales with 2H Melee Mastery:
Stab Wound chance grows from 25% to 75%
STEP OFF! chance grows from 25% to 75%
Instakill chance grows from 0.5% to 2.5%
2H Melee Mastery LV 1 / 95
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Endpoints
Stab Wound chance: 25% → 75%
STEP OFF! chance: 25% → 75%
Instakill chance: 0.5% → 2.5%
Stab Wound DOT: 4% max HP/turn, 3 stacks max
Pros
Range 3: strikes from further than any other melee weapon
Highest speed of any 2H melee weapon (Weapon Speed 3)
Persistent DOT pressure (Stab Wound) that ignores defence
Pushback creates space and breaks enemy positioning
Instakill chance on every successful hit (non-boss enemies)
All three ability components are independent rolls per hit
Cons
Two-handed: occupies both hand slots, no shield or off-hand weapon
Lowest raw attack of any 2H melee weapon (intentional, to balance Range)
Stab Wound only lasts 2 turns: needs follow-up hits to maintain stacks
STEP OFF! requires close range (≤ 2 hexes)
Bosses are immune to the Instakill proc
A heavy two-handed blade. Mid-range 2H attack with moderate speed (Weapon Speed 2.5, Range 2) and a passive that escalates with sustained pressure: consecutive hits stack into a guaranteed crit and a double swing, while Riposte turns being struck into a counter-offence. Built for offensive players who keep the initiative.
EXTINCTION SEQUENCE
Greatsword (2H)
Tiger Combination:Consecutive successful hits build the Tiger Combination, capped at 4 stacks. Stack 1 adds Physical Accuracy, Stack 2 adds Physical Attack, Stack 3 guarantees the next critical hit, Stack 4 doubles the swing into a second hit. Bonuses are cumulative (Stack 4 has every prior bonus active). Stacks reset on a miss, block, parry, or being riposted.
Riposte:When struck by an incoming physical attack (melee or ranged), a chance to counter with a full-power swing of your own. Counter damage equals 100% of your weapon's Physical Attack. Stealth attacks bypass Riposte entirely, and you cannot Riposte while stunned.
Instakill:On any successful hit, a small chance to instantly slay the target outright, regardless of remaining HP. Bosses are immune.
Scales with:STRDEX2H Melee
Scales with 2H Melee Mastery:
Tiger Combination per-stack bonus grows from +10% to +35%
Riposte chance grows from 15% to 48%
Instakill chance grows from 1% to 3%
2H Melee Mastery LV 1 / 95
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Endpoints
Tiger Combination bonus per stack: +10% → +35%
Riposte chance: 15% → 48%
Instakill chance: 1% → 3%
Max stack count: 4
Pros
Range 2: a one-hex extra reach over most 1H melee
Stacking 4-step combo: accuracy, attack, guaranteed crit, double hit
Riposte returns a full-power counter on incoming physical hits
Highest single-hit damage potential at full stacks
Your own Riposte advances stacks rather than resetting them
Cons
Two-handed: occupies both hand slots, no shield or off-hand weapon
Mid-low speed (Weapon Speed 2.5): fewer attacks per turn than a Spear
Combo resets on miss, block, parry, or being riposted
Stealth attacks bypass Riposte entirely
Cannot Riposte while stunned
Demands uninterrupted offensive uptime to maintain stacks
The heaviest two-handed weapon. The highest raw physical attack in the entire weapon roster, traded for the slowest swing (Weapon Speed 2, Range 1). Built around an always-on aura that suppresses every nearby enemy's combat stats: control through presence rather than action speed.
OPPRESSIVE INTIMIDATION
War Axe (2H)
Debuff Aura:An always-on aura that reduces 8 enemy combat stats (Physical Attack, Defense, Accuracy, Evasion, Block chance, Parry chance, Riposte chance, and Push-Back chance) for any enemy within 2 hexes of you. The effect is removed when an enemy leaves range and reapplied when they re-enter.
Hope Alleviated:If the first attack you make on a new floor is a one-shot kill, despair spreads: the aura expands to cover the entire floor with an extra +10% reduction. Lasts until you enter the next floor. Only that first attack matters; if it fails to kill, Hope Alleviated does not trigger on that floor.
Instakill:On any successful hit, a small chance to instantly slay the target outright, regardless of remaining HP. Bosses are immune.
Hope Alleviated extends the aura to the entire floor on a first-strike kill
Floor-wide pressure even on enemies you have not engaged
Pairs naturally with STR + VIT tank builds
Cons
Two-handed: occupies both hand slots, no shield or off-hand weapon
Slowest weapon in the game (Weapon Speed 2): fewer swings per turn
Range 1 only: must close to melee range to apply the aura
Aura range limited to 2 hexes without Hope Alleviated
Hope Alleviated only triggers on the FIRST attack of a floor
Aura does not affect spell stats, HP, MP, or initiative
The only ranged physical weapon in the game. High Weapon Speed (4) and long range, fired from the back line rather than melee. One of two silent weapons (the other being the Dagger) so stealth kills with a bow do not alert other enemies. Requires arrows in the secondary slot.
VIPER SNIPER
Bow (2H)
First Shot:The first arrow against each new enemy deals up to 3x normal damage. First Shot cannot land a critical hit, even from stealth. The bonus refreshes per individual enemy, so every new target opens with a guaranteed heavy blow.
Silent Weapon:Kills made from stealth do not alert other enemies, so you can chain stealth kills back-to-back without ever being detected.
Scales with:DEXAGIRanged
Scales with Ranged Mastery:
First Shot damage multiplier climbs from 1.5x to 3.0x
Ranged Mastery LV 1 / 95
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Endpoints
First Shot multiplier: 1.5x → 3.0x
Per-enemy refresh: every new target
Pros
Only ranged physical weapon: attack from the back line
High Weapon Speed (4): more shots per turn than most weapons
Up to 3x damage on the first shot against each enemy
Silent kills from stealth (one of two silent weapons)
Per-enemy refresh means every new target gets the bonus
Trains Ranged Mastery; unlocks the Marksman skillset exclusively
Cons
Two-handed: occupies both hand slots, no shield or off-hand weapon
Requires arrows in the secondary slot (consumes them per shot)
First Shot cannot critically hit, even from stealth
Loses its edge on long single-target fights (no chain or DOT)
Vulnerable to enemies who close the distance
The spellcasting weapon. The only weapon that grants Spell Attack stat, halves the AP cost of every spell, and can refund the entire cost of a cast through Divine Synchronization. Has the lowest raw physical attack of any 2H weapon by design (Weapon Speed 3, Range 1) because its purpose is to make spells viable, not to swing.
TETRAGRAMMATONIC WILL
Staff (2H)
Spell Attack:The staff is the only weapon that grants Spell Attack stat. Spell Attack determines how much damage your spells deal, so without a staff your spells land for a small fraction of their potential.
Efficient Casting:While the staff is wielded, every spell costs 50% less Action Points. The staff is the only source of spell Action Point reduction; without one, your spells consume their full Action Point cost.
Divine Synchronization:Each spell cast has a chance to trigger Divine Synchronization: that cast refunds all Action Points and Mana spent and does not start the spell's cooldown. Only applies to spells, not skills. Each cast has its own chance, so consecutive activations are possible.
Scales with:INTSPIElemental Magic
Scales with Elemental Magic Mastery:
Spell Attack bonus grows from +7.5 to +112.5
Divine Synchronization chance grows from 20% to 50%
Elemental Magic Mastery LV 1 / 95
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Endpoints
Spell Attack bonus: +7.5 → +112.5
Spell AP cost reduction: 50% (fixed)
Divine Synchronization: 20% → 50%
Pros
Only weapon that grants Spell Attack stat
Halves spell AP cost across every spell
Synchronization can grant cost-free, cooldown-free casts
Consecutive Synchronization procs are possible
Trains spell masteries; unlocks the entire Sorcery skillset
Cons
Two-handed: occupies both hand slots, no shield or off-hand weapon
Lowest raw physical attack of any 2H weapon by design
No meaningful physical attack synergy
Requires INT + SPI investment to be effective
Divine Synchronization applies to spells only, not skills
Off-hand defensive equipment. A shield is the only piece that can occupy the secondary-hand slot alongside a 1H weapon: with it, every incoming physical attack rolls against Block (full negation) and the Block-failure damage is still reduced by a passive flat percentage. Requires a 1H weapon in the main hand; incompatible with 2H weapons and dual wielding.
GUARDIAN ANGLE
Secondary Hand
Block Chance:The shield's primary contribution. A successful Block fully negates a physical attack and is rolled before defence calculation. Block chance against arrow attacks is doubled.
Passive Damage Reduction:A continuous reduction applied to all incoming physical and spell damage while a shield is equipped, even on attacks that were not blocked.
Stealth Vulnerability:Shields offer 0% block against attacks made from stealth. Stealth attackers ignore the block roll entirely.
Scales with:MasteryShield
Scales with Shield Mastery:
Block rate climbs from 20% to 50%
Passive damage reduction climbs from 10% to 20%
Shield Mastery LV 1 / 95
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Endpoints
Block rate: 20% → 50%
Block rate vs arrows: doubled
Block rate vs stealth attacks: 0%
Passive damage reduction: 10% → 20%
Pros
Pairs with any 1H weapon: the only way to combine offence and dedicated defence
Block fully negates a physical hit, rolled before defence
Block rate is doubled against arrow attacks
Passive damage reduction applies even to unblocked hits
Occupies the secondary hand: blocks dual wielding and arrow loadouts
Incompatible with two-handed weapons (Greatsword, Bow, Staff, etc.)
0% block against stealth attackers: vulnerable to ambushes
Block is a chance roll, not a guaranteed defence
Requires Shield Mastery investment to reach the high-end block rate
Plate-class armour designed for raw survivability. The highest base physical defence of the three armour classes, with a set bonus that adds maximum HP and resistance to seven heavy crowd-control effects. Paid for with the worst mobility profile in the game: -20 Initiative (slower to act) and -23 Stealth (loud).
IRONCLAD SUPREMACY
Heavy Armour (4-piece set bonus)
Bonus HP:While 4 matching Heavy Armor pieces (same level AND same tier) are equipped, gain bonus maximum HP. The bonus is a percentage of your maximum HP and scales with the armor's tier (Special tier provides the largest pool).
CC Resistance:A chance to fully resist incoming heavy crowd-control effects: Stun, Freeze, Paralysis, Knockdown, Petrify, Fear, and Shackle. Lighter status effects (Slow, Exhaust, Blind, Silence, Weakness, Vulnerability, Confusion, and damage-over-time effects) are NOT resisted. Hard cap of 99% across all CC Resist sources.
Scales with:STRVITHeavy Armor
Scales with Heavy Armor Mastery (and item tier):
Normal tier caps at +20% HP and 40.5% CC Resist
Premium tier caps at +27% HP and 63% CC Resist
Special tier caps at +35% HP and 90% CC Resist
Heavy Armor Mastery LV 1 / 95
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Endpoints (Special tier example)
Bonus HP: +18% → +35%
CC Resistance: 40.5% → 90.0%
Accumulator cap: 99% (1% floor preserved)
Pros
Highest raw physical defence of the three armour classes
Bonus HP up to +35% at Special tier
Resists 7 heavy CC effects (Stun, Freeze, Paralysis, Knockdown, Petrify, Fear, Shackle)
Pairs naturally with STR + VIT tank builds and shield users
Cons
Requires the full 4-piece matching set (same level AND same tier) for the set bonus
-20 Initiative: acts later in the turn order than light builds
-23 Stealth: incompatible with Ghost deployments and Infiltrate stealth chains
CC Resistance does NOT cover light statuses (Slow, Blind, etc.) or DOTs
Heavy armour reduces evasion potential to near-zero
Leather and chain mail. Mid-range physical defence between Heavy and Robes, with a Stealth bonus and a Physical Evasion bonus that unlocks Spell Evasion when combined with an evasion-granting skill. Mild mobility penalty (-5.9 Initiative) and a +7 to +18 Stealth bonus across levels: the only armour built for stealth playstyles.
PHANTOM PROTOCOL
Light Armour (4-piece set bonus)
Stealth Bonus:While 4 matching Light Armor pieces (same level AND same tier) are equipped, gain bonus Stealth chance. The bonus scales with the armor's tier (Special tier provides the largest stealth boost).
Phantom Evasion:Grants bonus Physical Evasion (flat across all tiers). The Physical Evasion bonus also enables Spell Evasion, letting you dodge incoming spell attacks the same way you dodge physical attacks.
Scales with:VITDEXLight Armor
Scales with Light Armor Mastery (and item tier):
Normal tier Stealth caps at +15%
Premium tier Stealth caps at +20%
Special tier Stealth caps at +30%
Physical Evasion is flat across all tiers, caps at +25%
Light Armor Mastery LV 1 / 95
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Endpoints (Special tier example)
Stealth chance bonus: +15% → +30%
Physical Evasion bonus: +5% → +25%
Pros
Only armour class that gives a Stealth bonus (+7 to +18 base, plus set)
Stealth set bonus up to +30% at Special tier
Physical Evasion bonus up to +25%, enabling Spell Evasion in tandem with skills
Mild Initiative penalty (-5.9): acts earlier than Heavy builds
Compatible with Ghost and Infiltrate deployments
Cons
Mid-range raw defence: lower than Heavy, higher than Robes
Stealth set bonus requires the full 4-piece match (same level AND tier)
Evasion is a chance roll, not a guaranteed dodge
No CC resistance bonus (compare Heavy Armour)
Cloth armour designed for spellcasters. The lowest base physical defence of the three armour classes, but the only equipment that scales spell damage directly: +12.5% Spell Effectiveness per piece, with no matching required. The set bonus is the only universal cooldown reduction in the game. No initiative penalty, mild stealth bonus.
ARCANE ASCENDANCY
Robes
Spell Effectiveness:Each robes piece you equip adds +12.5% Spell Effectiveness, stacking freely with no matching requirements. A full set of 4 robes pieces gives +50%, doubling the 50% base to a total of 100% spell effectiveness. Affects spell damage, healing, barrier strength, buff magnitudes, and damage-over-time damage. Does not affect durations, hit chances, range, or cooldowns.
Cooldown Reduction:With 4 matching robes pieces equipped (same level AND same tier), the cooldown on every skill and spell is reduced by 1 turn. Applies across all skillsets and all spell schools.
Scales with:INTSPIRobe
Does not scale with mastery:
Per-piece +12.5% Spell Effectiveness is fixed
4-piece -1 turn cooldown reduction is fixed
Robe Mastery LV 1 / 95
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Endpoints
Spell Effectiveness per piece: +12.5% (fixed)
Full robes Spell Effectiveness: +50% (doubles base)
Set cooldown reduction: -1 turn (4-piece only)
Pros
+12.5% Spell Effectiveness per piece, with NO matching requirement
Full set doubles base Spell Effectiveness (50% to 100%)
Universal -1 turn cooldown reduction (the only game-wide CDR effect)
Cooldown reduction applies to ALL skillsets, not just spells
No Initiative penalty: acts in the same turn order as a light build
Mild Stealth bonus (+2): compatible with Infiltrate stealth chains
Cons
Lowest raw physical defence of the three armour classes
Heavy spell-build dependency: weak for physical builds
Cooldown reduction set bonus needs the full 4-piece matching set
Spell Effectiveness does not scale durations, hit chances, range, or MP costs
No CC resistance bonus (compare Heavy Armour)
Fourteen disciplines that scale a character's combat output across four categories. Each mastery levels independently through use, and every mastery is hard-capped at the character's current level: a Level 30 character cannot push any mastery past Level 30. Specialisation is the point: a character cannot top out every discipline at once.
Weapon
1H Melee
Each level improves the physical attack and physical accuracy of daggers, 1H swords, and battle axes (the one-handed melee family), and tightens every ability passive on those weapons: the dagger's bonus crit chance and dual-wield evasion, the sword's Cascading Strikes Multi-Hit chance, and the battle axe's Cleaving Blows and Shockwave Stun rolls all climb in lockstep. Levels through attacks made with a 1H melee weapon equipped, hard-capped at the character's current level.
2H Melee
Each level improves the physical attack and physical accuracy of spears, greatswords, war axes, and the staff's physical strikes (the two-handed melee family), and tightens every ability passive on those weapons: the spear's Stab Wound bleed, STEP OFF! shove, and Instakill chances; the greatsword's Tiger Combination per-stack bonus, Riposte counter, and Instakill chance; and the war axe's Debuff Aura suppression and Instakill chance. It also unlocks a per-swing Area Attack roll that splashes a fraction of the damage to up to two adjacent enemies on spears, greatswords, and war axes (the bow is excluded). Levels through attacks made with a 2H melee weapon equipped, hard-capped at the character's current level.
Dual Wield
Each level improves parry chance, scales the off-hand's damage contribution from a partial cut up to full parity with the main hand, and tightens dual-wield accuracy. Parried attacks deal zero damage and cannot be applied to spells. Levels through attacks made while dual wielding (a weapon in each hand), hard-capped at the character's current level.
Ranged
Each level improves the physical attack and physical accuracy of bows, the only ranged physical weapon in the game, and steadily increases Viper Sniper's First Shot damage multiplier across the same curve. Levels through attacks made with a bow, hard-capped at the character's current level.
Armor
Heavy Armor
Each level raises the maximum level of plate and mail the character is allowed to equip, and improves the physical and spell defence of those pieces once worn. Levels through hits taken while wearing heavy armour, hard-capped at the character's current level.
Light Armor
Each level raises the maximum level of leather and studded leather the character is allowed to equip, and improves the physical and spell defence of those pieces once worn. Levels through hits taken while wearing light armour, hard-capped at the character's current level.
Robe
Each level raises the maximum level of cloth and mage robes the character is allowed to equip, and improves the physical and spell defence of those pieces once worn. Levels through hits taken while wearing robes, hard-capped at the character's current level.
Shield
Each level raises the maximum level of shield the character is allowed to equip, improves the physical block rate, and improves the shield's flat damage reduction (applied to both physical and spell damage at all times while a shield is equipped). Blocked attacks deal zero damage with no partial blocks. Levels through hits taken with a shield equipped, hard-capped at the character's current level.
Magic
Elemental Magic
Each level improves the Spell Attack Rating of every Fire, Aero, Aqua, and Earth spell, scaling spell damage (and DOT damage on the same formula) uniformly across the four elemental schools. Spell unlocks remain gated by Sorcery Skillset level. Levels through casting elemental spells, hard-capped at the character's current level.
Holy Magic
Each level improves the Spell Attack Rating of every Holy spell. Because healing uses the same Spell Attack formula as offensive damage, this scales both divine damage and healing magnitudes alongside one another. Spell unlocks remain gated by Sorcery Skillset level. Levels through casting Holy spells, hard-capped at the character's current level.
Utility
Perception
Each level improves RECON yield in several ways. The depth of intel returned per scout grows from basic enemy count and threat level at low mastery, through enemy types, approximate layout, floor count, and boss presence at mid levels, up to trap locations, elite positions, enemy details, and anti-stealth warnings at high levels. The chest spawn boost a RECON applies to the dungeon for the current 12-hour window scales additively on top of the base spawn rate. The mastery also drives trap detection in both phases of a run: during RECON, Perception Rating is checked against each trap's concealment; and during the deployment itself (ASSAULT, INFILTRATE, or GHOST), matching or exceeding the trap's level guarantees detection in-dungeon, with the chance falling away sharply for each level the mastery sits below it. Levels through RECON operations, hard-capped at the character's current level.
Stealth
Each level improves stealth rating (the foundation of every Infiltrate and Ghost deployment) and the damage of every stealth strike. The Stealth Damage Multiplier is applied on top of the crit multiplier and ignores every defensive stat, and stealth attacks also carry a flat bonus to crit chance. Levels through stealth kills and successful sneak-pasts, hard-capped at the character's current level.
Security
Each level improves lockpicking success and trap-disarm reliability. The mastery's contribution to Security Rating is added to a flat base and DEX scaling, then fed into the lockpick and disarm formulas against the lock's or trap's own difficulty. Lockpick and disarm-kit tiers add further bonuses on top. Levels through lockpick attempts and trap disarms, hard-capped at the character's current level.
Smithing
Each level raises the maximum item level the character can smith at all: every smithing operation (reinforce, enhance, repair, dismantle, lockpick upgrade) requires Smithing Mastery at or above the item's own level, so this mastery is the gate on what gear can be worked on. On top of that gate, each level also improves scrap material yield and raises the minimum result on enhancement rolls, and at a high mastery threshold the player unlocks the ability to choose which stat is enhanced rather than rolling at random. Character STR, INT, DEX, and so on have no effect on smithing outcomes; this is a pure skill-based mastery. Levels through smithing actions (repair, dismantle, reinforce, enhance, lockpick upgrade), hard-capped at the character's current level.
Six attributes drive every formula in combat: raw damage, accuracy, evasion, critical hits, HP, MP, and defence. The attributes are intentionally unequal in value across builds, which is what produces meaningful build diversity rather than a balanced spread for everyone.
STR
Strength
Primary driver of physical attack power on most melee weapons. Secondary contributor to HP and physical critical rating. The defining attribute of heavy hitters and tanks.
INT
Intelligence
Primary driver of spell attack and the mana pool. Primary spell defence for robe wearers. Minor initiative boost. The defining attribute of every spellcasting build.
DEX
Dexterity
Primary driver of physical accuracy and turn order (initiative). Primary physical defence for light armour. The connective attribute for hybrid melee builds.
AGI
Agility
Primary driver of physical evasion and physical critical rating. The "dodge and crit" attribute. Pairs naturally with daggers and bows.
VIT
Vitality
Primary driver of HP. Contributes to physical defence across every armour type. The defining attribute of survivability builds.
SPI
Spirit
The only attribute that scales spell critical rating. Co-primary on spell attack with INT. Primary physical defence for robes. Secondary contributor to MP. The defining attribute of dedicated casters and hybrid faith builds.
Four skillsets cover every active ability in the game. A character can invest in any combination, gated by skillset level and, where relevant, by the corresponding mastery requirement (Shield Mastery for shield skills, Dual Wield Mastery for dual-wielding expansions). Skills slot into five configurable Skill/Spell slots.
Sorcery
The magic skillset. Covers the four elemental schools (Fire, Aero, Aqua, Earth) and the Holy school. Spells always hit unless the target carries an active evasion buff, and they spend Mana rather than the weapon's resource pool. A staff halves spell AP cost and is the only weapon that grants Spell Attack.
What it adds: ranged damage and crowd control without weapon constraints, healing and barriers for self and allies, cleanses for the status effects every dungeon eventually inflicts. The flexible answer to threats the weapon cannot reach.
Combatant
The melee skillset. Active skills built around weapon attacks, stances, toggles, and passives, with dedicated shield-only expansions (defensive stances, bashes, taunts) and dual-wield expansions (parry, opportunistic counters).
What it adds: high-damage finishers for low-health targets, position control through knockback and pull effects, defensive stances that anchor a tank position, and offensive stances that trade defence for damage. The skillset that turns a melee weapon into a tactical instrument.
Marksman
The bow skillset. Bow-only, geared around positioning, precision shots, status-loaded arrow effects, and tactical retreat. Levels alongside Ranged Mastery and pairs naturally with the bow passive's First Shot multiplier.
What it adds: high-damage opening attacks against fresh targets, marked-target enhancements that guarantee critical hits, multi-hex area-of-effect shots, sustained accuracy stances that survive blind effects, and movement skills that maintain range.
Infiltrator
The stealth skillset. Improves stealth uptime, opens new stealth-based attack lines, and provides escape and obfuscation tools. Paired with Stealth Mastery, the only path to consistent Ghost deployments.
What it adds: stances that convert physical evasion into spell evasion, room-wide obscurement and targeted blind effects, silent execution attacks that strip enemy abilities, and teleport-style movement that costs less Action Points than a comparable walk.
Every active skill carries a Skill Usage Configuration, seven sections of conditional logic the player sets before deployment. A configured skill fires when, and only when, every section's conditions are met, so the five slots produce hundreds of distinct combat outcomes across the rooms a single character will face.
Three consumable categories, each with its own slot type. Every character starts with one slot of each category; further unlocks let the player choose which category to expand, with a final auto-unlock at character Level 50 and a cap of two slots per category.
Recovery
HP and MP restoration. Flat consumables restore a fixed amount instantly; per-turn consumables tick over several turns, with only one per-turn effect active at a time. The category scales across five tiers that track the character level band: a low-tier item restores a few hundred HP, a high-tier item restores tens of thousands.
What it adds: an out-of-combat safety net, and the only reliable way to top up MP between fights for caster builds. Per-turn variants serve as sustain for long boss encounters where a single burst heal cannot keep pace with incoming damage.
Utility
Non-combat tools used during exploration. Their place is opening what would otherwise stay closed: locked chests, traps detected during RECON, and other passable obstacles inside the dungeon.
What it adds: reach into reward content that combat alone cannot unlock. Higher tiers carry better success rates and are themselves drops from same-bracket bosses, so the loop rewards players who clear above their floor.
Supplementary
Situational combat support. The category covers curatives that remove and grant per-floor immunity to status effects, concoctions that boost combat stats for the duration of a single floor's fight, and throwable scrolls that deliver area damage in various damage families.
What it adds: the specific answer to a specific room. Curatives cover the status effect a boss will inflict; concoctions stack from different families to push a difficult floor over the line; throwable scrolls open with area damage against grouped enemies. The category every player learns to value once a boss inflicts a hard status the first time.
How items configure
Every consumable accepts an Item Usage Configuration with three trigger families: Reactive (fires when a state is observed, like HP below threshold), Proactive (fires on structural cues like room entry), and Knowledge-gated (fires preemptively, only when the room contains a threat the player has discovered through RECON or prior runs). All proactive and knowledge-gated triggers fall back to reactive behaviour if their preemptive window misses.
Every active skill and spell carries a Skill Usage Configuration (SSUC), opened from the slot's CFG control on the Skills tab of Mission Preparation. The configuration runs to seven sections of conditional logic the player sets before deployment. A configured skill fires when, and only when, every section's conditions are met.
1. Eligible Targets
Which targets the skill is permitted to act on: which enemies, which allies, the operative themselves, or the field.
2. Resource State
The resource state the operative must be in for the skill to fire.
3. Status Conditions
The status conditions that must hold for the skill to engage.
4. Combat-State Triggers
The combat-state triggers required before the skill is permitted to fire.
5. Encounter Context
What the surrounding encounter must look like for the skill to be appropriate.
6. Skill-Specific Options
The options unique to the skill itself, exposed only on slots that carry that skill.
7. Fire Cadence
How often the skill is permitted to fire across the deployment.
Gate-all logic
Every section is a gate. A configured skill fires only when every gate is open simultaneously. The operative is not a script; the operative is an instrument carrying out the doctrine the player has written.
Five Skill/Spell slots, shared between the character's skills and their spells, each carrying a full SSUC. Set against a hundred different rooms, they produce a hundred different combat logs. Named SSUC loadouts (a skill set named Frontline Bash, for example) can be saved as templates and reloaded into any compatible character.
Every consumable accepts an Item Usage Configuration (IUC), reached from the slot's CFG control on the Items tab of Mission Preparation. The IUC mirrors the SSUC in form: targets, resource state, status conditions, encounter context, item-specific options, and fire cadence each have a section. The shape the IUC adds on top is its three trigger families.
Reactive
Fires when a state is observed: HP below a threshold, a status applied, a resource depleted. Reactive triggers are perfectly precise. Their cost is timing: an observation rule can lose the race to a killing blow.
Proactive
Fires on structural cues such as the start of combat or the entry to a new floor. Proactive triggers guarantee the consumable is in effect before the threat lands, at the cost of spending charges on situations the floor may not actually demand.
Knowledge-gated
The most sophisticated of the three. Fires preemptively, but only when the player has discovered, through RECON or through direct experience, that the room contains a threat the consumable can answer. The curative configured this way will not waste a charge on a room with nothing to cure; it will spend no charge until the player has earned the right to spend one.
Three valid choices
The trigger families are alternatives, not a hierarchy. Reactive precision, proactive guarantee, and knowledge-gated economy each answer different problems, and a thoughtful loadout will mix all three across its consumable slots.
Three to six consumable slots, divided among Recovery, Utility, and Supplementary, each carrying a full IUC. Named IUC loadouts (an item set named Boss Prep, for example) can be saved as templates and reloaded into any compatible character.