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Permanent progression tree

Mithril Forge

180 nodes in 10 branches · 20 Global Upgrades · paid with Mithril

Mandatory progressionTo start any run you need a character with 2 completed branches: a branch is completed by buying and confirming a final node (the tip of a fork). In the full game you start with 550 Mithril, enough for any race. The cheapest pair of branches for each race:Human: Sword & Shield (235) + Greatsword (295) = 530Dwarf: Axe (205) + Crossbow (205) = 410Elf: Daggers (205) + Bow (205) = 410Mage: Fire Branch (205) + Ice Branch (205) = 410Step by step in the guide Your first visit to the Forge.
Races
Branches
Global
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Select a node to see its detail.

Total branch cost: Mithril · Resetting the branch refunds its Mithril and costs · Full tree reset: (free if, after the reset, no character is left with 2 completed branches)

Human

Sword & Shield

Basic Guard. Entry point of the sword & shield branch. Base skill: a 1 s guard with 50% less damage that reflects hits - When it ends, a shield bash for 100% of your damage

Reinforced Shield I. Grants 1 shield charge and +5% max shield. +1 max shield charge.

Disciplined Armor I. +3% armor. +3% armor.

Defensive Spikes I. +5% thorns/reflect. +5% thorns and reflect.

Ready Guard I. +5% Guard gain and duration. +5% Guard gain and duration.

Shield Bash I. +3% shield ability damage. +3% shield-skill damage.

Shield Wall. Plant your shield in the ground: taunts nearby enemies and briefly staggers the closest ones, and while you channel an amber runic wall stops projectiles coming from the front. Also: +1 shield charge, -1s shield regen interval, restores 1 charge on a block (on cooldown), and hits taken grant more Guard and reflect a % of the damage to your attackers (basic thorns built in). Planting the shield taunts enemies within 16 m and staggers those within 7 m for 0.38 s - While you channel, a 120° wall stops projectiles coming from the front - While Guard is active you take 10% less damage - Hits taken grant x1.5 Guard and reflect 15% of the damage - Restores 1 shield charge on block (every 8 s) - Taunts every enemy within 40 m every 1 s

Wall Thorns. Post-node of Shield Wall: amplifies the Wall's reflect and unlocks Retaliation/Punishment/Vengeful Armor. Raises Shield Wall's reflect to 20% of damage taken

Shield Burst. Charge your shield for an instant, then release a physical explosion around you based on your shield and Guard. Charge for 0.25 s, then detonate on the shield thrust - Physical explosion within 3.8 m for 100% damage - 1.4 m knockback; consumes 50 Guard - Up to 50% extra damage based on Guard spent - Cooldown x1.4

Shield Charge. You charge forward ramming enemies with the shield ahead. Charge 4 m in 0.3 s with 3.6 m width - 90% damage and 1.8 m knockback - Cooldown x1.5

Tight Defense. +10% damage reduction while Guard is active. +10% damage reduction while Guard is active.

Last Bastion. At low health you instantly gain a large amount of Guard. Dropping below 30% HP grants 75 Guard - Cooldown 30 s

Unbreakable Guard. Taking several hits while your Guard is active releases a knockback wave. Every 4 hits taken while Guard is active releases a wave within 4 m - 25% damage and 1.8 m knockback

Sharp Retaliation. +10% damage reflect. (Post-node of Wall Thorns.) +10% damage reflect.

Aggressor's Punishment. Every few hits taken, you burst into physical thorns around you. (Capstone of Wall Thorns.) Every 5 hits taken you burst with thorns within 3 m - 60% damage

Vengeful Armor. The less health you have, the more damage you reflect. (Capstone of Wall Thorns.) The reflect scales as you lose HP: x1.5 at half HP - Up to x2 at the brink of death

Wide Wave. +10% Shield Burst radius. +10% Shield Burst radius.

Rank-Breaking Wave. The burst knocks normal enemies back much harder. +20% burst radius - +75% knockback

Perfect Detonation. If you detonate with a high shield, the damage and radius increase. Detonating with Guard above 50% grants +50% damage - And +20% radius

Long Charge. +10% Shield Charge distance. +10% Shield Charge distance.

Trample. Bowl them over: the charge passes through normal enemies without slowing down and hurls them much further back. The charge passes through normal enemies (bosses, minibosses and enemy players stop it) and +50% knockback

Impact Wall. Ending the charge against a group triggers a shield burst. Ending the charge triggers a shield explosion within 2.8 m - 65% damage and 1.4 m knockback

Greatsword

Basic Greatsword. Entry point of the greatsword branch. Base skill: two-handed greatsword.

Brute Force I. +3% physical damage. +3% physical greatsword damage.

Elite Hunter I. +5% damage against elites and bosses. +5% damage against elites and bosses.

Precise Cut I. +3% crit chance. +3% critical chance.

Wide Blade I. +5% greatsword attack size and radius. +5% greatsword attack area.

Battle Momentum I. +5% Momentum gain and duration. +5% Momentum gain and duration.

Colossal Strike. A huge frontal attack, especially strong against elites and bosses. Frontal strike with 3 m reach and 3.2 m width - 180% damage and 1.1 m knockback - Advance 3 m on hit; cooldown x1.5

Brutal Whirlwind. You spin with the greatsword, damaging everything around you. Spin for 1.8 s, hitting within 3 m - 35% damage every 0.25 s (8 pulses) - Cooldown x1.8

Spinning Sword Throw. You throw the spinning sword, piercing enemies in a line. Throw the sword 9 m at 11 m/s, piercing enemies in a line - 90% damage within 1 m and 0.6 m knockback - Cooldown x1.6

Bossbreaker. +10% extra damage against elites/bosses with Colossal Strike. +10% damage against elites and bosses with Colossal Strike.

Armor Breaker. Colossal Strike leaves elites and bosses vulnerable for a few seconds. Enemies hit become vulnerable for 4 s

Executioner. Low-health enemies take massive damage from Colossal Strike. Enemies below 25% HP take x1.5 damage - That is, 50% additional

Wide Spin. +10% Brutal Whirlwind radius. +10% Brutal Whirlwind radius.

Unstoppable Whirlwind. While spinning you take less damage and aren't slowed as easily. Take 20% less damage while spinning

Wind Blades. The whirlwind throws short waves around you. Ending the spin releases a final pulse within 3.8 m - 55% damage (+0.8 m radius over the whirlwind)

Long Throw. +10% spinning sword range. +10% thrown sword range.

Bloody Return. The sword returns to the player, damaging again on the way back. The sword returns to you at the end of its path - Hits again on the way back for 90% damage

War Saw. The sword keeps spinning for a few seconds at the end point. The sword keeps spinning for 1.5 s at its final point - 25% damage every 0.25 s within 1.4 m (6 pulses)

Dwarf

Axe

Basic Axe. Entry point of the dwarf axe branch. Base skill: dwarven axe.

Axe Weight I. +3% physical axe damage. +3% physical axe damage.

Stone Skin I. +3% armor. +3% armor.

Contained Rage I. +5% power bonus at low health. +5% power at low health.

Heavy Impact I. +5% axe impact radius. +5% impact radius.

Staggering Blow I. +5% physical knockback/stagger. +5% physical knockback.

Skullbreaker Leap. You leap toward the cursor and slam the ground in an area on landing, applying physical Fracture. Leap 5 m toward the cursor in 0.45 s - On landing, deal x1.2 area damage and 1.2 m knockback - Applies Fracture for 4 s (45% slow) - Cooldown x1.6

Iron Berserker. The less health you have, the faster and harder you hit. Below 50% HP you enter a rage - Scales up to 45% damage and 35% attack speed - Maximum bonus at 20% HP or less

Living Anvil. You absorb punishment, grow heavier and charge counterattacks. Gain 10% armor and lose 18% move speed - Taking damage builds charge: 3 per point, up to 100 - Charge grants up to 30% damage and decays after 12 s without taking a hit

Miner's Leap. +10% leap distance. +10% leap distance.

Deep Crater. The impact leaves a cracked zone that briefly slows and damages. The impact leaves a cracked crater for 2.5 s - 18% damage every 0.5 s (5 pulses)

Double Impact. After landing, a second smaller wave expands. A second wave expands 0.35 s after the impact - 45% damage, at 75% of the original radius

Swift Fury. Extra attack speed at low health. +10% attack speed at low health.

Last Breath. When you drop below 20% health, you enter a frenzy and gain temporary protection. Entering a rage grants 25% damage reduction - Lasts 4 s - Cooldown 30 s

Bloodthirst. Killing during frenzy heals a little and extends the frenzy. Every axe kill during a rage heals 4 HP - Maximum 20 HP healed per second

Anvil Charge. Taking hits charges your counterattack faster. +10% charge rate when taking hits.

Anvil Counter. When you build enough charge, your next axe blow explodes. At 100% charge, your next axe swing explodes - 220% damage in 2.8 m - 1.4 m knockback

Immovable. For a few seconds you can't be pushed and you return part of the impact. Above 40% charge you cannot be knocked back - 20% damage reduction while it lasts

Crossbow

Basic Crossbow. Entry point of the dwarf crossbow branch. Base skill: dwarven crossbow.

Heavy Bolt I. +3% bolt damage. +3% bolt damage.

Tuned Mechanism I. +5% reload/fire rate. +5% reload speed.

Taut String I. +5% projectile speed. +5% projectile speed.

Dwarven Engineering I. +5% mechanism power/duration. +5% contraption power and duration.

Compact Charge I. +5% explosion or mechanism radius. +5% explosion and contraption radius.

Explosive Bolts. Bolts explode on impact or at the end of their travel. Bolts explode on impact, in 2.2 m - 90% direct damage plus 55% blast damage - 0.6 m knockback; cooldown x1.2

Repeating Crossbow. Turns the crossbow into a burst mechanism. Fires bursts of 3 bolts, one every 0.1 s - 55% damage per bolt (165% total) - 5 degrees of spread; cooldown x1.5

Crossbow Turret. You place a temporary turret that fires at nearby enemies. Deploys a turret for 6 s, up to 8 m away - Fires every 0.6 s at enemies within 7 m (10 shots) - 45% damage per shot; cooldown x2.2

Widened Fuse. +10% explosion radius. +10% explosion radius.

Shrapnel. The explosion throws secondary fragments. The explosion throws shrapnel within 3.19 m (+45% radius) - 35% of the explosion's damage

Embedded Mine. The bolt sticks in place and explodes after a short delay. The bolt embeds and explodes 0.8 s later - +20% damage and +10% radius

Extended Drum. +1 bolt per burst. +1 bolt per burst.

Runic Drum. The final burst fires extra bolts and knocks back. The burst's last bolt deals +40% damage - And 0.8 m knockback

Infinite Magazine. Each burst has a 15% chance to trigger the infinite magazine: for a few seconds bursts have no reload and cost no mana. 25% chance per burst to trigger the magazine - For 3 s, bursts cost 95% less cooldown and spend no mana

Reinforced Tripod. +10% turret duration. +10% turret duration.

Twin Turret. You can deploy two small turrets or a second reduced turret. Deploys two turrets 4 m apart - Each deals 70% of normal damage

Explosive Turret. The turret explodes when it expires or is destroyed. The turret explodes when it expires or is destroyed - 80% damage within 2.4 m

Elf

Daggers

Basic Daggers. Entry point of the elf daggers branch. Base skill: elven dual daggers.

Quick Hands I. +5% dagger attack speed. +5% attack speed.

Light Step I. +3% evasion. +3% evasion.

Coated Edges I. +5% poison and bleed damage. +5% poison and bleed damage.

Precise Cut I. +3% dagger crit chance. +3% critical chance.

Killer Instinct I. +5% damage against low-health enemies. +5% damage against low-health enemies.

Venom Blades. The daggers apply stacking Poison; fast hits boost its stacks. Every hit applies 1 Poison stack, up to 5 - 10% damage per stack every 0.5 s (50% at max stacks) - Lasts 4 s

Bleeding Dance. The daggers apply percent physical Bleed. Each tick deals damage based on a percentage of the enemy's health. Very strong against elites/bosses and synergizes with execution. Applies Bleed: 1.2% of the enemy's max HP every 0.75 s - Up to 3 stacks, +35% damage per stack - Lasts 4 s; minimum 10% and cap x1.25 of dagger damage

Shadow Dash. You dash quickly toward the cursor; your next slash hits like an ambush. Dash 4 m toward the cursor in 0.22 s - On arrival, slash within 1.6 m for x1 damage - Cooldown x2.2

Lingering Toxin. +10% poison duration. +10% poison duration.

Toxic Bloom. Poisoned enemies release a poison cloud on death. A poisoned enemy releases a toxic cloud on death, within 2.5 m - Applies 2 Poison stacks - Reaches up to 8 enemies

Paralyzing Venom. With enough poison stacked, the enemy is slowed or briefly stunned. On reaching max Poison stacks, slows by 35% - Lasts 1.5 s - Cooldown 4 s per enemy

Deep Hemorrhage. Increases the percent of health that Bleed deals per tick. +10% of the health percentage per Bleed tick.

Deep Bleeding. Bleed lasts longer and scales better against high-health enemies, elites and bosses. +1.5 s Bleed duration - +25% percent damage - +35% additional against elites and bosses

Crimson Execution. Enemies with Bleed and low health take execution/finisher damage. Finishes off Bleeding enemies below 15% HP - Deals 50% of their max HP - Cooldown 5 s per enemy

Long Step. +10% Shadow Dash distance. +10% Shadow Dash distance.

Afterimage. You leave a brief shadow that lures or confuses enemies. Leaves a decoy that draws enemies - +1 s ambush window (total 3 s)

Ambush Strike. After the dash, your next attack lands an empowered crit/execution. After the dash you have a 2 s ambush window - The next hit deals x1.5 damage and crits x2 - +75% extra against enemies below 30% HP

Bow

Basic Bow. Entry point of the elf bow branch. Base skill: elven bow.

Precise Draw I. +3% arrow damage. +3% arrow damage.

Swift Arrow I. +5% arrow speed. +5% arrow speed.

Keen Eye I. +3% bow crit chance. +3% bow critical chance.

Natural Range I. +5% arrow range / lifetime. +5% arrow range.

Hunting Instinct I. +5% damage against marked or vulnerable enemies. +5% damage against marked enemies.

Piercing Arrow. You fire a powerful arrow that pierces enemies in a line. Pierces 3 enemies in a line for x1.2 damage - Cooldown x1.25 - Charge: hold for up to 1.5 s for 100% extra damage

Ricochet Shot. The arrow bounces between nearby enemies and can mark prey. Ricochets between 5 enemies for x0.95 damage - Each bounce seeks the nearest unhit living enemy within 6 m - Cooldown x1.35; cannot pierce or be charged

Arrow Rain. You aim a zone with a hold-telegraph and multiple arrows fall from above. 8 arrows fall over an area of 3 m - 45% damage per arrow within 0.8 m - Lasts 2.5 s, range 12 m, cooldown x1.8

Long Point. +1 enemy pierced by Piercing Arrow. +2 enemies pierced.

Split Arrow. When piercing enemies, the arrow splits into smaller projectiles. On the first impact it splits into 2 minor arrows, once per shot - Each deals 45% of the damage, at 10 degrees to each side - Minor arrows do not pierce or split again

Heart Piercer. The arrow deals more damage the better you line up enemies or the farther it hits. Up to 35% extra damage based on distance traveled - Maxes out at 25 m - Recalculated on each enemy pierced

Extra Bounce. +1 bounce on Ricochet Shot. +2 Ricochet Shot bounces.

Hunting Mark. Bounces mark enemies, increasing the arrow damage they take. Every hit marks the enemy for 4 s - A marked enemy takes x1.25 damage from your next arrows - Does not affect the hit that applies the mark

Chain Ricochet. Enemies marked by Hunting Mark allow one extra bounce. Hitting an already-marked enemy grants +2 bounces - Once per arrow only - Marks come from Hunting Mark, the previous node

Wide Clearing. +10% Arrow Rain area. +10% Arrow Rain area.

Poison Rain. The rain arrows apply light area poison. Arrows apply Poison, up to 3 stacks - 5% damage per stack every 0.5 s - Lasts 3 s

Storm of Feathers. The rain lasts longer and arrows fall more often. +4 arrows per rain (total 12) - +1 s duration (total 3.5 s)

Mage

Fire Branch

Basic Fireball. Entry point of the fire branch. Base skill: fireball.

Fire Damage I. +3% fire damage. +3% fire damage.

Burn Duration I. +1 second of burn duration. +1 s Burn duration.

Burn Damage I. +5% burn damage. +5% Burn damage.

Projectile Speed I. +5% projectile speed. +5% projectile speed.

Range I. +5% projectile range. +5% projectile range.

Explosive Ball. The fireball explodes on impact. The fireball explodes on impact within 2 m - 60% area damage

Fire Aura. The ability becomes an area of fire around the character. Fire aura of 3 m around you - 30% damage every 0.5 s (5 pulses) - Lasts 2.5 s

Meteor Shower. Drops meteors at the mouse zone with maximum range. 5 meteors fall over an area of 3 m - 55% damage per meteor within 1.35 m - Lasts 2.5 s, range 12 m, cooldown x2

Explosion Area I. +10% explosion area. +10% explosion area.

Bouncing Ball. The fireball bounces once after impact. The fireball bounces 1 time after impact - Seeks the nearest unhit enemy within 6 m

Aura Intensity I. +8% aura damage per second. +8% fire damage (aura damage per second).

Burning Spread. Burning enemies spread fire on contact. Burning enemies spread the fire every 0.75 s - Reaches 2 enemies within 1.75 m - 60% of the original damage

Additional Meteor. +1 meteor in the shower. +1 meteor.

Impact Area I. +10% target area. +10% shower target area.

Prolonged Shower. The meteor shower lasts longer and more meteors fall. +1 s shower duration (total 3.5 s) +2 meteors in the shower.

Ice Branch

Basic Ice Shard. Entry point of the ice branch. Base skill: ice shard.

Sharp Ice I. +3% ice damage. +3% ice damage.

Lasting Freeze I. +0.5 s Freeze duration. +0.5 s Freeze duration.

Piercing Cold I. +5% ice control power. +5% ice control potency.

Swift Shard I. +5% ice projectile speed. +5% ice projectile speed.

Glacial Range I. +5% ice ability range. +5% ice projectile range.

Glacial Shard. Hold the heavy attack to channel a continuous ice tube that roots you and drains mana. It stops at the first enemy, dealing continuous damage to it. Moving or releasing ends it. Channel an ice beam with 14 m range that roots you in place - 35% damage every 0.15 s to the first enemy - Costs 10 mana per pulse (67 per second), max 8 s - +10% damage and +0.25 s Freeze

Frost Nova. The ability becomes an ice explosion around the character. Ice explosion with 3.5 m radius around you - 45% damage

Blizzard. Summons an ice zone at the mouse area that damages and controls enemies. Blizzard with 3.2 m radius on the targeted area - 20% damage every 0.5 s (6 pulses) - Lasts 3 s, range 12 m, cooldown x1.5

Piercing Tip. The ice tube passes through 1 more enemy before it stops. The ice shard pierces 1 enemy (all of them with Glacial Pierce).

Glacial Pierce. The ice tube pierces all enemies in line. Mutation: the shard pierces every enemy in its path.

Frozen Fragmentation. Each enemy the tube hits bursts into ice shrapnel that damages the surrounding area. Every enemy hit releases shards every 0.45 s - 50% damage within 2 m

Wide Nova. +10% Frost Nova radius. +10% Frost Nova radius.

Lingering Frost. The Nova leaves a frozen field for a short time. The Nova leaves a frozen field for 2 s - 15% damage every 0.5 s

Wide Blizzard. +10% Blizzard area. +10% Blizzard area.

Deep Freeze. The Blizzard gains more control and can freeze for longer. +0.75 s Blizzard Freeze duration

Lightning Branch

Basic Spark. Entry point of the lightning branch. Base skill: electric spark.

Increased Voltage I. +3% lightning damage. +3% lightning damage.

Lasting Charge I. +5% Charge duration. +5% Charge duration.

Intense Discharge I. +5% discharge damage. +5% discharge damage.

Fast Conduction I. +5% lightning speed. +5% lightning projectile speed.

Conductive Range I. +5% lightning range. +5% lightning range.

Conductive Bolt. The Spark becomes a mid-range frontal bolt that can chain. Frontal bolt with 9 m range and 1.5 m width - Reaches up to 5 enemies

Polarity Field. Places an aimed Tesla zone that builds Charge and discharges to grouped enemies. Tesla Field with 3.2 m radius on the targeted area - 15% damage every 0.5 s (6 pulses) - Lasts 3 s, range 12 m, cooldown x1.7

Storm Orb. Launches a lightning orb that advances and fires arcs at nearby enemies. Launches an orb that advances at 4 m/s for 4 s - Fires an arc every 0.45 s at enemies within 5 m (9 arcs) - 42% damage per arc; cooldown x1.6

Additional Chain. The bolt readies an extra jump between enemies. +1 Conductive Bolt chain jump.

Chain Lightning. The bolt jumps to nearby enemies after the first impact. The bolt jumps to nearby enemies within 9 m - Each jump retains 75% of the damage (25% less per jump)

Lethal Overcharge. If the bolt kills a charged enemy, it releases an extra discharge. Killing a charged enemy releases a discharge within 3 m - 40% damage

Expanded Field. +10% Polarity Field radius. +10% Polarity Field radius.

Polar Attraction. Charged enemies are pulled slightly toward the center of the field. Charged enemies are pulled toward the field's center at 1.1 m/s

Synchronized Discharge. When it reaches enough Charge, the field discharges to several enemies at once. Charge lasts 4 s and detonates within 2.5 m - 50% damage and Stun

Accelerated Arcs. The Orb fires arcs more frequently. +5% Orb arc frequency.

Multiple Arcs. The Orb can fire at more than one enemy per pulse. The orb strikes 2 enemies per pulse instead of one

Overloaded Core. The Orb explodes in a discharge when its travel ends. When its path ends the orb explodes within 3 m - 60% damage

Earth Branch

Basic Stone Bolt. Entry point of the earth branch. Base skill: stone bolt.

Heavy Rock I. +3% earth damage. +3% earth damage.

Blunt Impact I. +5% earth knockback force. +5% earth knockback force.

Lasting Fracture I. +5% Fracture duration. +5% Fracture duration.

Wide Terrain I. +5% earth ability size. +5% earth-skill size.

Rock Skin I. After casting an Earth ability your skin hardens: you take 30% less damage for 1s. -30% damage taken for 1 s after casting an Earth skill.

Seismic Fissure. The ability becomes a frontal earth wave that advances and pushes enemies back. Earth wave 21 m long and 1.8 m wide - Advances at 13 m/s for 85% damage - 0.7 m knockback; cooldown x1.2

Stone Bastion. Raises defensive pillars around the player to control space. Raises 4 pillars in a ring of 2.5 m - 45% damage on appearing, within 1.6 m per pillar - Lasts 3 s, range 12 m, cooldown x1.6

Gravity Monolith. Summons a heavy monolith in a zone that slows, pulls and collapses. Monolith with 3.2 m radius that pulls enemies in at 1.8 m/s - 18% damage every 0.5 s - On collapse, 65% damage and 0.9 m knockback - Lasts 3 s, range 12 m, cooldown x1.7

Extended Fissure. +10% Seismic Fissure length. +10% Seismic Fissure length.

Branching Fissure. The fissure splits into side cracks as it advances. The fissure splits into two side cracks at 22 degrees - Each with 50% of the damage and 50% of the length

Broken Ground. The fissure leaves broken ground that briefly slows enemies. The fissure leaves broken ground for 3 s - Slows by 40% for 1.5 s

Additional Pillars. The Bastion readies more defensive pillars. +1 Stone Bastion pillar.

Spiked Pillars. The pillars damage nearby enemies or when they appear. The pillars damage nearby enemies - 12% damage every 0.5 s

Defensive Collapse. When it ends, the pillars collapse and push enemies back. When it ends, the pillars collapse onto enemies - 60% damage and knockback

Extended Gravity. +10% Gravity Monolith radius. +10% Gravity Monolith radius.

Gravity Prison. Enemies near the center are heavily slowed or briefly trapped. The monolith's inner third (1.06 m) pulls x2.5 harder

Unstable Core. On collapse, the monolith throws fragments and causes a large shockwave. The final collapse gains +60% damage - And +50% radius, up to 4.8 m

Power. Increases the base damage of all your attacks and abilities per rank. +5% base damage per rank (max. +25%).

Armor. Reinforces your armor, reducing the damage you take. +1 armor per rank (max. +3).

Max health. Increases your maximum health. +10% max health per rank (max. +30%).

Recovery. Regenerate additional health every second. +0.2 health per second per rank (max. +1/s).

Cooldown. Attack faster, and your ability cools down and casts sooner. +3% attack speed per rank. -5% ability cooldown and -5% cast time per rank.

Area of effect. Enlarges the size and hit area of your attacks, abilities and zones. +10% size and hit area per rank (max. +20%).

Speed. Your projectiles fly faster. +10% projectile speed per rank (max. +20%).

Duration. Your zones and effects last longer. +10% duration per rank (max. +20%).

Amount. Your attacks and abilities fire an additional projectile. +1 projectile on attacks and abilities.

Move speed. You move faster. +5% movement speed per rank (max. +10%).

Magnet. Collect experience crystals and coins from farther away. +25% pickup range per rank (max. +50%).

Luck. Improves your luck: higher rarities from chests and loot. +5% luck per rank (max. +15%).

Growth. Gain more experience from crystals. +3% experience per rank (max. +15%).

Greed. Gain more gold from coins. +5% gold per rank (max. +25%).

Curse. Raises the difficulty: more and tougher enemies... and more rewards. In co-op, the average Curse of all players applies. +10% difficulty per rank (max. +50%).

Revival. On death, you revive once per run. You revive with half your health and mana, with a few seconds of grace.

Arcane amount. Your artifacts produce an additional projectile or impact (flame, bolt, flask, core, soul, blade...). +1 artifact projectile or impact.

Rerolls. Start every run with reroll tokens. +1 reroll token at the start of every run, per rank.

Skips. You can skip level-ups without picking any card and get half of that level's experience back. +1 "Skip" use per run, per rank.

Banishes. You can banish offered cards (level-up and merchant) so they never appear again this run. +1 "Banish" use per run, per rank.