Skills increase the Hero's power in a permanent fashion. They contrast with Perks, which increase the Hero's power only during that run and are lost afterwards. Skills can be purchased from the Laboratory screen during Campaign mode and cost Insight to acquire.
Skills are divided in 4 categories, and initially only a few upgrades per category are visible. The remaining upgrades in that category are progressively revealed (and made available for purchase) as the player upgrades Skills in that category. It works as follows:
- Tier 1 skills: revealed from the start of the game.
- Tier 2 skills: revealed after purchasing 5 levels of Tier 1 skills of that category.
- Tier 3 skills: revealed after purchasing 10 additional levels of any of the previous tiers (15 levels in total)
- Tier 4 skills: revealed after purchasing 10 additional levels of any of the previous tiers (25 levels in total)
Furthermore, skills get progressively more expensive as you upgrade them:
- Level 1 and 2 cost 1 Insight each.
- Level 3 and 4 cost 2 Insight each.
- Level 5 and 6 cost 3 Insight each.
- Level 7 and 8 cost 4 Insight each.
- Level 9 and 10 cost 5 Insight each.
The bonuses provided by skills over the various levels are always linear (e.g. if a skill initially provides a 4% bonus, Lvl 2 will provide 8% bonus, Lvl 3 will provide 12% bonus, etc.)
Re-spec costs 2 insight.
Hero skills[]
Name | Initial bonus | Tier |
---|---|---|
Augmented Health | Increase Maximum Health of Heroes by 5% | 1 |
Intuition | Knowledge gems give +2% Experience | 1 |
Deep Knowledge | Increases Mastery gain rate by 5% | 1 |
Advanced Economy | Increases amount of coin drops by 5% | 2 |
Protective Barrier | Upon leveling up, earn Barrier equal to 3% of your maximum Health | 2 |
Tenacity | Health recovery upon leveling up increases by 10% | 2 |
Bigger Potions | +4% Health recovered from potions | 3 |
Barrier Chanelling | Barrier orbs are 4% more effective | 3 |
Enhanced Recovery | Improves maximum Health increase when using a Blood Fountain by 1% | 3 |
Readiness | Upon starting a new dungeon floor, get Barrier equivalent to 5% if your Maximum Health | 4 |
Ascension | Stat boosts upon leveling up are 10% higher | 4 |
Mana skills[]
Name | Initial bonus | Tier |
---|---|---|
Mana Reserves | Increase maximum Mana of all categories by 2% | 1 |
Wand Reserves | Increase maximum Wand Mana by 4% | 1 |
Spell Reserves | Increase maximum Spell Mana by 4% | 2 |
Staff Reserves | Increase maximum Staff Mana by 4% | 2 |
Alchemy Reserves | Increase maximum Alchemy Mana by 4% | 2 |
Inspiration | Mana recovery upon leveling up increases by 10% | 3 |
Adaptation | Mana recovered when picking up a new weapon increases by 20% | 3 |
Illumination | Improves maximum Mana increase when using a Soul Fountain by 1% | 3 |
Spell Efficiency | Spell Mana crystals are 4% more effective | 4 |
Staff Efficiency | Staff Mana crystals are 4% more effective | 4 |
Alchemy Efficiency | Alchemy Mana crystals are 4% more effective | 4 |
Weapons skills[]
Name | Initial bonus | Tier |
---|---|---|
Martial Prowess | Increase Damage dealt by all weapons by 2% | 1 |
Wand Power | Increase Wand Damage dealt by 4% | 1 |
Spell Power | Increase Spell Damage dealt by 4% | 2 |
Staff Power | Increase Staff Damage dealt by 4% | 2 |
Alchemy Power | Increase Alchemy Damage dealt by 4% | 2 |
Forge Mastery | Increase Damage bonus per Weapon level by 1% | 3 |
Wand Awakening | Increase Damage bonus per Wand level by 2% | 3 |
Spell Awakening | Increase Damage bonus per Spell level by 2% | 4 |
Staff Awakening | Increase Damage bonus per Staff level by 2% | 4 |
Alchemy Awakening | Increase Damage bonus per Spell level by 2% | 4 |
Elemental Link skills[]
Name | Initial bonus | Tier |
---|---|---|
Fire Mastery | Increases Fire Damage dealt by 5% | 1 |
Ice Mastery | Increases Ice Damage dealt by 5% | 1 |
Lightning Mastery | Increases Lightning Damage dealt by 5% | 1 |
Raw Power | Increases Basic Damage dealt by 5% | 2 |
Curse Mastery | Increases Curse Damage dealt by 5% | 2 |
Poison Mastery | Increases Poison Damage dealt by 5% | 2 |
Fire Protection | Armor: Decrease incoming Fire damage by 2% | 3 |
Ice Protection | Armor: Decrease incoming Ice damage by 2% | 3 |
Lighting Protection | Armor: Decrease incoming Lightning damage by 2% | 3 |
Pure Protection | Armor: Decrease incoming Basic damage by 2% | 4 |
Curse Protection | Armor: Decrease incoming Curse damage by 2% | 4 |
Poison Protection | Armor: Decrease incoming Poison damage by 2% | 4 |