Mithril Forge
Total branch cost: Mithril · Resetting the branch refunds its Mithril and costs · Full tree reset:
Refunding one upgrade costs 25 Mithril · Refund all: 100
Human
Sword & Shield
Basic Guard. Entry point of the sword & shield branch. Base skill: sword-and-shield guard.
Reinforced Shield I. Grants 1 shield charge and +5% max shield.
Disciplined Armor I. +3% armor.
Defensive Spikes I. +5% thorns/reflect.
Ready Guard I. +5% Guard gain and duration.
Shield Bash I. +3% shield ability damage.
Shield Wall. Bolsters your defense: +1 shield charge, -1s shield regen interval, and restores 1 charge on a block (on cooldown). Turns blocked hits into Guard and reflects a % of damage taken to your attackers (basic thorns built in). While your Guard is active, taking hits also draws every enemy in a large radius onto you.
Wall Thorns. Post-node of Shield Wall: amplifies the Wall's reflect and unlocks Retaliation/Punishment/Vengeful Armor.
Shield Burst. Releases a physical explosion around you based on your shield and Guard.
Shield Charge. You charge forward ramming enemies with the shield ahead.
Tight Defense. +10% damage reduction while Guard is active.
Last Bastion. At low health you gain a temporary shield that absorbs damage.
Unbreakable Guard. Blocking several hits in a row releases a knockback wave.
Sharp Retaliation. +10% damage reflect. (Post-node of Wall Thorns.)
Aggressor's Punishment. Every few hits taken, you burst into physical thorns around you. (Capstone of Wall Thorns.)
Vengeful Armor. The less health you have, the more damage you reflect. (Capstone of Wall Thorns.)
Wide Wave. +10% Shield Burst radius.
Rank-Breaking Wave. The burst knocks normal enemies back much harder.
Perfect Detonation. If you detonate with a high shield, the damage and radius increase.
Long Charge. +10% Shield Charge distance.
Trample. The charge pierces normal enemies, pushing them aside as it passes.
Impact Wall. Ending the charge against a group triggers a shield burst.
Greatsword
Basic Greatsword. Entry point of the greatsword branch. Base skill: two-handed greatsword.
Brute Force I. +3% physical damage.
Elite Hunter I. +5% damage against elites and bosses.
Precise Cut I. +3% crit chance.
Wide Blade I. +5% greatsword attack size and radius.
Battle Momentum I. +5% Momentum gain and duration.
Colossal Strike. A huge frontal attack, especially strong against elites and bosses.
Brutal Whirlwind. You spin with the greatsword, damaging everything around you.
Spinning Sword Throw. You throw the spinning sword, piercing enemies in a line.
Bossbreaker. +10% extra damage against elites/bosses with Colossal Strike.
Armor Breaker. Colossal Strike leaves elites and bosses vulnerable for a few seconds.
Executioner. Low-health enemies take massive damage from Colossal Strike.
Wide Spin. +10% Brutal Whirlwind radius.
Unstoppable Whirlwind. While spinning you take less damage and aren't slowed as easily.
Wind Blades. The whirlwind throws short waves around you.
Long Throw. +10% spinning sword range.
Bloody Return. The sword returns to the player, damaging again on the way back.
War Saw. The sword keeps spinning for a few seconds at the end point.
Dwarf
Axe
Basic Axe. Entry point of the dwarf axe branch. Base skill: dwarven axe.
Axe Weight I. +3% physical axe damage.
Stone Skin I. +3% armor.
Contained Rage I. +5% power bonus at low health.
Heavy Impact I. +5% axe impact radius.
Staggering Blow I. +5% physical knockback/stagger.
Skullbreaker Leap. You leap toward the cursor and slam the ground in an area on landing, applying physical Fracture.
Iron Berserker. The less health you have, the faster and harder you hit.
Living Anvil. You absorb punishment, grow heavier and charge counterattacks.
Miner's Leap. +10% leap distance.
Deep Crater. The impact leaves a cracked zone that briefly slows and damages.
Double Impact. After landing, a second smaller wave expands.
Swift Fury. Extra attack speed at low health.
Last Breath. When you drop below 20% health, you enter a frenzy and gain temporary protection.
Bloodthirst. Killing during frenzy heals a little and extends the frenzy.
Anvil Charge. Taking hits charges your counterattack faster.
Anvil Counter. When you build enough charge, your next axe blow explodes.
Immovable. For a few seconds you can't be pushed and you return part of the impact.
Crossbow
Basic Crossbow. Entry point of the dwarf crossbow branch. Base skill: dwarven crossbow.
Heavy Bolt I. +3% bolt damage.
Tuned Mechanism I. +5% reload/fire rate.
Taut String I. +5% projectile speed.
Dwarven Engineering I. +5% mechanism power/duration.
Compact Charge I. +5% explosion or mechanism radius.
Explosive Bolts. Bolts explode on impact or at the end of their travel.
Repeating Crossbow. Turns the crossbow into a burst mechanism.
Crossbow Turret. You place a temporary turret that fires at nearby enemies.
Widened Fuse. +10% explosion radius.
Shrapnel. The explosion throws secondary fragments.
Embedded Mine. The bolt sticks in place and explodes after a short delay.
Extended Drum. +1 bolt per burst.
Runic Drum. The final burst fires extra bolts and knocks back.
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.
Reinforced Tripod. +10% turret duration.
Twin Turret. You can deploy two small turrets or a second reduced turret.
Explosive Turret. The turret explodes when it expires or is destroyed.
Elf
Daggers
Basic Daggers. Entry point of the elf daggers branch. Base skill: elven dual daggers.
Quick Hands I. +5% dagger attack speed.
Light Step I. +3% evasion.
Coated Edges I. +5% poison and bleed damage.
Precise Cut I. +3% dagger crit chance.
Killer Instinct I. +5% damage against low-health enemies.
Venom Blades. The daggers apply stacking Poison; fast hits boost its stacks.
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.
Shadow Dash. You dash quickly toward the cursor; your next slash hits like an ambush.
Lingering Toxin. +10% poison duration.
Toxic Bloom. Poisoned enemies release a poison cloud on death.
Paralyzing Venom. With enough poison stacked, the enemy is slowed or briefly stunned.
Deep Hemorrhage. Increases the percent of health that Bleed deals per tick.
Deep Bleeding. Bleed lasts longer and scales better against high-health enemies, elites and bosses.
Crimson Execution. Enemies with Bleed and low health take execution/finisher damage.
Long Step. +10% Shadow Dash distance.
Afterimage. You leave a brief shadow that lures or confuses enemies.
Ambush Strike. After the dash, your next attack lands an empowered crit/execution.
Bow
Basic Bow. Entry point of the elf bow branch. Base skill: elven bow.
Precise Draw I. +3% arrow damage.
Swift Arrow I. +5% arrow speed.
Keen Eye I. +3% bow crit chance.
Natural Range I. +5% arrow range / lifetime.
Hunting Instinct I. +5% damage against marked or vulnerable enemies.
Piercing Arrow. You fire a powerful arrow that pierces enemies in a line.
Ricochet Shot. The arrow bounces between nearby enemies and can mark prey.
Arrow Rain. You aim a zone with a hold-telegraph and multiple arrows fall from above.
Long Point. +1 enemy pierced by Piercing Arrow.
Split Arrow. When piercing enemies, the arrow splits into smaller projectiles.
Heart Piercer. The arrow deals more damage the better you line up enemies or the farther it hits.
Extra Bounce. +1 bounce on Ricochet Shot.
Hunting Mark. Bounces mark enemies, increasing the arrow damage they take.
Chain Ricochet. Enemies marked by Hunting Mark allow one extra bounce.
Wide Clearing. +10% Arrow Rain area.
Poison Rain. The rain arrows apply light area poison.
Storm of Feathers. The rain lasts longer and arrows fall more often.
Mage
Fire Branch
Basic Fireball. Entry point of the fire branch. Base skill: fireball.
Fire Damage I. +3% fire damage.
Burn Duration I. +1 second of burn duration.
Burn Damage I. +5% burn damage.
Projectile Speed I. +5% projectile speed.
Range I. +5% projectile range.
Explosive Ball. The fireball explodes on impact.
Fire Aura. The ability becomes an area of fire around the character.
Meteor Shower. Drops meteors at the mouse zone with maximum range.
Explosion Area I. +10% explosion area.
Bouncing Ball. The fireball bounces once after impact.
Aura Intensity I. +8% aura damage per second.
Burning Spread. Burning enemies spread fire on contact.
Additional Meteor. +1 meteor in the shower.
Impact Area I. +10% target area.
Prolonged Shower. The meteor shower lasts longer and more meteors fall.
Ice Branch
Basic Ice Shard. Entry point of the ice branch. Base skill: ice shard.
Sharp Ice I. +3% ice damage.
Lasting Freeze I. +0.5 s Freeze duration.
Piercing Cold I. +5% ice control power.
Swift Shard I. +5% ice projectile speed.
Glacial Range I. +5% ice ability 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.
Frost Nova. The ability becomes an ice explosion around the character.
Blizzard. Summons an ice zone at the mouse area that damages and controls enemies.
Piercing Tip. The ice tube passes through 1 more enemy before it stops.
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.
Wide Nova. +10% Frost Nova radius.
Lingering Frost. The Nova leaves a frozen field for a short time.
Wide Blizzard. +10% Blizzard area.
Deep Freeze. The Blizzard gains more control and can freeze for longer.
Lightning Branch
Basic Spark. Entry point of the lightning branch. Base skill: electric spark.
Increased Voltage I. +3% lightning damage.
Lasting Charge I. +5% Charge duration.
Intense Discharge I. +5% discharge damage.
Fast Conduction I. +5% lightning speed.
Conductive Range I. +5% lightning range.
Conductive Bolt. The Spark becomes a mid-range frontal bolt that can chain.
Polarity Field. Places an aimed Tesla zone that builds Charge and discharges to grouped enemies.
Storm Orb. Launches a lightning orb that advances and fires arcs at nearby enemies.
Additional Chain. The bolt readies an extra jump between enemies.
Chain Lightning. The bolt jumps to nearby enemies after the first impact.
Lethal Overcharge. If the bolt kills a charged enemy, it releases an extra discharge.
Expanded Field. +10% Polarity Field radius.
Polar Attraction. Charged enemies are pulled slightly toward the center of the field.
Synchronized Discharge. When it reaches enough Charge, the field discharges to several enemies at once.
Accelerated Arcs. The Orb fires arcs more frequently.
Multiple Arcs. The Orb can fire at more than one enemy per pulse.
Overloaded Core. The Orb explodes in a discharge when its travel ends.
Earth Branch
Basic Stone Bolt. Entry point of the earth branch. Base skill: stone bolt.
Heavy Rock I. +3% earth damage.
Blunt Impact I. +5% earth knockback force.
Lasting Fracture I. +5% Fracture duration.
Wide Terrain I. +5% earth ability size.
Rock Skin I. After casting an Earth ability your skin hardens: you take 30% less damage for 1s.
Seismic Fissure. The ability becomes a frontal earth wave that advances and pushes enemies back.
Stone Bastion. Raises defensive pillars around the player to control space.
Gravity Monolith. Summons a heavy monolith in a zone that slows, pulls and collapses.
Extended Fissure. +10% Seismic Fissure length.
Branching Fissure. The fissure splits into side cracks as it advances.
Broken Ground. The fissure leaves broken ground that briefly slows enemies.
Additional Pillars. The Bastion readies more defensive pillars.
Spiked Pillars. The pillars damage nearby enemies or when they appear.
Defensive Collapse. When it ends, the pillars collapse and push enemies back.
Extended Gravity. +10% Gravity Monolith radius.
Gravity Prison. Enemies near the center are heavily slowed or briefly trapped.
Unstable Core. On collapse, the monolith throws fragments and causes a large shockwave.
Power. Increases the base damage of all your attacks and abilities per rank.
Armor. Reinforces your armor, reducing the damage you take.
Max health. Increases your maximum health.
Recovery. Regenerate additional health every second.
Cooldown. Attack faster, and your ability cools down and casts sooner.
Area of effect. Enlarges the size and hit area of your attacks, abilities and zones.
Speed. Your projectiles fly faster.
Duration. Your zones and effects last longer.
Amount. Your attacks and abilities fire an additional projectile.
Move speed. You move faster.
Magnet. Collect experience crystals and coins from farther away.
Luck. Improves your luck: higher rarities from chests and loot.
Growth. Gain more experience from crystals.
Greed. Gain more gold from coins.
Curse. Raises the difficulty: more and tougher enemies... and more rewards. In co-op, the average Curse of all players applies.
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...).
Rerolls. Start every run with reroll tokens.
Skips. You can skip level-ups without picking any card.
Banishes. You can banish offered cards (level-up and merchant) so they never appear again this run.