Skill Tree

Permanent hero specialization through Skill Points earned in combat. Each run lets you push one hero to full mastery โ€” or spread your investment across the party.

โœฆ Overview

Each hero has two independent skill paths: one shared Archetype path and one unique Vision path. Investing SP in either yields passive bonuses and new combat capabilities that persist for the entire run.

10-Node Tree Structure

GATE
1 SP
BRANCH A
I
II
III
2 + 3 + 3 SP
BRANCH B
I
II
III
2 + 3 + 3 SP
BRANCH C
I
II
III
2 + 3 + 3 SP
Gate โ€” unlocks all branches (2 SP) Level I โ€” base (2 SP) Level II โ€” enhanced (3 SP) Level III โ€” mastery (3 SP) Total โ€” 20 SP per path

SP Economy โ€” 33 per Run

Normal enemies (22 fights) 22 SP
Elite encounters (5 fights) 5 SP
Boss fights (6 floors โ€” 3ร—2) 6 SP
Total per run 33 SP

Spending Strategy

โœ“

Full specialization: One hero completes a single path (20 SP), leaving 13 SP for partial investment in a second hero.

โ–ณ

Spread investment: 11 SP per hero across 3 heroes โ€” each gets Gate + one full branch. Weaker peaks, more resilient.

โœฆ

Two paths, one hero: Costs 40 SP total โ€” impossible in a single run. Choose wisely.

โœฆ Archetype Paths

Five shared paths, one per archetype. These nodes are available regardless of Vision and shape each hero's fundamental combat role.

Guardian

"Sentinel"

50HP
3ATK
0SP
2HEAL
Heroes:
Glacier (Ice), Ancient Oak (Nature)
G
Gate: Sentinel's Oath 1 SP

+5 Max HP. Unlocks all three branches.

A โ€” IRON SKIN

I ยท 2 SP Start combat with 5 Armor
II ยท 3 SP Guardian attacks: all +2 Armor
III ยท 4 SP Armor retained: 50%/25%

B โ€” THORNED SHIELD

I ยท 2 SP Start combat with Taunt
II ยท 3 SP Taunt 2 turns; thorns 3
III ยท 4 SP Taunt cycles 2 on, 2 off

C โ€” LAST STAND

I ยท 2 SP +5 HP; lose HP โ†’ draw
II ยท 3 SP First <50%: strip armor + Weak
III ยท 4 SP <20%: allies double ATK/SP

Triangle: Iron Skin (consistent defense) vs Thorned Shield (reactive/punish) vs Last Stand (high-risk carry). You can invest in all three but maxing any two leaves you no SP for the third.

Striker

"Killer Instinct"

35HP
8ATK
0SP
0HEAL
Heroes:
Flameblade (Fire) โ€” unique
G
Gate: Killer Instinct 1 SP

+3 ATK. Unlocks all three branches.

A โ€” BARRAGE

I ยท 2 SP Multi-hit: +1 per successive hit
II ยท 3 SP Multi-hit card โ†’ +1 mana
III ยท 4 SP Multi-hit cards: +1 extra hit

B โ€” PREDATOR

I ยท 2 SP Bounty: Striker +4 vs target
II ยท 3 SP Bounty kill: +3 ATK, draw 1
III ยท 4 SP Bountied takes +50% from all

C โ€” DEATH'S EDGE

I ยท 2 SP Take damage: +2 ATK (max 3)
II ยท 3 SP First <50%: +5 ATK + Vulnerable
III ยท 4 SP <50%: next attack double damage

Triangle: Barrage (consistent multi-hit output) vs Predator (Focus Fire + Bounty economy) vs Death's Edge (snowball berserker). Barrage + Death's Edge creates devastating multi-hit avalanches but starves Bounty synergies.

Caster

"Arcane Awakening"

28HP
0ATK
8SP
2HEAL
Heroes:
Pyromancer (Fire),
Frost Caller (Ice)
G
Gate: Arcane Awakening 1 SP

+3 SP. Unlocks all three branches.

A โ€” SPELL SURGE

I ยท 2 SP First spell/turn: +4 damage
II ยท 3 SP 3 Overcharge โ†’ double spell
III ยท 4 SP 10+ dmg spells apply Weak

B โ€” MANA WEAVE

I ยท 2 SP +1 mana first 2 turns
II ยท 3 SP Spend 4+ โ†’ +1 next turn
III ยท 4 SP Mana Burst: all +2 mana

C โ€” ARCANE ARMOR

I ยท 2 SP Each spell: +2 Armor
II ยท 3 SP 6+ Armor: +50% spell damage
III ยท 4 SP Reflect 50%; armor 0 โ†’ draw 2

Triangle: Spell Surge (Overcharge burst turns) vs Mana Weave (team mana engine) vs Arcane Armor (self-sustaining defense loop). Mana Weave enables allies but reduces personal Overcharge uptime.

Support

"Healer's Resolve"

30HP
2ATK
3SP
5HEAL
Heroes:
Ice Shaman (Ice),
Druid (Nature)
G
Gate: Healer's Resolve 1 SP

+3 HEAL. Unlocks all three branches.

A โ€” SACRED WRATH

I ยท 2 SP Overheal excess โ†’ damage
II ยท 3 SP +3 ATK; attacks heal ally 30%
III ยท 4 SP Full heal โ†’ AoE = HEAL

B โ€” LIFELINE

I ยท 2 SP Heal ally โ†’ draw 1
II ยท 3 SP Discard 1 โ†’ ally draws 1
III ยท 4 SP Triage (not implemented)

C โ€” EMPOWERING AURA

I ยท 2 SP Healed ally: +2 next attack
II ยท 3 SP Ally cards โ†’ +1 mana; heals +3 Armor
III ยท 4 SP >80% HP: +4 dmg, โˆ’2 taken

Triangle: Sacred Wrath (damage dealer disguised as healer) vs Lifeline (card engine) vs Empowering Aura (team multiplier). Cross-path tension: Empowering Aura III activates at 80% HP, conflicts with Guardian's Last Stand III which requires the hero below 20%.

Hunter

"Predator's Focus"

32HP
5ATK
4SP
0HEAL
Heroes:
Ember Ranger (Fire),
Venom Stalker (Nature)
G
Gate: Predator's Focus 1 SP

+2 ATK, +2 SP. Unlocks all three branches.

A โ€” MARKED PREY

I ยท 2 SP First attack Marks; Marked +3
II ยท 3 SP Marked kill: draw 2, +1 mana
III ยท 4 SP Marked <30%: double + pierce

B โ€” TRAP WEAVER

I ยท 2 SP Trap: 8 dmg when enemy attacks
II ยท 3 SP Non-attack cards place Traps
III ยท 4 SP Traps 12 dmg; max 3

C โ€” OPPORTUNIST

I ยท 2 SP +4 vs debuffed enemies
II ยท 3 SP Extend debuffs; pierce 50% Armor
III ยท 4 SP Predator Strike: 20 + 5/debuff

Triangle: Marked Prey (single-target burst + Execute) vs Trap Weaver (setup/payoff, delayed but reliable) vs Opportunist (debuff synergy, strongest with Ice/Nature allies). Marked Prey III and Opportunist II both reward debuffing the same target โ€” powerful combo.

๐Ÿ”ฅ Fire Vision Paths

Pure offense, no sustain. Burn is a contested resource โ€” multiple heroes sharing it creates powerful synergies but also competition. The critical design tension: one hero burning enemies faster than another can exploit it.

BURN โ€” RESOURCE FLOW

Ember Ranger
Producer
โ†’
Pyromancer
Producer + Consumer
โ†’
Burn Stacks
2 dmg/stack/turn
โ†’
Flameblade
Consumer + Beneficiary

Flameblade

"Infernal Edge"

The physical berserker who thrives in existing Burn, converting chaos into raw damage.

G
Gate: Burning Soul 1 SP

Attacks apply +1 additional Burn (2 total).

A โ€” PYROCLASM

I Flame-strike on 4+ Burn: detonate all stacks
II Threshold 3+; detonation ร—2; death spreads Burn
III Detonation kill: next attack ร—2 + double Burn

B โ€” LIVING FURNACE

I End of turn: 1 Armor per burning enemy
II Armor also to lowest ally; aoe-fire triggers it
III 2 Armor each; Fire Altar โ†’ Cleanse

C โ€” EMBER BLADE

I +1 ATK per 3 total Burn (turn start)
II +1 ATK per 2 total Burn
III Permanent (cap +15); 8+ Burn: draw 1

Burn Triangle: Pyroclasm (detonate stacks for burst) vs Living Furnace (armor from burning enemies) vs Ember Blade (ride Burn for sustained ATK scaling). Pyroclasm + Ember Blade synergize but race the same resource.

Pyromancer

"Conflagration"

The spell architect. Spreads Burn efficiently, then detonates or weaponizes it.

G
Gate: Firebrand 1 SP

Damage-dealing spells apply +1 Burn to their target.

A โ€” WILDFIRE

I Burn-tick kill: stacks transfer to living enemy
II AoE-fire on Burning: +3 damage, +1 Burn
III 3+ Burning at turn end: chain + spread

B โ€” CONSUME FLAME

I Consume Burn โ†’ mana = stacks/2; half reapplied
II Also damage = stacks; 5+ โ†’ free spell
III 6+ stacks: damage all others + 2 Burn

C โ€” ASHEN VEIL

I Burning attacker: damage โˆ’2 per stack (min 1)
II Reduced to 1: +3 Armor; flame-lance revenge +5
III Cheat death at 1 HP; Burn โ†’ AoE + Armor

Triangle: Wildfire (avalanche spreader โ€” feeds Flameblade) vs Consume Flame (mana engine โ€” reduces Burn for allies) vs Ashen Veil (defensive use โ€” counterintuitive for a Caster). Choose based on team composition.

Ember Ranger

"Ashen Hunt"

The setup artist. Plants Cinder zones, marks targets, controls the battlefield geometry.

G
Gate: Cinder Sight 1 SP

Marked enemies take +1 Burn per hit from any source.

A โ€” EMBER TRAP

I Mark cards place Traps: 5 dmg + 3 Burn
II Also detonate on Burn ticks: 8 dmg + 4 Burn
III Detonations chain; 2+ same turn: all Vulnerable

B โ€” SCORCHED EARTH

I Marked kill โ†’ Cinder: 2 Burn/turn, 3 turns
II Cinders 4 turns, 3 Burn; Altar pulse 3 dmg
III Max 4; 3+ โ†’ Ashen Field: +3 ATK +2 SP

C โ€” PYRE ARROW

I Marked + 4+ Burn: bonus damage = stacks
II Threshold 2+; precision-shot doubles bonus
III Once: 10+ Burn โ†’ consume all, deal 2ร— stacks

Triangle: Ember Trap (burst payoff with 1-turn setup) vs Scorched Earth (passive Burn generation, feeds Flameblade) vs Pyre Arrow (nuclear finisher that consumes all stacks). Using Pyre Arrow resets Scorched Earth's value.

โ„๏ธ Ice Vision Paths

Control, stall, method. The Ice team operates as a pipeline where each hero feeds the next phase. Disrupting any link in the chain collapses the entire strategy โ€” rewarding deep synergy investment.

ICE PIPELINE

Ice Shaman
Heal + Shield
โ†’
Frost Caller
Slow + Frostbite
โ†’
Frozen Enemies
Ice Tower synergy
โ†’
Glacier
Shatter + control
โ†’
Repeat
Frost Charge ramp

Glacier

"Permafrost Warden"

The immovable anchor. Slows the entire battlefield from turn one, then shatters what's frozen.

G
Gate: Permafrost Aura 1 SP

Combat start: apply Slow 1 to all enemies for 2 turns.

A โ€” GLACIAL CRUSH

I Enemy thaws from Freeze: takes 8 damage
II Thaw damage 12; other enemies Slowed 1 turn
III Thaw damage 18 + armor strip; kills chain-Freeze

B โ€” FROZEN GROUND

I Ice Towers deal +3 damage
II Towers 40% Slow; Stalactite crits vs Frozen
III 2+ Slowed: extra Tower shot; Freeze ร—2 duration

C โ€” HEART OF WINTER

I 10+ Armor: enemies deal โˆ’2 (min 1)
II Turn without attack: Frost Charge (+4/charge)
III 3+ Charges: auto-Freeze lowest HP each turn

Triangle: Glacial Crush (burst โ€” requires Frost Caller's Freeze setup) vs Frozen Ground (structure synergy โ€” rewards Ice Tower investment) vs Heart of Winter (patient, self-sufficient long game). Frozen Ground requires both structures and Frost Caller โ€” a three-way dependency.

Frost Caller

"Rime Weaver"

The control specialist. Applies Frostbite and escalates to Freeze โ€” but Freeze cancels Frostbite, a brutal trade-off.

Important: Frostbite is cancelled when the target becomes Frozen โ€” unless Frostbite Mastery A-III is unlocked, which preserves stacks through the Freeze transition.

G
Gate: Rime Attunement 1 SP

+1 SP. Spells apply 1 Frostbite to target.

A โ€” FROSTBITE MASTERY

I Spells apply 2 Frostbite
II 6+ Frostbite: Slowed; Slowed take double tick
III Survives Freeze; Freeze detonates stacks ร—3

B โ€” CRYSTALLINE MIND

I First spell on Slowed/Frozen: refund 1 mana
II 4+ unspent mana: carry 2 (max once)
III Every 3rd spell in a turn free + draw 1

C โ€” BITTER WINDS

I Slow chance 30% โ†’ 50%, 3 turns
II 3+ Slowed: +2 spell damage; Sleet Tower +4
III Slowed 2+ turns: 50% Freeze; frost pulse

Triangle: Frostbite Mastery (depth โ€” maximize stacks before Freeze, feeds Glacier's shatter) vs Crystalline Mind (mana efficiency โ€” refunds and carried mana) vs Bitter Winds (breadth โ€” spread control across multiple enemies). A-III breaks the Freeze/Frostbite tension entirely.

Ice Shaman

"Spiritfrost Conduit"

The enabler. Converts healing into defensive and offensive Ice resources for the whole team.

G
Gate: Spirit Link 1 SP

Convert 70% of overheal to Frost Shield (rounded down): a 2-turn barrier that absorbs damage before Armor.

A โ€” ANCESTRAL FROST

I Passive heal Armor: 2 โ†’ 3. Temporary buffs last +1 turn.
II Buffed ally: +3 on next attack
III Most-buffed ally +2 all stats; 2+ Shields: ALL

B โ€” FROZEN WELLSPRING

I Heal ally โ†’ they draw 1 (once/ally/turn)
II Frost Shield โ†’ +1 mana; break โ†’ Shaman +1
III Sacrifice 5 HP: ally's next card free

C โ€” SPIRIT CHILL

I Heal โ†’ random enemy Slowed 1 turn
II Heals of 7+ HP: ALL enemies Chilled. Chilled enemies deal -2 damage.
III Heal ally <40%: Freeze most damaged enemy

Triangle: Ancestral Frost (buff amplification) vs Frozen Wellspring (heals become cards, mana and tempo) vs Spirit Chill (heals become crowd control). Wellspring B-II keys off Frost Shield โ€” it rewards deliberate overhealing.

๐ŸŒฟ Nature Vision Paths

Sustained damage, attrition, and the Poison avalanche. Nature builds pressure slowly and wins decisively. Once Poison reaches critical mass, even tanky enemies collapse in 2-3 turns.

NATURE PIPELINE

Ancient Oak
Seeds
โ†’
Druid
Poison architect
โ†’
Poison Stacks
Never decay
โ†’
Venom Stalker
Execute finisher

Ancient Oak

"Living Forest"

The foundation. Seeds provide the persistent passive effects that make the entire Nature pipeline possible.

G
Gate: Deeproot Planting 1 SP

Combat start: plant 1 random Seed for free.

A โ€” OVERGROWTH

I Seeds activate twice per cycle
II Seed activates: Oak +2 Regen
III 3+ Seeds at turn end: 3 Poison to all

B โ€” SYMBIOSIS

I Oak's Regen also heals lowest ally 1 HP
II Oak healed: healer draws 1
III Undamaged allies +2 ATK; Oak Taunt: ALL +2

C โ€” PETRIFIED BARK

I Start with 8 permanent Armor
II Full-Armor block: attacker Poisoned = blocked
III <30%: Root all + 15 Regen (once)

Triangle: Overgrowth (amplifies Druid's Poison pipeline) vs Symbiosis (Oak's Regen sustains the team) vs Petrified Bark (permanent armor + Poison retaliation). Overgrowth + Druid's Toxic Bloom create a devastating compound Poison loop.

Druid

"Shapecaller"

The wild card. Primal Toggle lets you shift between a combat healer and a poison architect mid-fight.

G
Gate: Primal Attunement 1 SP

Each turn: choose +2 ATK or +2 HEAL (Primal Toggle, free action).

A โ€” FERAL SHAPE

I Druid attack cards: +3 Armor
II Druid attack cards apply 2 Poison
III 5+ Poison this turn: next heal also damages

B โ€” TOXIC BLOOM

I Heal: move 1 Poison, +2 to an enemy
II Poisoned enemy dies: spread 50% to others
III 10+ total Poison: all enemies take 4

C โ€” VERDANT PACT

I Healed ally: +1 on next attack
II Regen also grants +1 card next turn
III Ally kill: Druid's next card free (once/turn)

Triangle: Feral Shape (the Support who attacks โ€” armor and Poison from attack cards) vs Toxic Bloom (Poison transfer and propagation โ€” feeds Venom Stalker's Execute) vs Verdant Pact (heals empower allies, ally kills refund the Druid).

Venom Stalker

"Apex Predator"

The closer. Waits for Poison to peak, then executes. Evasion makes him the hardest hero to kill in a sustained fight.

G
Gate: Predator's Mark 1 SP

Combat start: auto-Mark highest HP enemy. Attacks vs Marked: +2 damage. Transfers on kill.

A โ€” NEUROTOXIN

I 5+ Poison: Weakened (โˆ’2 ATK)
II Poison grows +1 per consecutive turn
III 10+ Poison: Paralyzed (acts last, 30% skip)

B โ€” DEATH SENSE

I +3 damage below 50% HP
II On kill: +1 mana + draw 1
III Execute at โ‰ค15% HP with Poison; spread 3 Poison

C โ€” SHADOW MOLT

I After attacking: 20% Evasion
II Dodge: 3 Poison to attacker
III Cheat death: 1 HP + 100% Evasion + 5 Poison

Triangle: Neurotoxin (Poison as CC โ€” stall tactic, lets Druid stack more) vs Death Sense (Execute โ€” the payoff for the entire Nature pipeline) vs Shadow Molt (personal survival โ€” most valuable in long attrition fights). Death Sense B-III executes poisoned enemies at 15% HP or less โ€” the payoff of the whole Nature pipeline.

โš™ New Mechanics

The Skill Tree introduces 10 mechanics not present in base gameplay. Each is unlocked by investing SP in specific nodes.

๐Ÿ’ฐ

Bounty

A hunt marker placed on the lowest-HP enemy at combat start. The Striker deals +4 damage per hit to the Bountied target; the Bounty transfers on kill.

Unlocked by: Striker โ€” Predator B-I

๐ŸงŠ

Frostbite

Stacking DoT: 1 damage per stack at the start of the turn, does not decay. Cancelled by Freeze โ€” unless Frostbite Mastery A-III preserves it (and detonates it ร—3).

Unlocked by: Frost Caller โ€” Gate

๐Ÿ›ก

Frost Shield

A temporary barrier generated by Ice Shaman's overheal. Absorbs damage before Armor and lasts 2 turns. Shielded allies grant mana with Frozen Wellspring B-II.

Unlocked by: Ice Shaman โ€” Spirit Link (Gate)

โšก

Frost Charge

A patience resource: Glacier gains one for each turn spent without attacking. The next attack deals +4 damage per charge (charges consumed). With 3+ charges, C-III auto-Freezes the lowest HP enemy.

Unlocked by: Glacier โ€” Heart of Winter C-II

โœจ

Overcharge

A charge generated by spells costing 2+ mana. At 3 stacks: the next spell deals double damage and the stacks are consumed.

Unlocked by: Caster โ€” Spell Surge A-II

๐Ÿ’จ

Evasion

A chance (20% base) to completely avoid an incoming attack. On dodge, Shadow Molt C-II applies 3 Poison to the attacker. C-III survives one lethal hit at 1 HP with full Evasion for a turn.

Unlocked by: Venom Stalker โ€” Shadow Molt C-I

๐Ÿ’€

Execute

Poisoned enemies at 15% HP or less die automatically at end of turn. Each execute spreads 3 Poison to the survivors โ€” the Nature avalanche closer.

Unlocked by: Venom Stalker โ€” Death Sense B-III

๐Ÿชค

Ember Trap

Placed by mark-applicator cards. Detonates when the enemy attacks: 5 damage + 3 Burn (8 + 4 with A-II, which also detonates on Burn ticks). A-III chains detonations, max 3 traps.

Unlocked by: Ember Ranger โ€” Ember Trap A-I

๐ŸŒซ

Cinder

Left on the field by killing a Marked target. Each Cinder applies 2 Burn to a random enemy at end of turn, for 3 turns (4 turns and 3 Burn with B-II).

Unlocked by: Ember Ranger โ€” Scorched Earth B-I

๐Ÿ”„

Primal Toggle

A free manual choice at the start of each turn: the Druid gains +2 ATK or +2 HEAL for that turn.

Unlocked by: Druid โ€” Primal Attunement (Gate)