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.
โฆ 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
SP Economy โ 33 per Run
Spending Strategy
Full specialization: One hero completes a single path (20 SP), leaving 13 SP for partial investment in a second hero.
Spread investment: 11 SP per hero across 3 heroes โ each gets Gate + one full branch. Weaker peaks, more resilient.
Two paths, one hero: Costs 40 SP total โ impossible in a single run. Choose wisely.
โฆ 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"
Glacier (Ice), Ancient Oak (Nature)
+5 Max HP. Unlocks all three branches.
A โ IRON SKIN
B โ THORNED SHIELD
C โ LAST STAND
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"
Flameblade (Fire) โ unique
+3 ATK. Unlocks all three branches.
A โ BARRAGE
B โ PREDATOR
C โ DEATH'S EDGE
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"
Pyromancer (Fire),
Frost Caller (Ice)
+3 SP. Unlocks all three branches.
A โ SPELL SURGE
B โ MANA WEAVE
C โ ARCANE ARMOR
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"
Ice Shaman (Ice),
Druid (Nature)
+3 HEAL. Unlocks all three branches.
A โ SACRED WRATH
B โ LIFELINE
C โ EMPOWERING AURA
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"
Ember Ranger (Fire),
Venom Stalker (Nature)
+2 ATK, +2 SP. Unlocks all three branches.
A โ MARKED PREY
B โ TRAP WEAVER
C โ OPPORTUNIST
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.
๐ฅ 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
Producer
Producer + Consumer
2 dmg/stack/turn
Consumer + Beneficiary
Flameblade
"Infernal Edge"
The physical berserker who thrives in existing Burn, converting chaos into raw damage.
Attacks apply +1 additional Burn (2 total).
A โ PYROCLASM
B โ LIVING FURNACE
C โ EMBER BLADE
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.
Damage-dealing spells apply +1 Burn to their target.
A โ WILDFIRE
B โ CONSUME FLAME
C โ ASHEN VEIL
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.
Marked enemies take +1 Burn per hit from any source.
A โ EMBER TRAP
B โ SCORCHED EARTH
C โ PYRE ARROW
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
Heal + Shield
Slow + Frostbite
Ice Tower synergy
Shatter + control
Frost Charge ramp
Glacier
"Permafrost Warden"
The immovable anchor. Slows the entire battlefield from turn one, then shatters what's frozen.
Combat start: apply Slow 1 to all enemies for 2 turns.
A โ GLACIAL CRUSH
B โ FROZEN GROUND
C โ HEART OF WINTER
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.
+1 SP. Spells apply 1 Frostbite to target.
A โ FROSTBITE MASTERY
B โ CRYSTALLINE MIND
C โ BITTER WINDS
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.
Convert 70% of overheal to Frost Shield (rounded down): a 2-turn barrier that absorbs damage before Armor.
A โ ANCESTRAL FROST
B โ FROZEN WELLSPRING
C โ SPIRIT CHILL
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.
๐ฟ 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
Seeds
Poison architect
Never decay
Execute finisher
Ancient Oak
"Living Forest"
The foundation. Seeds provide the persistent passive effects that make the entire Nature pipeline possible.
Combat start: plant 1 random Seed for free.
A โ OVERGROWTH
B โ SYMBIOSIS
C โ PETRIFIED BARK
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.
Each turn: choose +2 ATK or +2 HEAL (Primal Toggle, free action).
A โ FERAL SHAPE
B โ TOXIC BLOOM
C โ VERDANT PACT
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.
Combat start: auto-Mark highest HP enemy. Attacks vs Marked: +2 damage. Transfers on kill.
A โ NEUROTOXIN
B โ DEATH SENSE
C โ SHADOW MOLT
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.
โ New Mechanics
The Skill Tree introduces 10 mechanics not present in base gameplay. Each is unlocked by investing SP in specific nodes.
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
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 ร3).
Unlocked by: Frost Caller โ Gate
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)
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
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
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
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
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
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
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)