
Melee
Accuracy and damage with the sword. Knight, and anyone swinging a melee weapon.
What you cast
Skills that grow by use, the spell book of every class, and the two gates on a spell.
Four skills, and they grow by useSkills are not points you spend. They rise while your character swings, casts and blocks on a trip, which is why a long quiet hunt is never wasted: the exp bar is only one of the things moving.

Accuracy and damage with the sword. Knight, and anyone swinging a melee weapon.

Accuracy and damage with the crossbow. Paladin.

With your level, the power of every spell, rune and heal, for every class. The main skill of Mage and Druid.

How often a hit is blocked outright. Best with a shield (Knight and Druid); without one you parry with your weapon, and a crossbow barely blocks. Trains on every hit you take.
Magic is your magic level: it grows from mana spent, not from
hits landed, and it is the other half of what a spell hits for.
A spell has two gatesThe rank of a spell decides when it appears in your book, and it opens on your character level - the same levels for every class. The grade (I to VI) decides how hard the same spell hits; it climbs with your level too, which is why a spell you learned at the start is still worth casting six tiers later. Your weapon skill or magic level does not open anything: it is what your spells hit for.
From L76 a spell gets a third thing to grow: its own
mastery tree - crit, cooldown, mana cost and resistance stripping, bought
with the elixir that does the same job for one trip.
The spell booksOpen a spell to see what makes it different. Filler spells have no cooldown; the shaped ones - executes, openers, windows, damage over time - are the reason two characters of the same class and level do not hunt the same way.
Knight · 10 spellsHits with the melee skill. damage.
Mighty Blow
Physical
Rank I · KnightShape
A straight hit, no conditions attached.
Cleave
Physical
Rank II · KnightShape
A straight hit, no conditions attached.
Shield Slam
Physical
Rank II · KnightShape
Battle Fury
Physical
Rank III · KnightShape
Berserk
Physical
Rank III · KnightShape
Finishing Strike
Physical
Rank III · KnightShape
Shield Stance
Physical
Rank III · KnightShape
Charge
Physical
Rank IV · KnightShape
Sunder
Physical
Rank IV · KnightShape
Rend
Physical
Rank V · KnightShape
Paladin · 10 spellsHits with the distance skill. damage.
Holy Bolt
Holy
Rank I · PaladinShape
A straight hit, no conditions attached.
Aimed Shot
Physical
Rank II · PaladinShape
Devotion
Holy
Rank III · PaladinShape
Judgement
Holy
Rank III · PaladinShape
Sharpshooter
Physical
Rank III · PaladinShape
Breaching Shot
Physical
Rank IV · PaladinShape
Divine Hammer
Holy
Rank IV · PaladinShape
Serrated Bolt
Physical
Rank IV · PaladinShape
Enchanted Bolts
Holy
Rank V · PaladinShape
Holy Zeal
Holy
Rank V · PaladinShape
Mage · 10 spellsHits with the magic skill. damage.
Fire Bolt
Fire
Rank I · MageShape
A straight hit, no conditions attached.
Spark Bolt
Energy
Rank II · MageShape
A straight hit, no conditions attached.
Arcane Focus
Energy
Rank III · MageShape
Clarity
Energy
Rank III · MageShape
Inner Flame
Fire
Rank III · MageShape
Arcane Blast
Energy
Rank IV · MageShape
Arcane Surge
Energy
Rank IV · MageShape
Combustion
Fire
Rank V · MageShape
Immolate
Fire
Rank V · MageShape
Ward Break
Fire
Rank V · MageShape
Druid · 10 spellsHits with the magic skill. damage.
Nature Bolt
Earth
Rank I · DruidShape
A straight hit, no conditions attached.
Elemental Shift
Earth
Rank II · DruidShape
Frostbite
Ice
Rank II · DruidShape
Glacial Spike
Ice
Rank III · DruidShape
Serenity
Earth
Rank III · DruidShape
Verdant Bloom
Earth
Rank III · DruidShape
Ice Shard
Ice
Rank IV · DruidShape
Thornskin
Earth
Rank IV · DruidShape
Earthspike
Earth
Rank V · DruidShape
A straight hit, no conditions attached.
Thorn Burst
Earth
Rank V · DruidShape
HealingEvery class heals itself between hits, and how it does so is part of the class: healing spells in threshold bands, a regeneration channel, and potions on their own cooldowns (6 s for health, 20 s for mana). You set the bands - "drink below 45%, cast the strong heal below 30%" - and the trip runs them for hours without you. Bands are read from the bottom up: the most urgent one wins, so no rule you set is ever dead.