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

Accuracy and damage with the bow. Paladin.

The power of every spell you cast. Mage and Druid.

How often a hit is blocked outright. Knight and Druid - the shield classes.
Magic level is separate from the magic skill: 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 a skill value - so the book fills as you play, not as you level. The grade (I to VI) decides how hard the same spell hits; it climbs with your skill too, which is why a spell you learned at the start is still worth casting six tiers later.
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 · 8 spellsGated by 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
Sunder
Physical
Rank IV · KnightShape
Rend
Physical
Rank V · KnightShape
Paladin · 7 spellsGated by the distance skill. damage.
Holy Bolt
Holy
Rank I · PaladinShape
A straight hit, no conditions attached.
Aimed Shot
Physical
Rank II · PaladinShape
Judgement
Holy
Rank III · PaladinShape
Sharpshooter
Physical
Rank III · PaladinShape
Divine Hammer
Holy
Rank IV · PaladinShape
Serrated Arrow
Physical
Rank IV · PaladinShape
Enchanted Arrows
Holy
Rank V · PaladinShape
Mage · 9 spellsGated by 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 Surge
Energy
Rank IV · MageShape
Combustion
Fire
Rank IV · MageShape
Immolate
Fire
Rank V · MageShape
Ward Break
Fire
Rank V · MageShape
Druid · 8 spellsGated by 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
Primal Surge
Earth
Rank III · DruidShape
Ice Shard
Ice
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.