Skills & builds
The Passive Atlas (paths → weapon masteries), the Codex (8 skill picks, ranks, facets, finishers), self vs team buffs, the 18 builds, combos and payoffs, and the recipe for designing a new skill.
Your path across the Passive Atlas decides which weapons you can master. Your weapon decides which Codex of skills you can learn. By level 40 you have 8 skill picks to spend on learning skills or ranking them up, and you spam your attack skills through the Mouse1 chain (up to 8 slots).
◆1. Paths → weapons (3 on every path)
| Path | Stats | Weapons → builds |
|---|---|---|
| Iron | pure STR | Greataxe → Ravager, Greatsword → Warblade, Warhammer → Earthshaker |
| Steel | STR + AGI | Dual Blades → Twinblade, Sword & Shield → Vanguard (tank), Heavy Crossbow → Boltwright |
| Wind | pure AGI | Daggers → Nightblade, Claws → Talon, Bow → Windarcher |
| Storm | AGI + INT | Pipa → Songweaver (buffer), War Fan → Windmender (healer), Chakram → Ringdancer |
| Lantern | pure INT | Wand → Pyromancer (fire), Storm Staff → Stormcaller (lightning), Rime Tome → Frostweaver (chill) |
| Jade | INT + STR | Lantern Scepter → Lanternbinder (summoner), Censer → Ashwarden (damaging auras), Glaive → Oathkeeper (protector) |
The owner's "INT+AGI" and "AGI+INT" requests are the same Atlas path (Storm), so they share one row (ADR-006). Suggested later builds (region 2, not in data yet): Hexbinder (bone bell, curses, INT), Sandseer (earth sigils, INT+STR), Dunestalker (javelins, AGI+STR).
Equipping requires (a) that weapon's Mastery node on the Atlas and (b) the item's stat requirement:
pure 18 + 2.3 × ilvl (ilvl 40 → 110), hybrid 12 + 1.45 × ilvl in both stats (ilvl 40 → 70/70).
Your origin gives the starter Mastery of one of its pole's weapons (Wayfarer: any hybrid weapon).
◆2. The Passive Atlas
- 247 nodes, 318 connections, six 60° sectors with three weapon lanes each: Iron at the top, then clockwise Jade, Lantern, Storm, Wind and Steel.
- Rings: Wayfarer hub → Crossroads (R110) → Caravan Ring with the 12 combo payoffs (R300) → pole starts / hybrid Crossings (R420) → Lane Ring (R570) → 18 lanes (diamond clusters, notables, Masteries) → Outer Road (R1040) → far clusters and 6 Keystones.
- 45 points at level 40 (39 from levels + 6 from story quests), 111 at level 100.
- Costs to reach a Mastery: own pure weapon 6 points, adjacent hybrid 8–10, far side 12–13. The Wayfarer is 9–10 from everything. Far-side weapons cost about twice the points (tested).
- Rules: only your start is free, other starts block, and every node connects back to your start. Removing a node also removes every node that depended on it (shown before you click). Respec is free until level 20, then 100 × level gold per node, in town.
- The Atlas page is a playground (ADR-023): framed node art, your origin's painting behind its start, the sector artwork moving with the tree, game popups on every node, undo/redo (Ctrl+Z / Ctrl+Y), share links and one-click example builds.
◆3. The Codex: 8 picks, ranks and facets
| Pick # | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 |
|---|---|---|---|---|---|---|---|---|
| Level | 1 | 3 | 6 | 10 | 15 | 20 | 27 | 34 |
- A pick learns a skill (rank 1) or ranks a learned skill to 2 or 3.
- Ranks 2 and 3 each add +18% and a facet: choose 1 of 2 modifiers (e.g. Quarry Wheel rank 2: Grinding Wheel +2 spins or Wide Arc +1 m radius). Facets can be swapped at a trainer.
- Each weapon Codex has 7 skills unlocking at levels 1 / 3 / 6 / 10 / 15 / 20 / 27 with fixed roles: chain (spammable) · AoE · burst/control · mobility · stance/buff/aura · signature · finisher.
- Each pole has a 6-skill buff Codex, 3 self and 3 team buffs (below). Hybrids can use both of their poles' codices.
- So at 40 a pure build chooses 8 picks from 13 candidates, and a hybrid from 19. A typical result is 7 skills with 1 ranked up: attack skills in the Mouse1 chain, any skill or buff on Q E Z X C, extra buffs on quick slots.
◆Finishers (conditional ultimates)
Every codex ends in a finisher at level 27: the biggest single hit of the build (650–1,100%), a 18–24 s cooldown, and a condition on the target. Taking it costs a pick, so a finisher build has one skill fewer (ADR-015).
| Build | Finisher | Needs the target to be | Fed by |
|---|---|---|---|
| Ravager | Crimson Reckoning | bleeding | Rending Cleave, Falling Wedge |
| Warblade | Zenith Cut | launched | Sunbreaker |
| Earthshaker | Tolling Verdict | stunned | Anvil Strike, Rimquake |
| Twinblade | Final Meridian | launched | Thousand Cuts, Tempest of Blades |
| Vanguard | Shield Verdict | stunned | Gate Reversal |
| Boltwright | Siege Quarrel | rooted | Spark Trap |
| Nightblade | Severance | Exposed | Cross Stitch |
| Talon | Apex Rend | knocked down | Pounce |
| Windarcher | Heartpiercer | below 30% life | any damage |
| Songweaver | Final Cadence | asleep | Lullaby of Dunes |
| Windmender | Eye of the Storm | launched | Updraft |
| Ringdancer | Eclipse Reckoning | chilled | Glass Crescent |
| Pyromancer | Ashfall Verdict | burning | Cinder Needle, Lantern Fan |
| Stormcaller | Judgement Bolt | shocked | Staff Cascade, Storm Circle |
| Frostweaver | Shatterpoint | frozen (rooted) | Frost Bloom, Moonfrost Tempest |
| Lanternbinder | Last Lantern | below 30% life | summons |
| Ashwarden | Last Rites | stunned | Thurible Flare |
| Oathkeeper | Oathfall | knocked down | Reed Sweep |
In the Mouse1 chain the finisher is checked before every step: if the condition is true and it is ready, it fires on that press; otherwise it is skipped and the chain continues. Pressed by hand without the condition, it shows "No opening" and does not go on cooldown. So a stun build (stun skills + a stun finisher) plays as: spam Mouse1 → a stun lands → the very next press is the finisher.
◆Self buffs vs team buffs
| Pole codex | Self (solo farming, duels) | Team (party, Sand Arena) |
|---|---|---|
| Iron (STR) | Bastion Skin, Bloodrage, Unbroken Will | War Drum, Iron Banner, Rallying Roar |
| Wind (AGI) | Windwalk, Quickening, Evasive Instinct | Hunter's Mark, Caravan Pace, Keen Eye Chant |
| Lantern (INT) | Elemental Attunement, Resonant Ward, Arcane Surge | Lantern Light, Sanctuary Glyph, Kindred Flame |
Every skill also carries scenario tags (farm, boss, party, duel, arena) shown on its card, and every build lists
suggested swaps per scenario (e.g. duel: swap War Drum → Unbroken Will). Respec items make swapping cheap; the
alpha grants 999 of them (ADR-016).
◆4. The 18 builds
Every build page shows its 7 skills with timings, shapes, combos, facets, animation/VFX/SFX briefs, a recommended 8-pick plan, the Mouse1 chain list, quick slots and scenario swaps. Production order: vertical slice = Warblade, Windarcher, Pyromancer (one per pole) → alpha = the remaining pure builds → beta = the 9 hybrids.
◆5. Combos, states and payoffs
Combos come from states that one skill applies and another skill pays off:
| State | Applied by (examples) | Payoff (examples) |
|---|---|---|
| Stun | Rimquake, Gate Reversal, Heaven's Pillar, Thurible Flare | Bell-Toll Uppercut +40%, Bellbreaker notable +18%, stun finishers |
| Knockdown | Tremor Line, Reed Sweep, Bulwark Slam, Pounce | Bracepoint +40%, Sundered Sun / Reed Harvest notables |
| Launch (airborne) | Earthsplitter, Rend Apart, Sunbreaker, Falling Moon, Updraft | Sunsworn Form notable +20% vs launched/staggered |
| Sleep | Stillwater Seal, Lullaby of Dunes | waking hit +25% (Quiet Verdict), facet "Rude Awakening" |
| Bleed | Rending Cleave, Fan of Knives, Rake Flurry | Falling Wedge +30%, Blood Frenzy stacks |
| Burn / chill / shock | Cinder Needle, Rime Lance, Arc Thread, Pyre Halo, Storm Rend… | Emberwake / Glass Reckoning / Thunder Witness, Glass Crescent +50% vs chilled |
| Exposed / Marked | Cross Stitch, Hunter's Mark | crit payoffs (Silent Thread), party damage |
Follow-ups: some skills turn their key into a second strike for 1.5–2.5 s (Rending Cleave → Rend Apart, Gale Step → Return Gale). Payoff rule: a hit cannot pay off a state it applies itself. All conditional bonuses share one 60% cap. Bosses take break pressure instead of hard control, and control-conditional payoffs give half value during a break.
◆6. Designing a new skill (recipe for agents)
- Role slot. Pick which of the 7 codex roles it fills (or a pole buff, self or team). Don't add an 8th skill to a codex without an ADR.
- Contract in
skills.json:timing(windup/active/recovery),damage(% × hits, type, element),shape,impact,special,applies,payoff,cost,cooldownS,unlockLevel,scenarios,scope(buffs/auras),requires(finishers), 4 facets (2 per rank).chainableis true exactly forkind: attack. - Guardrails:
| Role | Cooldown | Mana | Damage per cast | Notes |
|---|---|---|---|---|
| chain | 2–3.5 s | 4–6 | 100–150% total | must be chainable, short windup ≤ 0.35 s |
| AoE | 5–10 s | 10–18 | 120–200% total | radius 2.4–5 m |
| burst/control | 5–10 s | 12–18 | 150–260% or control | control durations within the Resolve rules |
| mobility (weapon attack) | 6–10 s | 10–14 | 80–170% | never invulnerable except listed blue gems |
| stance/buff | 20–30 s | 10–16 | — | ≤ +25% of any single stat, 8–15 s |
| signature | 14–18 s | 26–32 | 250–850% total | ≥ 0.35 s readable windup, massive impact |
| finisher | 18–24 s | 28 | 650–1,100%, the codex's biggest single cast | requires a state; massive impact |
| aura (toggle) | 2 s | reserves 15–25% mana | 40–60%/s or a team bonus | open area, no aiming (Pyre Halo) |
Belt movement gems are a separate contract (ADR-027): each consumes a positive mana cost, and a legal activation interrupts any own attack phase. Owner-suggested starting reuse is Cairn Vault jump 1 s, Reed Rush dash 0.3 s; these do not replace weapon attack cooldown guardrails or set all gems to the same delay. Author exact costs, travel, root exceptions and remaining gem cooldowns before implementation. Silk Roll is blue and retains its listed 0.25 s evasion window; tune immunity uptime separately. Its legacy green icon needs a blue art revision during production; classification/socket color is already blue in the wiki. Movement preparation.
- Presentation briefs:
presentation.anim(key poses + timing),vfx(layers, colours from the build palette),sfx(layers),hitReactionNote,deathStyle. These drive the production docs. - Icon: reuse a matching accepted icon, or set
iconRequest. The art request is generated automatically. - Tests: run
pnpm data:test. The suite checks unlock levels, facets, the chain flag, finisher conditions and damage, self/team counts, scenarios, briefs, icons and states. - Gate: the skill is shippable only after the skill production gate.
Source: zoen/docs/design/SKILLS.md · 1,937 words · edit the Markdown, not this page.
