How to read this page
This is a draft for approval. It is the reworked talent tree (version 2). It was built after studying the talent trees of well-known games: Ghost of Tsushima, God of War Ragnarök, Horizon Forbidden West, The Witcher 3, Hades, Diablo IV, Path of Exile and others.
The rule behind every talent: it changes something you do, so you play differently once you have it. It adds a move, rewards a choice, or links two of your tools together. There are no plain "+10% damage" talents any more; your attributes already give you raw strength.
Each slice opens with what it is about and its ★ big upgrade, the talent at its outer edge that changes how the whole slice plays. Try it all in the talent planner.
Fire — damage that comes later, and when to cash it in
Fire burns over time. Its talents are about spreading burns, then choosing the moment to make them explode. ★ Piercing Spear: one throw sets a whole row of enemies burning, ready to blow up together.
| Talent | What it does | Why it's fun |
|---|---|---|
| Stoke | Sword hits keep a burning enemy burning longer. | Your sword and your fire help each other. |
| Kindling | Setting a second enemy alight makes both burns last longer. | Juggle fires across a crowd. |
| Hearthfire | Near a bonfire, each spear leaves burning ground. | Pull the fight to the fire on purpose. |
| Long Throw | A spear thrown from far away burns twice as long. | Pick off archers before they close in. |
| Searing | Burning enemies' shields break sooner. | Fire becomes the answer to blockers. |
| Detonate | A spear into a burning enemy turns the whole burn into one big hit. | Wait for more damage, or cash it in now? |
| Conflagration | A burning enemy that dies spreads its fire to its neighbours. | Choose who to finish first. |
| Banked Fire | Each spear stacks more fire, up to three; Detonate releases it all. | Build up, then one huge release. |
| Firebrand | Your charged spear becomes a bomb that goes off after 2 seconds. | Set a trap, or set it off early. |
| ★ Piercing Spear | The spear passes through everyone in its line and sets them all burning. | Line them up and blow up the row. |
Water — breaking whole groups with the hammer
The Water Hammer smashes crowds, and you decide how long to keep it. ★ Crashing Wave: end the hammer early as a huge wave that knocks a whole group off their feet.
| Talent | What it does | Why it's fun |
|---|---|---|
| Full Measure | A quick hammer lasts long enough for two full combos. | One more soaking slam every time. |
| Swimmer | Swim faster and longer, and find hidden underwater caches. | Optional secrets for explorers. |
| Tide-Fed | Fighting in water keeps the hammer going longer. | Wade in and stay there. |
| Water Hammer III | Every hit that lands adds time to the hammer. | Keep the rhythm and it never ends. |
| Deep Soak | The slam knocks soaked enemies down. | Soak, slam, then a free hit. |
| Breaker | The more enemies one swing hits, the harder it hits. | Gather them up for one big swing. |
| Undertow | The slam drags enemies in towards you first. | Pull the crowd together. |
| Breaking Tide | The slam sends out a wave that pulls everyone back to the middle. | Each slam sets up the next. |
| Tidepool | The slam leaves a puddle that keeps enemies soaked. | Hold a group in one place. |
| ★ Crashing Wave | Spend the hammer on one giant wave forward. | One move that clears a crowd. |
Wind — moving as a weapon
Gale Tether pulls you across the battlefield. Wind's talents turn that movement into an attack. ★ Reel In: turn the tether around and drag the enemy to you instead.
| Talent | What it does | Why it's fun |
|---|---|---|
| Grapple Strike | Zip in with the tether, and your first sword hit staggers. | Fly in and strike first. |
| Double Jump | Jump again in mid-air. | Freedom to move; never required. |
| Updraft Rider | Near strong wind, the tether reaches twice as far. | Swoop in from a long way off. |
| Slingshot | Dodge during the pull to fling yourself further. | Choose exactly where you land. |
| Tailwind | After a tether, sprint for free for a moment. | Escape, or chase them down. |
| Buffet | Your landing gust shoves enemies away. | Where you land decides where they go. |
| Freefall | Enemies you blow off a ledge get hurt by the fall. | Fight near cliffs on purpose. |
| Eye of the Storm | Your updraft lingers, keeping enemies pushed back. | Make room and hold it. |
| Featherfall | The updraft lifts you higher, and you can glide down. | Grab the high ground mid-fight. |
| ★ Reel In | The tether pulls the enemy to you. | You decide where the fight happens. |
Aegis — magic defence that hits back
Aegis is your shield against magic. Its talents reward raising it at the right moment and turning defence into attack. ★ Countercast: block a spell perfectly and answer at once with a free spell of your own.
| Talent | What it does | Why it's fun |
|---|---|---|
| Snap Ward | A quick, short Aegis costs nothing. | Timing beats hiding. |
| Clarity | Dropping Aegis right after a hit gets your mana back sooner. | Block, drop, strike. |
| Planted Ward | Stand still and Aegis grows into a dome that protects others. | Protect the people you escort. |
| Grounding | Magic you absorb staggers the caster. | Defending pressures them. |
| Afterglow | Just after you drop Aegis, magic hurts you less. | Safe to go on the attack. |
| Absorption | Absorbed spells give you some mana back, up to a limit. | Hold through a barrage. |
| Steadfast | After Aegis absorbs a hit, nothing can knock you about. | Push straight through them. |
| Charged Barrier | Absorbed magic charges Aegis, and dropping it releases a blast. | Your defence becomes a weapon. |
| Reflection | A perfect magic block sends the spell back at its caster. | Return to sender. |
| ★ Countercast | A perfect magic block fires your spell instantly, for free. | Parry, then punish. |
Sword — pressure and counters
The sword is always with you. Its talents give you new ways to break a guard and punish mistakes. ★ Flurry Counter: dodge an attack at the last moment and time slows for a free, staggering strike.
| Talent | What it does | Why it's fun |
|---|---|---|
| Drawn Strike | Your first swing after casting can't be interrupted. | Cast, then step in safely. |
| Second Wind | A good parry refills your stamina fast. | A parry pays for your next dodge. |
| Shield Bash | Let go of a block just after a hit to shove them back. | Block, then strike back at once. |
| Rhythm Strike | Pause before the third swing for a heavy, staggering blow. | A rhythm to master. |
| Plunge | Drop onto an enemy from above for a staggering strike. | Use the high ground. |
| Riposte | Right after a parry, your next hit is instant and staggers twice as hard. | Punish every opening. |
| Return | Parry an arrow and it flies back at the archer. | Their arrows become yours. |
| Relentless | The third hit of a combo can't be blocked. | No shield stops you. |
| Pommel Strike | Hold the button for a slow blow that breaks any guard. | A risky way through. |
| ★ Flurry Counter | A last-moment dodge slows time for a guaranteed stagger. | The thrill of a perfect dodge. |
Bow — prepared precision
The bow hits one exact spot, hard, and arrows are limited. Its talents reward planning and precise aim. ★ Hunter's Mark: mark up to three enemies, then hit every one of them with a single draw.
| Talent | What it does | Why it's fun |
|---|---|---|
| Opening Shot | A head shot on an enemy that hasn't seen you does triple damage. | Plan the perfect first shot. |
| Climber | Climbing costs less stamina; reach archer perches easily. | Find the high ground. |
| Fade Shot | Dodge backwards without losing your aim. | Back away and still fire. |
| Long Shot | Very long shots hit harder and stagger. | Rewards a good vantage point. |
| Steady Hand | Hold a full draw and time slows down around you. | Line up the perfect shot. |
| Marksman | Weak spots and head shots hit much harder. | Precision pays. |
| Fletcher | Arrows that hit weak spots are always recovered. | Good aim saves arrows. |
| Recovery Streak | A run of weak-spot hits costs no arrows; one miss ends it. | Keep the streak alive. |
| Puncture | A weak-spot hit makes your next spell on that enemy stronger. | Bow sets up magic. |
| ★ Hunter's Mark | Mark three targets, then loose at all of them with one draw. | A planned, perfect volley. |
Earth — hold one enemy, then exploit it
Rootbind grows a tree trunk round one enemy and holds them in place. Earth's talents decide how you use that moment. ★ Spreading Roots: when one trunk withers, the roots grow round the next enemy.
| Talent | What it does | Why it's fun |
|---|---|---|
| Hold Fast | Nothing can break the trunk early. | A guaranteed moment to strike. |
| Forager | Nearby wood, ore and hide sparkle so you can find them. | Help gathering; never required. |
| Bedrock | Near heavy rock, the trunk lasts twice as long and holds big enemies. | Pick the ground you fight on. |
| Thorn Snare | A trunk on a charging enemy stops it dead. | The answer to charging brutes. |
| Thornbark | Hitting a held enemy from behind does double damage. | Circle round and strike. |
| Deep Roots | Even a quick trunk can hold big enemies. | Hold the dangerous one first. |
| Entrenchment | Strike just as the trunk cracks for a guaranteed stagger. | A satisfying timed hit. |
| Disarmed | The trunk wraps the arms: a held enemy can't attack. | Holding becomes protection. |
| Splinter | Burst the trunk on purpose to hurt everyone nearby. | Trade the hold for a blast. |
| ★ Spreading Roots | The roots jump to the next enemy, twice. | Hold a whole group, one by one. |
The links between slices
Links sit on the borders and let your path cross into the next slice. Each one rewards switching from one tool to the next.
| Link | What it does | Why it's fun |
|---|---|---|
| Quick Change (Fire–Water) | After a spear hits, your next hammer is free. | Spear, then hammer. |
| Carry the Tide (Water–Wind) | Tether while holding the hammer, and land with a slam. | Fly in, hammer first. |
| Deflecting Gust (Wind–Aegis) | While the tether pulls you, arrows and spells bounce off. | Zip through a volley. |
| Twin Guard (Aegis–Sword) | After a perfect parry of one kind, the other kind always works. | Handles mixed groups. |
| Close Quarters (Sword–Bow) | After a sword hit, your next arrow draws instantly. | Strike, then shoot. |
| Pinned (Bow–Earth) | A held enemy's trunk shows a big weak spot to shoot. | Hold, then shoot. |
| Kindle the Hold (Earth–Fire) | A spear into a held enemy makes the trunk last longer. | Hold, then burn. |
When the outer Aegis rings open (proposed)
Recommended: at the Still Isle, where you learn the magic parry, the perfect block against spells. That is also where Aegis's mastery jumps to its first level. Aegis's top talents, Reflection, Countercast and Charged Barrier, are all about perfect magic blocks, so they open when you can actually do one.
