Quick summary
- The current catalog has 33 perks purchased with points and 4 diamond perks.
- Each perk of points has its own weight and the overall cost increases as its total expenditure.
- Use the simulator to mount the ranks in the intended purchase order.
- Choose bonuses that your class and your rotation really enjoy.
Understand where the bonuses come from
Progression brings together different sources. Bestiary and Museum generate points from progress; these points buy the 33 main perks. The store also has 4 diamond perks with its own costs and limits.
Temporary consumables do not replace permanent improvements. Separating points, diamond perks and temporary bonuses helps compare investments without mixing features.
Prioritise the royal neck
Offensive perks include attack, physical or elemental damage, critical and additional hits. Defense gathers reduction, avoidance, shield and resistance. Support covers recovery and resources; savings improves experience, gold, selling value and loot opportunities.
Damage accelerates slaughter, but does not correct frequent deaths. Defense without need can slow the progression. Choose the category for the problem observed during hunting.
- Slow and safe beatings: Consider damage compatible with your class.
- Short life interruptions: evaluate defense and support.
- Rotation broken by lack of mana: seek resource efficiency.
- Stable hunting: Progression bonus and economy can gain value.
Respect the class identity
Knight, Paladin, Sorcerer, Druid and Monk do not convert the same attributes with the same usefulness. Before investing, confirm which attacks, skills and resources sustain your rotation.
Specific bonuses should reinforce a used part of build. When in doubt, prefer broad and consistent gains until you better define specialization.
Step Plan
Create a small goal, complete it and test the result. When new items or skills change the build, review if the old priority still solves the biggest bottleneck.
The cost of points uses the purchased rank, perk weight and a range based on the total already spent. The tracks increase by 2,500, 12,500, 50,000 and 250,000 points, so the purchase order can change the price of each step.
Fundamentals: attack, skill, defense and shielding
Four attributes players often mix up. Understanding how they combine explains why each perk is worth what it is worth.
Weapon attack × combat skill
Attack is the number printed on the weapon and the skill (sword, axe, club, fist or distance) is the ability your character trains. Neither works on its own: they multiply each other inside the same formula.
maximum damage = level ÷ 5 + skill × weapon Attack × 0.102
Each hit is rolled between level ÷ 5 and that maximum. Because skill and Attack multiply each other, doubling the skill is worth exactly as much as doubling the weapon Attack — but a weapon is swapped in seconds while a skill takes weeks, and that skill then boosts every future weapon. For ranged attacks the coefficient is 0.108.
Shield Defense × shielding
Defense is the number on the shield and shielding is your blocking ability. They multiply each other as well.
maximum block = shielding × shield Defense ÷ 200
Every hit rolls from 0 up to that maximum. A shield with Defense 30 blocks up to 1 with shielding 10 and up to 15 with shielding 100. Blocking only applies to physical melee hits, requires an equipped shield and has a limited number of blocks per window: with many enemies attacking at once, the extra hits go straight through.
Armor is not Defense
Armor is a system separate from the shield: it subtracts a flat amount from every physical hit that got past the block, rolled between half the armor value and armor − 1. It always works, with no dependency on a skill or on available blocks. The Defense perk feeds this value.
The order of every incoming hit
- Shield block (shielding × Defense), if a block is available.
- Dodge: when it lands, the whole hit is negated.
- Armor: flat subtraction.
- Percentage resistances, added into a single total capped at 100%.
- Whatever is left reaches your HP.
Defensive perks act at different stages of this pipeline, which is why they stack well together instead of competing.
Perks available and impact
The 33 perks purchased with points, separated by function.
How the cost is calculated
custo = piso(rank comprado × peso do perk × multiplicador global)
The cost is at perk points. The global multiplier uses the total already spent by the character, including other perks.
Build Simulator
Report your current status and add rank in the order you want to buy them.
Attack
Sums base attack and increases the base used in the calculation of damage.
- By rank
- +1 attack
- Maximum rank
- No practical limit
- Cost weight
- 1×
How it works: It is added as raw damage to the hit already rolled, before critical and final damage. It is not the weapon Atk: since it does not multiply with the skill, every point is always worth the same, which favours builds with many hits per second.
Na build: Useful for builds climbing for character attack.
Ranks 1 / 10 / 100 on track 1×: 1 / 10 / 100 points.
Skill body to body
Raises sword, axe, club and fist fighting.
- By rank
- +1 skill
- Maximum rank
- No practical limit
- Cost weight
- 1×
How it works: It adds to the skill used by the hit formula: maximum damage = level ÷ 5 + skill × weapon Atk × 0.102. Because skill and Atk multiply each other, the gain per point grows together with the equipped weapon.
Na build: Especially Knight and Monk; it depends on the gun and the rotation.
Ranks 1 / 10 / 100 on track 1×: 1 / 10 / 100 points.
Distance
Raise the fighting ability from a distance.
- By rank
- +1 distance
- Maximum rank
- No practical limit
- Cost weight
- 1×
How it works: Same formula as melee with a higher coefficient: maximum damage = level ÷ 5 + distance × weapon Atk × 0.108. It only applies to attacks that use Distance.
Na build: Directed to Paladin and attacks using Distance.
Ranks 1 / 10 / 100 on track 1×: 1 / 10 / 100 points.
Magic level
It strengthens magic and runes that climb with magic level.
- By rank
- +1 ML
- Maximum rank
- No practical limit
- Cost weight
- 1×
How it works: It adds to the magic level used by spell formulas: base damage = level ÷ 5 + ML × spell multiplier + weapon bonus. The multiplier changes per spell, so the same point pays off more on heavy spells.
Na build: Potential priority for Sorcerer and Druid.
Ranks 1 / 10 / 100 on track 1×: 1 / 10 / 100 points.
Chance of critic
Increases the frequency of critical blows; the average result depends on critical damage.
- By rank
- +0.1% critical
- Maximum rank
- 1,000
- Cost weight
- 1,35×
How it works: One roll per hit, adding this perk to the critical chance from equipment and museum. Above 100% there is no double hit: each excess 1% becomes +0.01% critical damage, so going past the cap without investing in critical damage yields almost nothing.
Na build: Works on any build that applies critical blows.
Ranks 1 / 10 / 100 on track 1×: 1 / 13 / 135 points.
Critical damage
Increase the multiplier of critics that occur.
- By rank
- +0.1% critical damage
- Maximum rank
- No practical limit
- Cost weight
- 1,35×
How it works: It only acts on hits that crit: damage is multiplied by 1 + (total critical damage ÷ 100). With no critical chance the perk stays inert, and the real gain is proportional to your critical rate.
Na build: It gains value when the chance of critic is already consistent.
Ranks 1 / 10 / 100 on track 1×: 1 / 13 / 135 points.
Final damage
Multiply the damage after the other offensive calculations.
- By rank
- +0.1% final damage
- Maximum rank
- No practical limit
- Cost weight
- 1,35×
How it works: It is the last offensive step: it multiplies the value already processed by critical and double hit. Coming after everything else, it combines multiplicatively with any other damage source.
Na build: Broad bonus, harnessed by all offensive classes.
Ranks 1 / 10 / 100 on track 1×: 1 / 13 / 135 points.
Life leech
Recovers life from damage caused and reduces interruptions by low life.
- By rank
- +0,1% life leech
- Maximum rank
- 1,000
- Cost weight
- 1,5×
How it works: It heals a percentage of the damage actually applied to the target, not of the raw rolled damage. The healing still goes through healing-received bonuses, and very resistant targets cut the return along with the damage.
Na build: Better in builds that cause frequent and consistent damage.
Ranks 1 / 10 / 100 on track 1×: 1 / 15 / 150 points.
Mana leech
It recovers mana from the blows and helps sustain the rotation.
- By rank
- +0.1% mana leech
- Maximum rank
- 1,000
- Cost weight
- 1,5×
How it works: Same as life leech but returning mana: a percentage of the damage actually applied, per hit. The more hits per second, the higher the return per rank.
Na build: Useful when mana limits rhythm, especially in conjurers.
Ranks 1 / 10 / 100 on track 1×: 1 / 15 / 150 points.
Attack speed
Reduces the effective interval between attacks; the engine saturates by +500%.
- By rank
- +0.1% attack speed
- Maximum rank
- 5,000
- Cost weight
- 1,5×
How it works: The interval becomes base interval ÷ (1 + bonus ÷ 100), with the multiplier capped at 6× — meaning anything above +500% is wasted. After that the flat reduction from the diamond perk is subtracted, and the final interval never drops below 0.35 second.
Na build: It favors damage by hits and effects activated by hit.
Ranks 1 / 10 / 100 on track 1×: 1 / 15 / 150 points.
Move speed
It accelerates the displacement on the map, but it does not directly increase the damage by blow.
- By rank
- +0,1% movement
- Maximum rank
- 80.000
- Cost weight
- 1×
How it works: It increases movement speed across the map. It does not change damage per hit: the gain is indirect, from reaching the next target sooner and losing less time between packs of creatures.
Na build: Quality of life for any class; impact depends on activity.
Ranks 1 / 10 / 100 on track 1×: 1 / 10 / 100 points.
Defence
Sums base defense and reduces the pressure of attacks going through defense.
- By rank
- +1 defense
- Maximum rank
- No practical limit
- Cost weight
- 1×
How it works: It adds to your armor value, which subtracts a flat amount from every physical hit received — rolled between half the armor value and armor − 1. It acts after block and dodge, and being a flat subtraction it shines against many weak hits.
Na build: Useful when the damage received interrupts the hunt.
Ranks 1 / 10 / 100 on track 1×: 1 / 10 / 100 points.
Shielding
Increases the effective shielding ability.
- By rank
- +1 shielding
- Maximum rank
- No practical limit
- Cost weight
- 1×
How it works: It sets how much the shield absorbs: maximum block = shielding × shield Defense ÷ 200, and every hit rolls from 0 up to that value. It only works with an equipped shield, only against physical melee hits, and the number of blocks per window is limited — which is why several enemies at once overwhelm shielding.
Na build: It only gains real value in settings that take advantage of shielding.
Ranks 1 / 10 / 100 on track 1×: 1 / 10 / 100 points.
Physical resistance
Reduces physical damage received, up to 70% by the rank limit.
- By rank
- +0.1% physical resistance
- Maximum rank
- 700
- Cost weight
- 1,15×
How it works: A percentage applied after block, dodge and the armor subtraction. It adds to equipment, museum and consumables in a single reduction total capped at 100%; the perk alone reaches 70% through its rank limit.
Na build: Good against routes dominated by physical damage.
Ranks 1 / 10 / 100 on track 1×: 1 / 11 / 114 points.
Fire resistance
Reduces fire damage received.
- By rank
- +0.1% fire resistance
- Maximum rank
- 700
- Cost weight
- 1,15×
How it works: It only applies to fire hits and spells, including burning damage over time. It adds to the other fire resistance sources in a single total capped at 100% and does not affect other elements.
Na build: Invest when the current target uses fire frequently.
Ranks 1 / 10 / 100 on track 1×: 1 / 11 / 114 points.
Ice resistance
Reduces ice damage received.
- By rank
- +0.1% ice resistance
- Maximum rank
- 700
- Cost weight
- 1,15×
How it works: It applies only to ice damage, adding to equipment and museum in a single total capped at 100%. Check the enemy element before investing: against another element the rank does nothing.
Na build: Contextual for creatures and ice bosses.
Ranks 1 / 10 / 100 on track 1×: 1 / 11 / 114 points.
Earth resistance
Reduces ground damage and received poison.
- By rank
- +0.1% ground resistance
- Maximum rank
- 700
- Cost weight
- 1,15×
How it works: It covers earth damage and also poison, which is damage over time per tick. It adds to the other sources in a total capped at 100%.
Na build: Contextual for land routes, poison and related effects.
Ranks 1 / 10 / 100 on track 1×: 1 / 11 / 114 points.
Energy resistance
Reduces energy damage received.
- By rank
- +0.1% energy resistance
- Maximum rank
- 700
- Cost weight
- 1,15×
How it works: It applies to energy hits, spells and fields, including damage over time. It adds to equipment and museum in a single total capped at 100%.
Na build: Contextual for creatures and power bosses.
Ranks 1 / 10 / 100 on track 1×: 1 / 11 / 114 points.
Sacred resistance
Reduces sacred damage received.
- By rank
- +0.1% sacred resistance
- Maximum rank
- 700
- Cost weight
- 1,15×
How it works: A rare element outside specific bosses: it only reduces holy damage, adding to the other sources in a total capped at 100%. Confirm the element before spending points here.
Na build: Contextual; confirm the element of enemy attacks.
Ranks 1 / 10 / 100 on track 1×: 1 / 11 / 114 points.
Resistance to death
Reduces damage to death received.
- By rank
- +0.1% resistance to death
- Maximum rank
- 700
- Cost weight
- 1,15×
How it works: It reduces death damage only, common in high level areas and bosses. It adds to equipment and museum in a single total capped at 100%.
Na build: Contextual to areas and bosses who use Death.
Ranks 1 / 10 / 100 on track 1×: 1 / 11 / 114 points.
dodge
Increases the chance to avoid attacks; reduces damage probabilistically.
- By rank
- +0,1% dodge
- Maximum rank
- 700
- Cost weight
- 1,15×
How it works: Checked after the block attempt: when it lands, the hit is negated entirely, with no armor or resistance involved. It works against any element but is random — on average it protects well without preventing bad streaks.
Na build: General option when you accept a less predictable defense.
Ranks 1 / 10 / 100 on track 1×: 1 / 11 / 114 points.
HP Regeneration
Adds passive life recovery per second.
- By rank
- +1 HP/s
- Maximum rank
- No practical limit
- Cost weight
- 1×
How it works: Flat healing per second, added to normal regeneration and independent of landing hits. It also benefits from healing-received bonuses, and it is what holds the bar when damage arrives in small constant chunks.
Na build: Helps long sessions and builds with constant received damage.
Ranks 1 / 10 / 100 on track 1×: 1 / 10 / 100 points.
Regeneration of mana
Add passive mana recovery per second.
- By rank
- +1 MP/s
- Maximum rank
- No practical limit
- Cost weight
- 1×
How it works: Flat mana per second added to normal regeneration, independent of combat. It complements mana leech: one depends on landing hits, the other does not.
Na build: Useful when rotation consumes mana continuously.
Ranks 1 / 10 / 100 on track 1×: 1 / 10 / 100 points.
Healing potions
Increases the healing received from potions and the healing effects integrated to the same total.
- By rank
- +0.1% cure
- Maximum rank
- No practical limit
- Cost weight
- 1×
How it works: It multiplies all healing received, not only from potions: it also covers life leech, healing per hit, healing on kill and HP regeneration. It is one of the few perks that reinforces several sustain systems at once.
Na build: It gains value when survival depends on recurring healing.
Ranks 1 / 10 / 100 on track 1×: 1 / 10 / 100 points.
XP Bonus
It increases the experience received; it does not improve its strength during the coup.
- By rank
- +0,1% XP
- Maximum rank
- No practical limit
- Cost weight
- 2×
How it works: A percentage applied to the experience from every kill, also valid during offline progress. It changes nothing in combat: if the hunt is already at its limit, the perk only speeds up something you can already do.
Na build: Economic progress for a hunt that is already stable.
Ranks 1 / 10 / 100 on track 1×: 2 / 20 / 200 points.
Gold Bonus
Increases the gold received in compatible sources.
- By rank
- +0,1% Gold
- Maximum rank
- No practical limit
- Cost weight
- 2×
How it works: A percentage on the gold obtained from compatible sources, including offline progress. It does not increase rare item chance nor change combat.
Na build: Long-term return; it does not solve difficulty in combat.
Ranks 1 / 10 / 100 on track 1×: 2 / 20 / 200 points.
Sales value
Increases the value obtained when selling items.
- By rank
- +0,1% selling
- Maximum rank
- No practical limit
- Cost weight
- 2×
How it works: A percentage added to the price received when selling items to the NPC. It only pays off in routines with a lot of loot sold; it does not affect player market prices.
Na build: It favors routines with large volume of loot sold.
Ranks 1 / 10 / 100 on track 1×: 2 / 20 / 200 points.
Familiar Attack
Adds one point to the damage to every Familiar's attack.
- By rank
- +1 Familiar Attack
- Maximum rank
- No practical limit
- Cost weight
- 1×
How it works: Raw damage added to every Familiar hit, multiplying with nothing. It only has an effect while the Familiar is summoned and attacking.
Na build: It only influences the fight while the Familiar participates.
Ranks 1 / 10 / 100 on track 1×: 1 / 10 / 100 points.
Familiar Defense
Add defense to the Familiar.
- By rank
- +1 Familiar Defense
- Maximum rank
- No practical limit
- Cost weight
- 1×
How it works: It adds to the Familiar armor, which subtracts a flat amount from every hit it receives. It extends how long it stays in the field without affecting your own defense.
Na build: Helps the Familiar stay active under pressure.
Ranks 1 / 10 / 100 on track 1×: 1 / 10 / 100 points.
Family Life
Adds maximum life to the Familiar.
- By rank
- +1 Familiar HP
- Maximum rank
- No practical limit
- Cost weight
- 1×
How it works: It adds maximum health to the Familiar on every summon. It combines with its defense: more HP means more time in the field once incoming hits already arrive reduced.
Na build: Useful when the Familiar is defeated early.
Ranks 1 / 10 / 100 on track 1×: 1 / 10 / 100 points.
Familiar Attack Vel.
Increases the frequency of attacks of the Familiar; the engine saturates by +500%.
- By rank
- +0.1% attack by the Familiar
- Maximum rank
- No practical limit
- Cost weight
- 1,5×
How it works: It shortens the interval between Familiar hits under the same rule as the player, saturating at +500%. It scales together with the Familiar attack perk, since it multiplies the number of hits that receive the flat bonus.
Na build: Scales the damage and effects by family hit.
Ranks 1 / 10 / 100 on track 1×: 1 / 15 / 150 points.
Family Movement
Accelerate the Familiar's displacement to the targets.
- By rank
- +0.1% movement of the Familiar
- Maximum rank
- 80.000
- Cost weight
- 1,5×
How it works: It increases the Familiar movement across the map. It does not change damage per hit: the gain comes from reaching the target sooner and standing idle less between packs.
Na build: It reduces lost time when the Familiar needs to reposition.
Ranks 1 / 10 / 100 on track 1×: 1 / 15 / 150 points.
Family Cooldown
Reduces invocation recharge up to 70%; rankings above 500 also cost diamonds.
- By rank
- +0.1% cooldown reduction
- Maximum rank
- 700
- Cost weight
- 1,5×
How it works: It reduces the summon cooldown, capped at 70% on rank 700. From rank 500 onwards each purchase charges perk points and diamonds, and this group is not refunded by the general perk reset.
Na build: Help builds that depend on the availability of Family.
Ranks 1 / 10 / 100 on track 1×: 1 / 15 / 150 points.
Diamond perks
These perks do not use the point formula: each rank has its own fixed price.
| Perk | Efeito | Diamonds by rank | Total | Influence |
|---|---|---|---|---|
| Atk Speed | −0.1 second between rank attacks | 12 · 18 · 26 · 36 · 48 | 140 | It directly accelerates the cadence; maximum 5 rank. |
| Rare Drop | +10% chance of rare by rank | 10 · 16 · 24 · 34 · 46 | 130 | Improves loop return, not damage; maximum 5 rank. |
| Offline Hunt | +30 minutes of offline progress by rank | 10 · 14 · 20 · 28 · 36 · 52 · 72 · 96 · 124 | 452 | Zooms the offline window without changing the combat attributes; up to 9 rank. |
| Dust Cap Unlock | +25 to the maximum Dust capacity per rank, up to 650 | 300 · 550 · 800 · 1.050 · 1.300 · 1.550 · 1.800 · 2.050 · 2.300 · 2.550 · 2.800 · 3.050 · 3.300 | 23.400 | Supports forging progression; does not directly modify combat. Maximum 13 rank.Also requires Relic Coins (3,000 → 29.400) and Colors (10 → 46) per rank. |
Practical tips
- Note which problem each investment intends to solve.
- Combine consistent bonuses before betting all strategy on chance.
- Consider economics only after the hunt is stable.
- Do a new test every time you exchange weapon or central skill.
Erros comuns
- Buy rank just because the bonus looks rare.
- Invest in an element or type of attack that rotation hardly uses.
- Dilute resources also among all categories.
- Keep the same priority after a big build change.