Where the points come from
The first 10 levels give no skill points. After 10, each level gives 2 points, so your total is a simple subtraction: (level − 10) × 2.
At level 40 you have 60 points, at 60 you have 100, at 83 you have 146. You can pile all of these into a single tree or split them between trees; the game doesn't interfere.
The one place it does interfere is the cap: the points you put into a tree can't exceed your character level. At level 50 you can't put more than 50 points into a tree, even if you have the points.
Total points by level
| Level | Total points | Max in one tree |
|---|---|---|
| 10 | 0 | 10 |
| 20 | 20 | 20 |
| 30 | 40 | 30 |
| 40 | 60 | 40 |
| 50 | 80 | 50 |
| 60 | 100 | 60 |
| 70 | 120 | 70 |
| 80 | 140 | 80 |
| 83 | 146 | 83 |
Skills unlock by point threshold
Every skill has a point threshold in the tree it belongs to. Until you put that many points into the tree, the skill may be visible but can't be used. The threshold also sets the earliest level the skill can open at: a skill asking for 60 points opens at level 60 at the earliest, because the cap rule means you can't put 60 points into that tree before then.
So the answer to "at what level do I unlock this skill" is the skill's point threshold. You can open it the moment your level equals the threshold, but then all your points are gathered in one tree.
In practice players do a mixed split: enough in one tree to open its top skills, the rest into support skills. Seeing how many points a given split takes is hard without trying — you can build the tree in the planner and follow the remaining points live.
Classes and their trees
| Class | Skill count | Trees |
|---|---|---|
| Warrior | 76 | Base, Attack, Defense, Endurance, Extra, Master |
| Rogue | 69 | Base, Archery, Assassination, Scouting, Extra, Master |
| Mage | 98 | Base, Fire, Ice, Lightning, Extra, Master |
| Priest | 106 | Base, Healing, Blessing, Attack magic, Extra, Master |
| Kurian | 66 | Base, Attack, Defense, Support, Awakening, Master |
The numbers show skills that cost points; the game's emote skills aren't included. The five classes total 415 skills. To see all of them one by one check the skill guide.
The situation on the Warrior side
The Warrior class has 76 skills that cost points, spread over six trees. The first skill of the Attack tree sits at 0 points, Defense and Endurance start at 5. The top skill of all three trees asks for 80 points.
Attack has 17 skills, Defense 14, Endurance 26. The top skill of Attack and Defense is at 80 points, Endurance's at 83; with the 146 points you have you can only open one of them to the end — a class's power isn't gathered in a single tree. The tree-by-tree breakdown is on the Warrior skills page.
Cooldowns
Skill cooldowns are defined in seconds in the game's own data and vary a lot by class. An ordinary melee skill can be used every 3-6 seconds, while strong support skills are measured in minutes.
The longest waits are on the Kurian side: Demolition Of Devil 600 seconds, skills like Berserk and Akara's Blessing wait 300 seconds. You have to account for this when building — a skill that looks strong on paper doesn't go into the rotation if in practice it works once every five minutes.
You can see every skill's own cooldown, mana cost and cast time class by class in the skill guide.
Common mistakes when spending points
- Forgetting the cap. Even with 146 points, at most level-many points go into one tree.
- Sprinkling points without working out the thresholds. Put 40 each into three trees and you can't open the top skill of any of them.
- Not looking at the cooldown. If a long-cooldown skill doesn't go into the rotation, those points sit idle.
- Not accounting for the reset cost. Fixing a wrong split gets more expensive as your level rises.
- Testing the plan in game. Spending points in game and not liking it means a reset fee; building it in the planner first is free.