6 CLASSES · 18 SUBCLASSES · 7 PROFESSIONS · 1387 NODES

Shape your character through shared constellations, a class foundation and three subclass paths. This guide is generated from the supplied v3.2.3 SIX PATHS script. Browse every node or jump to a class below.

How to choose your path

Start at Adventurer’s Origin, travel through the shared tree and unlock a class root. Finish the class foundation to reach the mastery hub and Specialisation Gate. Choose your subclass, then invest along its three independent paths. Advanced class lobes are optional.

Every node costs one point from the same point pool. You may choose one class and one subclass. Profession masteries are limited to three; each profession allows three of its six focus nodes. Taking profession nodes is separate from choosing a class.

The script recommends an initial maximum of 260 points and describes an intended endgame spend of 150–220. These are design recommendations, not a verified server point cap.

Class overview

Class Focus Subclasses Root bonus
Warrior Melee damage, attack rhythm and durability. Berserker, Weapon Master, Juggernaut +3.5% Attack Damage
+2.5% Max Health
Ranger Ranged damage, precision and hunting. Marksman, Hunter, Beastmaster +2.5% Projectile Damage
+2% Movement Speed
+5% Arrow Retrieval Chance
Rogue Critical hits, speed and evasive offence. Assassin, Duelist, Shadowblade +3% Movement Speed
+2% Crit Chance
+3% Crit Damage
Mage Mana and spell power, with elemental or hybrid specialisation. Elementalist, Arcanist, Battlemage +6% Max Mana
+3.5% Spell Power
-3% Attack Damage
Cleric Holy magic, healing and resilient support. Priest, Crusader, Oracle +4% Holy Spell Power
+3% Mana Regeneration
+3% Healing Received
Occultist Blood, summons and eldritch power with explicit trade-offs. Blood Mage, Necromancer, Voidcaller +4% Max Mana
+3% Eldritch Spell Power
+2% Ender / Void Spell Power
-2% Max Health

Reading stats and prerequisites

Bonuses below reproduce the script’s display text, including penalties. Percentage attributes, percentage-point chances and flat armour/reach values are different operations; do not add them all as flat percentages. Display values are rounded by the script. A node called Fury or Guard grants its listed statistics; its name alone does not add an Epic Fight move or an Ars spell.

The documentation extractor assumes the Minecraft, Iron’s Spellbooks and Apothic attributes exist. The script has fallbacks when optional attributes are missing. In-game tooltips and server configuration determine the actual loaded result.

Warrior

Melee damage, attack rhythm and durability. Class root: +3.5% Attack Damage
+2.5% Max Health.

Warrior foundation

Lobe Each inner rank Each advanced rank
Weapon Training +0.45% Attack Damage +0.35% Attack Damage
Battle Rhythm +0.54% Attack Speed +0.42% Attack Speed
Endurance +0.45% Max Health +0.35% Max Health
Iron Guard +0.14 Armor +0.11 Armor
Pressure +0.18% Armor Shred +0.14% Armor Shred

The generated foundation has 20 inner nodes; the optional advanced lobes add 25 nodes. Mastery: +0.32% Attack Damage. Gate: +2% Attack Damage.

Berserker

Entry bonuses and penalties: +8% Attack Damage
-6% Max Health
-8% Healing Received.

Independent path Bonus per rank Length
Fury +0.38% Attack Damage 14 sequential nodes
Brutality +0.6% Crit Damage 14 sequential nodes
Blood Price -0.19% Healing Received
+0.22% Attack Damage
14 sequential nodes

Ranks 4 and 8 are notable nodes; rank 14 is the path apex. Their visual status does not multiply the listed rank bonus. Each path begins at the subclass root and requires its preceding rank; there are no cross-path shortcuts.

Optional / final node Requires Bonus
Berserker Synergy I Fury VII + Brutality VII +0.5% Attack Damage
+0.8% Crit Damage
Berserker Synergy II Brutality VII + Blood Price VII +0.8% Crit Damage
-0.25% Healing Received
+0.3% Attack Damage
Berserker Ascendancy Fury 14 + Brutality 14 + Blood Price 14 + Berserker +2.24% Attack Damage
-1.68% Max Health
-2.24% Healing Received
+1% Attack Damage
+1.6% Crit Damage
-0.5% Healing Received
+0.6% Attack Damage

Synergies are optional dead ends. Ascendancy requires all three rank-14 apexes and the subclass root. Its listed penalties also apply.

Weapon Master

Entry bonuses and penalties: +5% Attack Damage
+6% Attack Speed
-2 Armor.

Independent path Bonus per rank Length
Technique +0.22% Attack Damage 14 sequential nodes
Tempo +0.3% Attack Speed 14 sequential nodes
Precision +0.15% Crit Chance
+0.3% Crit Damage
14 sequential nodes

Ranks 4 and 8 are notable nodes; rank 14 is the path apex. Their visual status does not multiply the listed rank bonus. Each path begins at the subclass root and requires its preceding rank; there are no cross-path shortcuts.

Optional / final node Requires Bonus
Weapon Master Synergy I Technique VII + Tempo VII +0.3% Attack Damage
+0.4% Attack Speed
Weapon Master Synergy II Tempo VII + Precision VII +0.4% Attack Speed
+0.2% Crit Chance
+0.4% Crit Damage
Weapon Master Ascendancy Technique 14 + Tempo 14 + Precision 14 + Weapon Master +1.4% Attack Damage
+1.68% Attack Speed
-0.56 Armor
+0.6% Attack Damage
+0.8% Attack Speed
+0.4% Crit Chance
+0.8% Crit Damage

Synergies are optional dead ends. Ascendancy requires all three rank-14 apexes and the subclass root. Its listed penalties also apply.

Juggernaut

Entry bonuses and penalties: +2 Armor
+8% Max Health
+8% Healing Received
-5% Movement Speed
-5% Attack Damage.

Independent path Bonus per rank Length
Fortress +0.08 Armor 14 sequential nodes
Vitality +0.3% Max Health 14 sequential nodes
Recovery +0.38% Healing Received 14 sequential nodes

Ranks 4 and 8 are notable nodes; rank 14 is the path apex. Their visual status does not multiply the listed rank bonus. Each path begins at the subclass root and requires its preceding rank; there are no cross-path shortcuts.

Optional / final node Requires Bonus
Juggernaut Synergy I Fortress VII + Vitality VII +0.1 Armor
+0.4% Max Health
Juggernaut Synergy II Vitality VII + Recovery VII +0.4% Max Health
+0.5% Healing Received
Juggernaut Ascendancy Fortress 14 + Vitality 14 + Recovery 14 + Juggernaut +0.56 Armor
+2.24% Max Health
+2.24% Healing Received
-1.4% Movement Speed
-1.4% Attack Damage
+0.2 Armor
+0.8% Max Health
+1% Healing Received

Synergies are optional dead ends. Ascendancy requires all three rank-14 apexes and the subclass root. Its listed penalties also apply.

Ranger

Ranged damage, precision and hunting. Class root: +2.5% Projectile Damage
+2% Movement Speed
+5% Arrow Retrieval Chance.

Ranger foundation

Lobe Each inner rank Each advanced rank
Archery +0.45% Projectile Damage +0.35% Projectile Damage
Quick Draw +0.45% Draw Speed +0.35% Draw Speed
Trailcraft +0.36% Movement Speed +0.28% Movement Speed
Steady Aim +0.22% Crit Chance +0.18% Crit Chance
Fieldcraft +0.22% Experience from Mobs +0.18% Experience from Mobs

The generated foundation has 20 inner nodes; the optional advanced lobes add 25 nodes. Mastery: +0.32% Projectile Damage. Gate: +2% Projectile Damage.

Marksman

Entry bonuses and penalties: +10% Projectile Damage
+10% Draw Speed
-4% Movement Speed.

Independent path Bonus per rank Length
Long Shot +0.38% Projectile Damage 14 sequential nodes
Quick Draw +0.38% Draw Speed 14 sequential nodes
Deadeye +0.15% Crit Chance
+0.38% Projectile Speed
14 sequential nodes

Ranks 4 and 8 are notable nodes; rank 14 is the path apex. Their visual status does not multiply the listed rank bonus. Each path begins at the subclass root and requires its preceding rank; there are no cross-path shortcuts.

Optional / final node Requires Bonus
Marksman Synergy I Long Shot VII + Quick Draw VII +0.5% Projectile Damage
+0.5% Draw Speed
Marksman Synergy II Quick Draw VII + Deadeye VII +0.5% Draw Speed
+0.2% Crit Chance
+0.5% Projectile Speed
Marksman Ascendancy Long Shot 14 + Quick Draw 14 + Deadeye 14 + Marksman +2.8% Projectile Damage
+2.8% Draw Speed
-1.12% Movement Speed
+1% Projectile Damage
+1% Draw Speed
+0.4% Crit Chance
+1% Projectile Speed

Synergies are optional dead ends. Ascendancy requires all three rank-14 apexes and the subclass root. Its listed penalties also apply.

Hunter

Entry bonuses and penalties: +6% Movement Speed
+2% Mobs Loot Duplication
-6% Draw Speed
+2.5% Crit Chance.

Independent path Bonus per rank Length
Pursuit +0.22% Movement Speed 14 sequential nodes
Trophies +0.09% Mobs Loot Duplication 14 sequential nodes
Killer Instinct +0.15% Crit Chance 14 sequential nodes

Ranks 4 and 8 are notable nodes; rank 14 is the path apex. Their visual status does not multiply the listed rank bonus. Each path begins at the subclass root and requires its preceding rank; there are no cross-path shortcuts.

Optional / final node Requires Bonus
Hunter Synergy I Pursuit VII + Trophies VII +0.3% Movement Speed
+0.13% Mobs Loot Duplication
Hunter Synergy II Trophies VII + Killer Instinct VII +0.13% Mobs Loot Duplication
+0.2% Crit Chance
Hunter Ascendancy Pursuit 14 + Trophies 14 + Killer Instinct 14 + Hunter +1.68% Movement Speed
+0.56% Mobs Loot Duplication
-1.68% Draw Speed
+0.7% Crit Chance
+0.6% Movement Speed
+0.25% Mobs Loot Duplication
+0.4% Crit Chance

Synergies are optional dead ends. Ascendancy requires all three rank-14 apexes and the subclass root. Its listed penalties also apply.

Beastmaster

Entry bonuses and penalties: +7% Max Health
+4% Movement Speed
-8% Projectile Damage
+8% Experience from Mobs.

Independent path Bonus per rank Length
Pack Endurance +0.26% Max Health 14 sequential nodes
Wild Pace +0.19% Movement Speed 14 sequential nodes
Beast Lore +0.3% Experience from Mobs 14 sequential nodes

Ranks 4 and 8 are notable nodes; rank 14 is the path apex. Their visual status does not multiply the listed rank bonus. Each path begins at the subclass root and requires its preceding rank; there are no cross-path shortcuts.

Optional / final node Requires Bonus
Beastmaster Synergy I Pack Endurance VII + Wild Pace VII +0.35% Max Health
+0.25% Movement Speed
Beastmaster Synergy II Wild Pace VII + Beast Lore VII +0.25% Movement Speed
+0.4% Experience from Mobs
Beastmaster Ascendancy Pack Endurance 14 + Wild Pace 14 + Beast Lore 14 + Beastmaster +1.96% Max Health
+1.12% Movement Speed
-2.24% Projectile Damage
+2.24% Experience from Mobs
+0.7% Max Health
+0.5% Movement Speed
+0.8% Experience from Mobs

Synergies are optional dead ends. Ascendancy requires all three rank-14 apexes and the subclass root. Its listed penalties also apply.

Rogue

Critical hits, speed and evasive offence. Class root: +3% Movement Speed
+2% Crit Chance
+3% Crit Damage.

Rogue foundation

Lobe Each inner rank Each advanced rank
Light Feet +0.36% Movement Speed +0.28% Movement Speed
Dirty Fighting +0.63% Crit Damage +0.49% Crit Damage
Precision +0.22% Crit Chance +0.18% Crit Chance
Evasion +0.11% Dodge Chance +0.08% Dodge Chance
Quick Hands +0.45% Attack Speed +0.35% Attack Speed

The generated foundation has 20 inner nodes; the optional advanced lobes add 25 nodes. Mastery: +0.24% Crit Chance. Gate: +1.5% Crit Chance.

Assassin

Entry bonuses and penalties: +7% Movement Speed
-6% Max Health
+5% Crit Chance.

Independent path Bonus per rank Length
Silent Step +0.22% Movement Speed 14 sequential nodes
Killer Instinct +0.19% Crit Chance 14 sequential nodes
Deathblow +0.45% Crit Damage 14 sequential nodes

Ranks 4 and 8 are notable nodes; rank 14 is the path apex. Their visual status does not multiply the listed rank bonus. Each path begins at the subclass root and requires its preceding rank; there are no cross-path shortcuts.

Optional / final node Requires Bonus
Assassin Synergy I Silent Step VII + Killer Instinct VII +0.3% Movement Speed
+0.25% Crit Chance
Assassin Synergy II Killer Instinct VII + Deathblow VII +0.25% Crit Chance
+0.6% Crit Damage
Assassin Ascendancy Silent Step 14 + Killer Instinct 14 + Deathblow 14 + Assassin +1.96% Movement Speed
-1.68% Max Health
+1.4% Crit Chance
+0.6% Movement Speed
+0.5% Crit Chance
+1.2% Crit Damage

Synergies are optional dead ends. Ascendancy requires all three rank-14 apexes and the subclass root. Its listed penalties also apply.

Duelist

Entry bonuses and penalties: +10% Crit Damage
+2.5% Dodge Chance
-2 Armor.

Independent path Bonus per rank Length
Finesse +0.38% Crit Damage 14 sequential nodes
Footwork +0.09% Dodge Chance 14 sequential nodes
Riposte +0.19% Attack Speed 14 sequential nodes

Ranks 4 and 8 are notable nodes; rank 14 is the path apex. Their visual status does not multiply the listed rank bonus. Each path begins at the subclass root and requires its preceding rank; there are no cross-path shortcuts.

Optional / final node Requires Bonus
Duelist Synergy I Finesse VII + Footwork VII +0.5% Crit Damage
+0.13% Dodge Chance
Duelist Synergy II Footwork VII + Riposte VII +0.13% Dodge Chance
+0.25% Attack Speed
Duelist Ascendancy Finesse 14 + Footwork 14 + Riposte 14 + Duelist +2.8% Crit Damage
+0.7% Dodge Chance
-0.56 Armor
+1% Crit Damage
+0.25% Dodge Chance
+0.5% Attack Speed

Synergies are optional dead ends. Ascendancy requires all three rank-14 apexes and the subclass root. Its listed penalties also apply.

Shadowblade

Entry bonuses and penalties: -2 Armor
-10% Projectile Damage
+4.5% Crit Chance
+9% Crit Damage.

Independent path Bonus per rank Length
Veil +0.38% Stealth 14 sequential nodes
Shadow Crit +0.19% Crit Chance 14 sequential nodes
Void Edge +0.38% Crit Damage
+0.19% Ender / Void Spell Power
14 sequential nodes

Ranks 4 and 8 are notable nodes; rank 14 is the path apex. Their visual status does not multiply the listed rank bonus. Each path begins at the subclass root and requires its preceding rank; there are no cross-path shortcuts.

Optional / final node Requires Bonus
Shadowblade Synergy I Veil VII + Shadow Crit VII +0.5% Stealth
+0.25% Crit Chance
Shadowblade Synergy II Shadow Crit VII + Void Edge VII +0.25% Crit Chance
+0.5% Crit Damage
+0.25% Ender / Void Spell Power
Shadowblade Ascendancy Veil 14 + Shadow Crit 14 + Void Edge 14 + Shadowblade -0.56 Armor
-2.8% Projectile Damage
+1.26% Crit Chance
+2.52% Crit Damage
+1% Stealth
+0.5% Crit Chance
+1% Crit Damage
+0.5% Ender / Void Spell Power

Synergies are optional dead ends. Ascendancy requires all three rank-14 apexes and the subclass root. Its listed penalties also apply.

Mage

Mana and spell power, with elemental or hybrid specialisation. Class root: +6% Max Mana
+3.5% Spell Power
-3% Attack Damage.

Mage foundation

Lobe Each inner rank Each advanced rank
Arcane Power +0.45% Spell Power +0.35% Spell Power
Mana Reserve +0.72% Max Mana +0.56% Max Mana
Mana Flow +0.63% Mana Regeneration +0.49% Mana Regeneration
Focused Casting +0.36% Cast Time Reduction +0.28% Cast Time Reduction
Arcane Ward +0.18% Max Health +0.14% Max Health

The generated foundation has 20 inner nodes; the optional advanced lobes add 25 nodes. Mastery: +0.32% Spell Power. Gate: +2% Spell Power.

Elementalist

Entry bonuses and penalties: +7% Cooldown Reduction
+7% Ice Spell Power
+7% Fire Spell Power
+7% Lightning Spell Power.

Independent path Bonus per rank Length
Fire Mastery +0.34% Fire Spell Power 14 sequential nodes
Ice Mastery +0.34% Ice Spell Power 14 sequential nodes
Lightning Mastery +0.34% Lightning Spell Power 14 sequential nodes

Ranks 4 and 8 are notable nodes; rank 14 is the path apex. Their visual status does not multiply the listed rank bonus. Each path begins at the subclass root and requires its preceding rank; there are no cross-path shortcuts.

Optional / final node Requires Bonus
Elementalist Synergy I Fire Mastery VII + Ice Mastery VII +0.45% Fire Spell Power
+0.45% Ice Spell Power
Elementalist Synergy II Ice Mastery VII + Lightning Mastery VII +0.45% Ice Spell Power
+0.45% Lightning Spell Power
Elementalist Ascendancy Fire Mastery 14 + Ice Mastery 14 + Lightning Mastery 14 + Elementalist +1.96% Cooldown Reduction
+1.96% Ice Spell Power
+1.96% Fire Spell Power
+1.96% Lightning Spell Power
+0.9% Fire Spell Power
+0.9% Ice Spell Power
+0.9% Lightning Spell Power

Synergies are optional dead ends. Ascendancy requires all three rank-14 apexes and the subclass root. Its listed penalties also apply.

Arcanist

Entry bonuses and penalties: -7% Attack Damage
+12% Max Mana
+8% Spell Power.

Independent path Bonus per rank Length
Deep Reserves +0.45% Max Mana 14 sequential nodes
Arcane Force +0.38% Spell Power 14 sequential nodes
Flow +0.3% Mana Regeneration 14 sequential nodes

Ranks 4 and 8 are notable nodes; rank 14 is the path apex. Their visual status does not multiply the listed rank bonus. Each path begins at the subclass root and requires its preceding rank; there are no cross-path shortcuts.

Optional / final node Requires Bonus
Arcanist Synergy I Deep Reserves VII + Arcane Force VII +0.6% Max Mana
+0.5% Spell Power
Arcanist Synergy II Arcane Force VII + Flow VII +0.5% Spell Power
+0.4% Mana Regeneration
Arcanist Ascendancy Deep Reserves 14 + Arcane Force 14 + Flow 14 + Arcanist -1.96% Attack Damage
+3.36% Max Mana
+2.24% Spell Power
+1.2% Max Mana
+1% Spell Power
+0.8% Mana Regeneration

Synergies are optional dead ends. Ascendancy requires all three rank-14 apexes and the subclass root. Its listed penalties also apply.

Battlemage

Entry bonuses and penalties: -5% Cooldown Reduction
+6% Spell Power
-6% Mana Regeneration
+7% Attack Damage.

Independent path Bonus per rank Length
Spellsteel +0.3% Attack Damage 14 sequential nodes
Battle Casting +0.3% Spell Power 14 sequential nodes
Arcane Guard +0.05 Armor 14 sequential nodes

Ranks 4 and 8 are notable nodes; rank 14 is the path apex. Their visual status does not multiply the listed rank bonus. Each path begins at the subclass root and requires its preceding rank; there are no cross-path shortcuts.

Optional / final node Requires Bonus
Battlemage Synergy I Spellsteel VII + Battle Casting VII +0.4% Attack Damage
+0.4% Spell Power
Battlemage Synergy II Battle Casting VII + Arcane Guard VII +0.4% Spell Power
+0.06 Armor
Battlemage Ascendancy Spellsteel 14 + Battle Casting 14 + Arcane Guard 14 + Battlemage -1.4% Cooldown Reduction
+1.68% Spell Power
-1.68% Mana Regeneration
+1.96% Attack Damage
+0.8% Attack Damage
+0.8% Spell Power
+0.12 Armor

Synergies are optional dead ends. Ascendancy requires all three rank-14 apexes and the subclass root. Its listed penalties also apply.

Cleric

Holy magic, healing and resilient support. Class root: +4% Holy Spell Power
+3% Mana Regeneration
+3% Healing Received.

Cleric foundation

Lobe Each inner rank Each advanced rank
Faith +0.45% Holy Spell Power +0.35% Holy Spell Power
Prayer +0.45% Mana Regeneration +0.35% Mana Regeneration
Grace +0.45% Healing Received +0.35% Healing Received
Sacred Guard +0.09 Armor +0.07 Armor
Wisdom +0.09% Free Enchant Chance +0.07% Free Enchant Chance

The generated foundation has 20 inner nodes; the optional advanced lobes add 25 nodes. Mastery: +0.32% Holy Spell Power. Gate: +2% Holy Spell Power.

Priest

Entry bonuses and penalties: +9% Holy Spell Power
-8% Blood Spell Power
+9% Mana Regeneration
-7% Attack Damage.

Independent path Bonus per rank Length
Divine Channel +0.38% Holy Spell Power 14 sequential nodes
Prayer +0.38% Mana Regeneration 14 sequential nodes
Grace +0.3% Healing Received 14 sequential nodes

Ranks 4 and 8 are notable nodes; rank 14 is the path apex. Their visual status does not multiply the listed rank bonus. Each path begins at the subclass root and requires its preceding rank; there are no cross-path shortcuts.

Optional / final node Requires Bonus
Priest Synergy I Divine Channel VII + Prayer VII +0.5% Holy Spell Power
+0.5% Mana Regeneration
Priest Synergy II Prayer VII + Grace VII +0.5% Mana Regeneration
+0.4% Healing Received
Priest Ascendancy Divine Channel 14 + Prayer 14 + Grace 14 + Priest +2.52% Holy Spell Power
-2.24% Blood Spell Power
+2.52% Mana Regeneration
-1.96% Attack Damage
+1% Holy Spell Power
+1% Mana Regeneration
+0.8% Healing Received

Synergies are optional dead ends. Ascendancy requires all three rank-14 apexes and the subclass root. Its listed penalties also apply.

Crusader

Entry bonuses and penalties: +6% Holy Spell Power
+2 Armor
-8% Max Mana
-8% Mana Regeneration.

Independent path Bonus per rank Length
Consecrated Armor +0.08 Armor 14 sequential nodes
Holy Power +0.3% Holy Spell Power 14 sequential nodes
Zeal +0.19% Attack Damage 14 sequential nodes

Ranks 4 and 8 are notable nodes; rank 14 is the path apex. Their visual status does not multiply the listed rank bonus. Each path begins at the subclass root and requires its preceding rank; there are no cross-path shortcuts.

Optional / final node Requires Bonus
Crusader Synergy I Consecrated Armor VII + Holy Power VII +0.1 Armor
+0.4% Holy Spell Power
Crusader Synergy II Holy Power VII + Zeal VII +0.4% Holy Spell Power
+0.25% Attack Damage
Crusader Ascendancy Consecrated Armor 14 + Holy Power 14 + Zeal 14 + Crusader +1.68% Holy Spell Power
+0.56 Armor
-2.24% Max Mana
-2.24% Mana Regeneration
+0.2 Armor
+0.8% Holy Spell Power
+0.5% Attack Damage

Synergies are optional dead ends. Ascendancy requires all three rank-14 apexes and the subclass root. Its listed penalties also apply.

Oracle

Entry bonuses and penalties: +8% Free Enchant Chance
+10% Max Mana
-6% Spell Power
-7% Attack Damage.

Independent path Bonus per rank Length
Foresight +0.26% Free Enchant Chance 14 sequential nodes
Deep Insight +0.38% Max Mana 14 sequential nodes
Knowledge +0.22% Experience Gained 14 sequential nodes

Ranks 4 and 8 are notable nodes; rank 14 is the path apex. Their visual status does not multiply the listed rank bonus. Each path begins at the subclass root and requires its preceding rank; there are no cross-path shortcuts.

Optional / final node Requires Bonus
Oracle Synergy I Foresight VII + Deep Insight VII +0.35% Free Enchant Chance
+0.5% Max Mana
Oracle Synergy II Deep Insight VII + Knowledge VII +0.5% Max Mana
+0.3% Experience Gained
Oracle Ascendancy Foresight 14 + Deep Insight 14 + Knowledge 14 + Oracle +2.24% Free Enchant Chance
+2.8% Max Mana
-1.68% Spell Power
-1.96% Attack Damage
+0.7% Free Enchant Chance
+1% Max Mana
+0.6% Experience Gained

Synergies are optional dead ends. Ascendancy requires all three rank-14 apexes and the subclass root. Its listed penalties also apply.

Occultist

Blood, summons and eldritch power with explicit trade-offs. Class root: +4% Max Mana
+3% Eldritch Spell Power
+2% Ender / Void Spell Power
-2% Max Health.

Occultist foundation

Lobe Each inner rank Each advanced rank
Forbidden Study +0.45% Spell Power +0.35% Spell Power
Dark Reserve +0.63% Max Mana +0.49% Max Mana
Blood Rite +0.45% Blood Spell Power +0.35% Blood Spell Power
Void Study +0.45% Ender / Void Spell Power +0.35% Ender / Void Spell Power
Eldritch Study +0.45% Eldritch Spell Power +0.35% Eldritch Spell Power

The generated foundation has 20 inner nodes; the optional advanced lobes add 25 nodes. Mastery: +0.32% Spell Power. Gate: +2% Spell Power.

Blood Mage

Entry bonuses and penalties: +10% Blood Spell Power
-8% Holy Spell Power
-8% Max Health
-6% Attack Damage.

Independent path Bonus per rank Length
Sanguine Power +0.38% Blood Spell Power 14 sequential nodes
Sacrifice -0.15% Max Health
+0.26% Spell Power
14 sequential nodes
Crimson Mastery +0.38% Blood Spell Power 14 sequential nodes

Ranks 4 and 8 are notable nodes; rank 14 is the path apex. Their visual status does not multiply the listed rank bonus. Each path begins at the subclass root and requires its preceding rank; there are no cross-path shortcuts.

Optional / final node Requires Bonus
Blood Mage Synergy I Sanguine Power VII + Sacrifice VII +0.5% Blood Spell Power
-0.2% Max Health
+0.35% Spell Power
Blood Mage Synergy II Sacrifice VII + Crimson Mastery VII -0.2% Max Health
+0.35% Spell Power
+0.5% Blood Spell Power
Blood Mage Ascendancy Sanguine Power 14 + Sacrifice 14 + Crimson Mastery 14 + Blood Mage +2.8% Blood Spell Power
-2.24% Holy Spell Power
-2.24% Max Health
-1.68% Attack Damage
+1% Blood Spell Power
-0.4% Max Health
+0.7% Spell Power
+1% Blood Spell Power

Synergies are optional dead ends. Ascendancy requires all three rank-14 apexes and the subclass root. Its listed penalties also apply.

Necromancer

Entry bonuses and penalties: +12% Summon Damage
+8% Max Mana
-5% Ice Spell Power
-5% Fire Spell Power
-5% Lightning Spell Power.

Independent path Bonus per rank Length
Summoning +0.45% Summon Damage 14 sequential nodes
Grave Reserve +0.3% Max Mana 14 sequential nodes
Lord of the Dead +0.53% Summon Damage 14 sequential nodes

Ranks 4 and 8 are notable nodes; rank 14 is the path apex. Their visual status does not multiply the listed rank bonus. Each path begins at the subclass root and requires its preceding rank; there are no cross-path shortcuts.

Optional / final node Requires Bonus
Necromancer Synergy I Summoning VII + Grave Reserve VII +0.6% Summon Damage
+0.4% Max Mana
Necromancer Synergy II Grave Reserve VII + Lord of the Dead VII +0.4% Max Mana
+0.7% Summon Damage
Necromancer Ascendancy Summoning 14 + Grave Reserve 14 + Lord of the Dead 14 + Necromancer +3.36% Summon Damage
+2.24% Max Mana
-1.4% Ice Spell Power
-1.4% Fire Spell Power
-1.4% Lightning Spell Power
+1.2% Summon Damage
+0.8% Max Mana
+1.4% Summon Damage

Synergies are optional dead ends. Ascendancy requires all three rank-14 apexes and the subclass root. Its listed penalties also apply.

Voidcaller

Entry bonuses and penalties: +9% Eldritch Spell Power
+8% Ender / Void Spell Power
+8% Max Mana
-2 Armor
-6% Max Health
-7% Attack Damage.

Independent path Bonus per rank Length
Eldritch Power +0.38% Eldritch Spell Power 14 sequential nodes
Void Power +0.38% Ender / Void Spell Power 14 sequential nodes
Abyssal Reserve +0.3% Max Mana 14 sequential nodes

Ranks 4 and 8 are notable nodes; rank 14 is the path apex. Their visual status does not multiply the listed rank bonus. Each path begins at the subclass root and requires its preceding rank; there are no cross-path shortcuts.

Optional / final node Requires Bonus
Voidcaller Synergy I Eldritch Power VII + Void Power VII +0.5% Eldritch Spell Power
+0.5% Ender / Void Spell Power
Voidcaller Synergy II Void Power VII + Abyssal Reserve VII +0.5% Ender / Void Spell Power
+0.4% Max Mana
Voidcaller Ascendancy Eldritch Power 14 + Void Power 14 + Abyssal Reserve 14 + Voidcaller +2.52% Eldritch Spell Power
+2.24% Ender / Void Spell Power
+2.24% Max Mana
-0.56 Armor
-1.68% Max Health
-1.96% Attack Damage
+1% Eldritch Spell Power
+1% Ender / Void Spell Power
+0.8% Max Mana

Synergies are optional dead ends. Ascendancy requires all three rank-14 apexes and the subclass root. Its listed penalties also apply.

Shared constellations

These eight clusters support every class. They offer two main arms, mastery and additional general paths. Compare the individual bonuses in the node catalogue.

Constellation Root Mastery
Power +1.25% Attack Damage +2% Attack Damage
Precision +0.5% Crit Chance +1% Crit Chance
+3% Crit Damage
Mobility +1% Movement Speed +1.5% Movement Speed
+1% Dodge Chance
Fortune +0.1 Luck +0.15 Luck
+2% Experience Gained
Vitality +1.25% Max Health +2% Max Health
+2% Healing Received
Defense +0.35 Armor +0.6 Armor
Sustain +1.5% Healing Received +2.5% Healing Received
+0.5% Life Steal
Knowledge +1.5% Experience Gained +2% Experience Gained
+1% Free Enchant Chance

Professions & focus choices

Seven profession islands have three branches each. Focus A and B are separate nodes with matching bonuses, and each requires rank 5 of its own branch. Choose at most three focuses per profession and three profession masteries across the whole tree.

Mining

Branch Focus A / B bonus Focus prerequisite
Excavation +1.4% Block Break Speed
+0.5% Block Break Speed
Excavation V
Prospecting +0.32% Ore Loot Duplication Prospecting V
Deep Delver +0.05 Block Reach Deep Delver V

Logging

Branch Focus A / B bonus Focus prerequisite
Chopping +1.4% Block Break Speed Chopping V
Forestry +0.24% Movement Speed Forestry V
Tool Care +0.8% Durability Preservation Tool Care V

Hunting

Branch Focus A / B bonus Focus prerequisite
Tracking +0.24% Movement Speed Tracking V
Trophies +0.24% Mobs Loot Duplication Trophies V
Monster Lore +0.6% Experience from Mobs Monster Lore V

Exploration

Branch Focus A / B bonus Focus prerequisite
Pathfinding +0.3% Movement Speed Pathfinding V
Scavenging +0.24% Chests Loot Duplication Scavenging V
Discovery +0.03 Luck Discovery V

Fishing

Branch Focus A / B bonus Focus prerequisite
Angling +0.24% Fishing Loot Duplication Angling V
Treasure Waters +0.03 Luck Treasure Waters V
Rod Care +0.8% Durability Preservation Rod Care V

Farming

Branch Focus A / B bonus Focus prerequisite
Harvest +0.03 Block Reach Harvest V
Animal Care +0.24% Max Health Animal Care V
Field Work +1% Block Break Speed Field Work V

Crafting

Branch Focus A / B bonus Focus prerequisite
Repair +1% Repair Efficiency Repair V
Enchanting +0.32% Free Enchant Chance Enchanting V
Workshop +0.6% Durability Preservation Workshop V

Build planning

Choose your intended role first, then compare the subclass entry penalties. Invest enough in the class foundation to unlock specialisation before spreading into optional lobes. A single subclass path is cheaper than the three-path Ascendancy route; plan your profession focuses around activities you actually use.

For a front-line build, compare Warrior’s Juggernaut with Cleric’s Crusader. For spellcasting, compare Mage’s mana and school paths with Cleric and Occultist. Battlemage is a Mage subclass; Juggernaut belongs to Warrior. These are planning suggestions, not a damage ranking.

Combat guide · Iron’s magic · Ars spellcraft

Source & maintenance

Authoritative source: TK3_SkillTree.js · Towns & Kingdoms 3 - Passive Skill Tree v3.2.3 SIX PATHS - FINAL CLASS ART. The old 3.2.2 and V1.0 design documents are not used for this guide. Extracted source SHA-256: 26f8abeacdcb11d9784654c06fcff0eace84cf110cfd81d3c3ddbd9993b52e9c. Download the documented node data.