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.