foundation
Athletic Conditioning
Level 1
Add 10 * (level - 1) / 99 stamina/second to base regeneration: +0 at L1, +10/s at L100. Apply eligible external regen multipliers afterwards. Replaces the old +50% proposal; does not grant regeneration during sprinting/Dash or bypass its delay.
passive
Deep Reserves
Level 10 / 40 / 70
Maximum stamina +10/20/30%. Increasing capacity does not refill the added stamina; rank/class changes cannot manufacture resources.
passive
Ready Again
Level 30 / 60 / 90
Shared regeneration restart delay shortened by 0.15/0.30/0.45s, giving 1.10/0.95/0.80s at the current base delay. Independent of the chosen route's technique at those levels.
active
Adrenaline
Level 50
Shared optional active: instant full stamina refill, no resource/item cost, 90s cooldown after resolution. Occupies one active slot.
active
Adrenaline Rush
Level 100
Same refill, 60s cooldown. Same button and slot.
Upgrades Adrenaline. Uses the same ability slot.
passive
Spring Step
Level 20 / 45 / 75
Ordinary jump HEIGHT +10/20/30%. This is actual apex height, not a launch-velocity percentage.
Route: jumper
passive
Safe Landing
Level 30 / 60 / 90
Fall damage reduced by 15/30/45%, multiplicatively with eligible class effects. No immunity to arbitrary falls or lethal volumes.
Route: jumper
active
Vaulting Leap
Level 50
Grounded, aimed physical leap, nominal 10m maximum horizontal reach and 3m apex for a full-range level-ground arc. 15 stamina, 20s cooldown, one active slot.
Route: jumper
active
Great Leap
Level 100
Same active reaches 15m horizontally with a 4.5m apex. Same cost, cooldown and slot; no damage or invulnerability.
Route: jumper
Upgrades Vaulting Leap. Uses the same ability slot.
passive
Efficient Evasion
Level 20 / 45 / 75
Ordinary dodges cost 15/30/45% less stamina, multiplicatively with Leather and other eligible discounts. No longer invulnerability window.
Route: dodger
passive
Quick Recovery
Level 30 / 60 / 90
Dodge recovery AFTER its protected/movement phase is 10/20/30% shorter. Do not shorten or extend invulnerability, reset the dodge cooldown or cancel another action's recovery.
Route: dodger
active
Evasive Stance
Level 50
For 6s, dodges cost zero stamina and newly initiated dodges have 50% shorter base dodge cooldowns. 30s ability cooldown beginning when the stance ends. One active slot; no extra invulnerability.
Route: dodger
passive
Efficient Kicks
Level 20 / 45 / 75
Ordinary kicks cost 15/30/45% less stamina.
Route: kicker
passive
Fast Reset
Level 30 / 60 / 90
Ordinary kick cooldown reduced by 10/20/30%; no extra stun duration or free cooldown reset on hit.
Route: kicker
active
Driving Kick
Level 50
Real-contact close-range single-target kick, 3m knockback and cast interruption. If it actually interrupts a cast, prevent spellcasting for 2s. 20 stamina, 20s cooldown, one active slot. No added damage or stun in this proposal.
Route: kicker
active
Disrupting Kick
Level 100
Successful-interrupt spellcasting lockout becomes 3s. Any valid contacted enemy also receives 30% movement Slow for 3s, using shared strongest-wins rules. Same cost, cooldown and slot.
Route: kicker
Upgrades Driving Kick. Uses the same ability slot.
Level 50: Vaulting Leap Vaulting Leap
LEVEL 50 · AUTOMATIC MILESTONE
Grounded, aimed physical leap, nominal 10m maximum horizontal reach and 3m apex for a full-range level-ground arc. 15 stamina, 20s cooldown, one active slot.
Rank levels: 50. Later rank values replace earlier ranks.
Connections show milestone order, not extra purchases.
Requires the jumper specialization.
Level 50: Driving Kick Driving Kick
LEVEL 50 · AUTOMATIC MILESTONE
Real-contact close-range single-target kick, 3m knockback and cast interruption. If it actually interrupts a cast, prevent spellcasting for 2s. 20 stamina, 20s cooldown, one active slot. No added damage or stun in this proposal.
Rank levels: 50. Later rank values replace earlier ranks.
Connections show milestone order, not extra purchases.
Requires the kicker specialization.
No matching skills. Clear the search to see the whole tree.