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Support and movement

Athletics Mastery

17 skills. 33 milestones. Explore the whole path from level 1 to 100.

Learn it by doing it

Milestones unlock automatically at the required proficiency level. No class skill points. Higher ranks replace earlier values. Actives share the same eight ability slots as your class skills.

Level 20: Specialization. Choose one: Jumper / Dodger / Kicker.

PRACTICE & MASTERY

ATHLETICS

Support and movement

SKILL TREERead-only reference

LEVEL 1 TO 100 · AUTOMATIC MILESTONES

Lines show milestone order, not point purchases

Search ability descriptions
SELECT A SKILL · DRAG OR SCROLL TO PAN · CTRL+WHEEL TO ZOOM
Read-only skill tree. Pan, zoom and select a skill to see its details.

Every Skill, Every Rank

17 skills

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

active

Untouchable Footwork

Level 100

Stance lasts 9s instead of 6s, retaining the same 30s effect-end cooldown. Same active/slot; the name does not mean immunity.

Route: dodger

Upgrades Evasive Stance. Uses the same ability slot.

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 1: Athletic Conditioning
Level 10: Deep Reserves
Level 20: Spring Step
Level 20: Efficient Evasion
Level 20: Efficient Kicks
Level 30: Ready Again
Level 30: Safe Landing
Level 30: Quick Recovery
Level 30: Fast Reset
Level 40: Deep Reserves
Level 45: Spring Step
Level 45: Efficient Evasion
Level 45: Efficient Kicks
Level 50: Adrenaline
Level 50: Vaulting Leap
Level 50: Evasive Stance
Level 50: Driving Kick
Level 60: Ready Again
Level 60: Safe Landing
Level 60: Quick Recovery
Level 60: Fast Reset
Level 70: Deep Reserves
Level 75: Spring Step
Level 75: Efficient Evasion
Level 75: Efficient Kicks
Level 90: Ready Again
Level 90: Safe Landing
Level 90: Quick Recovery
Level 90: Fast Reset
Level 100: Adrenaline Rush
Level 100: Great Leap
Level 100: Untouchable Footwork
Level 100: Disrupting Kick