How to Survive

You earn a skill point every level, and summit cairns give a few more. Each branch has a Core row anyone can take, then paths. A path's rows open with the points you spend in that path, plus up to 3 of the branch's Core points (rows 1–7 need 0, 2, 5, 9, 13, 17, 21). You can buy into several paths; the top row of a path is its Mastery, and each branch lets you hold one. A Scroll of Forgetting gives every spent point back.

WandererGunslingerBrawlerSurvivorAnglerArcanist

Wanderer

Moving, trading and crafting.

Core

Fleet FootWalk and sprint faster.
5 ranks · 5.20 m/s → 6.00 m/s
Light StepSneak faster, up to your walking pace.
3 ranks · 72% of walking → 86% of walking

Skirmisher path

Dash in, hit hard, dash out.

Row 2
Quick DashDash again sooner.
3 ranks · 0.70 s → 0.51 s
Long DashDash faster and further.
3 ranks · +20% → +60%
Row 3
MomentumFor 2 s after a dash, every weapon deals more.
3 ranks · +7% → +21%
Row 4
Wind RunnerWalk and sprint a lot faster.
3 ranks · +25% → +75%
Row 5
FootworkFor 1 s after a dash, take less damage.
3 ranks · -6% damage taken → -18% damage taken
Row 6
Follow ThroughMomentum lasts half a second longer.
3 ranks · +0.5 s → +1.5 s
Row 7
Twin DashHold two dashes; each comes back after the cooldown.
Mastery

Aerialist path

Jump higher and fight from the air.

Row 2
Spring HeelsJump higher.
3 ranks · +8% → +24%
Row 3
Double JumpPress jump again in the air for a second jump, twice as high as the first.
1 rank
Row 4
Triple JumpA third jump in the air, after the second, just as high.
1 rank
Hang TimeWhile you're in the air, every weapon deals more.
3 ranks · +6% → +18%
Row 5
High GroundHits on enemies well below you deal more.
3 ranks · +5% → +15%
Row 6
Air GuardWhile you're in the air, take less damage.
3 ranks · -6% damage taken → -18% damage taken
Row 7
SlipstreamSprint 50% faster still, and every dash gives your air jumps back.
Mastery

Trader path

Better prices, cheaper recipes, more materials.

Row 2
MerchantTraders sell to you for 15% less and buy from you for 15% more.
1 rank
ResourcefulRecipes take a quarter fewer materials.
1 rank
Row 3
ProspectorMore gold from every pile you pick up.
3 ranks · +25% → +75%
Row 4
ScavengerA chance for any harvest to give one more material.
3 ranks · 25% chance → 75% chance
Row 5
Golden TouchEven more gold from every pile you pick up.
4 ranks · +10% → +40%
Row 6
JackpotA chance for any gold pile you pick up to be worth five times as much.
2 ranks · 10% chance → 20% chance
Row 7
SalvagerEvery harvest gives two more materials, and every pile of gold you pick up is doubled.
Mastery

Gunslinger

Guns, the bow and anything that goes bang.

Core

Steady HandGuns and the bow deal more damage.
5 ranks · +4% → +20%

Marksman path

Headshots, range and big crits.

Row 2
DeadeyeHeadshots hit harder.
3 ranks · x1.6 → x1.8
Long ShotShots on enemies past 25 m deal more.
3 ranks · +6% → +18%
Row 3
Lucky ShotA chance for any shot to crit for x1.75.
3 ranks · 5% chance → 15% chance
Row 4
Steady AimShots fired crouched or standing still deal more.
3 ranks · +5% → +15%
Row 5
Sniper's NestLong Shot starts 5 m nearer.
3 ranks · 5 m → 15 m
Row 6
ExecutionShots on enemies under 30% health deal more.
3 ranks · +6% → +18%
Row 7
Dead CenterYour gun crits deal x2.25 instead of x1.75.
Mastery

Duelist path

Up close, first shot, last round.

Row 2
Point BlankShots on enemies within 8 m deal more.
3 ranks · +6% → +18%
Row 3
QuickdrawYour first shot after 1.5 s without firing deals more.
3 ranks · +10% → +30%
Row 4
Close CallA gun kill within Point Blank's reach: take less damage for 3 s.
3 ranks · -7% damage taken → -21% damage taken
ShowdownPoint Blank reaches 2 m further.
2 ranks · 2 m → 4 m
Row 5
Gun KataFor 2 s after a dash, your shots deal more.
3 ranks · +5% → +15%
Row 6
High NoonShots within Point Blank's reach crit more often.
4 ranks · 4% chance → 16% chance
Row 7
Last RoundThe last round in a magazine deals x2.
Mastery

Demolitionist path

Fire and blasts.

Row 2
Hot LeadYour fire burns 1 s longer and hotter.
3 ranks · +1 s, +15% → +3 s, +45%
Powder KegYour blasts and dynamite deal more damage.
3 ranks · +15% → +45%
Row 3
Wide BlastYour blasts and dynamite reach further.
2 ranks · +15% reach → +30% reach
Row 4
KindlingYour shots deal more to burning enemies.
3 ranks · +5% → +15%
Row 5
FlashpointA chance for any shot to set its target burning.
3 ranks · 5% chance → 15% chance
Row 6
AfterburnYour fire burns half a second longer.
4 ranks · +0.5 s → +2.0 s
Row 7
Chain ReactionA gun kill bursts, dealing 40% of the killing shot around it.
Mastery

Brawler

Fists, knives, knuckles and the axe.

Core

Heavy HandsMelee hits deal more damage.
5 ranks · +10% → +50%
Thick SkullKnockbacks stagger you for less time.
2 ranks · -35% → -70%

Bloodletter path

Melee hits keep you alive.

Row 2
BloodthirstMelee hits heal you for some of the damage.
3 ranks · +3% → +9%
Row 3
FeastA melee kill heals you for some of your maximum health.
3 ranks · 3.8% health a kill → 11.2% health a kill
Row 4
Fresh BloodA chance for any melee hit to heal you to full. Once every 20 s.
3 ranks · 2% chance → 5% chance
Blood RageUnder half health, melee hits deal more.
2 ranks · +6% → +12%
Row 5
FrenzyEach melee kill adds melee damage for 5 s, up to 3 times.
3 ranks · +3% → +9%
Row 6
Red MistFor 3 s after a melee kill, take less damage.
4 ranks · -4% damage taken → -16% damage taken
Row 7
Bar FightEach melee hit within 3 s of the last adds 6% melee damage, 0.9% Bloodthirst and 3% less damage taken, up to 5 times.
Mastery

Bruiser path

Take the hits and hit back harder.

Row 2
ScrapperTake less damage with a melee weapon or bare fists out.
3 ranks · -8% → -24%
Row 3
Iron JawEach hit you take with melee out adds melee damage for 4 s, up to 3 times.
3 ranks · +4% a stack → +12% a stack
Row 4
PaybackYour first melee hit after an enemy hurts you deals more.
3 ranks · +15% → +45%
HardenedTake less damage from creatures and explosions.
2 ranks · -10% damage taken → -20% damage taken
Row 5
JuggernautIron Jaw stacks one more time.
3 ranks · +1 stack → +3 stacks
Row 6
Last WordUnder half health with melee out, take less damage.
4 ranks · -4% damage taken → -16% damage taken
Row 7
UnstoppableKnockbacks never stagger you, and you take 15% less damage with melee out.
Mastery

Striker path

Fast, dashing and critical.

Row 2
ChargeWith a melee weapon or bare fists out, move faster and dash again sooner.
4 ranks · +5% → +20%
Row 3
Dash StrikeDashing into an enemy lands a punch.
1 rank
Row 4
KnockoutA chance for any melee hit to crit for x2.
3 ranks · 6% chance → 18% chance
ComboA melee hit within 1 s of your last deals more.
2 ranks · +5% → +10%
Row 5
Crushing BlowYour melee crits deal x0.2 more.
3 ranks · +x0.2 crits → +x0.6 crits
Row 6
BlitzDash again sooner.
4 ranks · -4% → -16%
Row 7
HaymakerYour first melee hit within 1.5 s of a dash always crits.
Mastery

Survivor

Staying alive, and keeping the party alive.

Core

ToughMore maximum health.
5 ranks · +6% → +30%
Steady FootingKnockbacks stagger you for less time.
3 ranks · +15% → +45%

Bulwark path

Hard to kill, and harder with you near.

Row 2
Iron HideTake less damage from enemies and creatures.
3 ranks · -6% → -18%
Row 3
Second WindA killing blow leaves you on 1 health, untouchable for 2 s. Once every 2 minutes.
1 rank
Row 4
StalwartEven more maximum health.
4 ranks · +5% → +20%
Row 5
FortifiedTake even less damage from enemies and creatures.
4 ranks · -3% damage taken → -12% damage taken
Row 6
UnbreakableSecond Wind comes back 15 s sooner.
4 ranks · -15 s → -60 s
Row 7
BastionYou and teammates within 6 m take 10% less damage.
Mastery

Medic path

Slap the party back up and lift it.

Row 2
Field MedicSlap fallen teammates awake faster.
3 ranks · +25% → +75%
Row 3
Shoulder to ShoulderWith a teammate within 6 m, take less damage.
2 ranks · -5% damage taken → -10% damage taken
RallyTeammates you slap awake deal more with every weapon for 10 s.
4 ranks · +5% health → +20% health
Row 4
InspireTeammates within 6 m deal more with every weapon.
3 ranks · +4% → +12%
Row 5
WardenTeammates within 6 m take less damage.
3 ranks · -4% damage taken → -12% damage taken
Row 6
LifelineTeammates you slap awake stay untouchable 1 s longer.
3 ranks · +1 s → +3 s
Row 7
GuardianSlap teammates awake twice as fast; they stay untouchable 2 s longer.
Mastery

Daredevil path

Strongest when nearly dead.

Row 2
AdrenalineFor 5 s after an enemy hurts you, every weapon deals more.
3 ranks · +6% → +18%
Row 3
ThrillAdrenaline lasts 2 s longer.
3 ranks · +2 s → +6 s
Row 4
GritUnder half health, take less damage.
4 ranks · -5% damage taken → -20% damage taken
Row 5
Death WishUnder half health, every weapon deals more.
4 ranks · +4% → +16%
Row 6
Adrenal SurgeWhile Adrenaline lasts, take less damage.
4 ranks · -3% damage taken → -12% damage taken
Row 7
Last StandUnder 35% health: take 25% less damage and deal 25% more.
Mastery

Angler

Fishing, and the creatures that come out of the water.

Core

Quick BiteFish bite sooner.
3 ranks · -15% → -45%
Thrifty TackleFish take your lure sooner.
3 ranks · -10% → -30%

Collector path

Rarer, shinier, pricier fish.

Row 2
FishmongerFish sell for more.
3 ranks · +12% → +36%
Row 3
Lucky CatchEach rank rolls the catch once more and keeps the rarer fish (never a boss).
2 ranks · 2 rolls → 3 rolls
Row 4
Shiny HunterShiny catches come more often.
3 ranks · +10% shiny → +30% shiny
Row 5
Trophy ValueFish you catch are worth a lot more.
4 ranks · +25% → +100%
Row 6
GourmetA fish you catch carries its meal perk one tier higher, past the lure's cap.
1 rank
Row 7
Old SaltFish bite twice as fast, every catch rolls twice more, shinies come three times as often, and meals of fish you caught last three times as long.
Mastery

Monster Hunter path

Fighting what comes out of the water.

Row 2
Big GameDeal more damage to fish, creatures and fish bosses.
3 ranks · +30% → +90%
Scaled HideBites from fish and creatures hurt less.
2 ranks · -25% → -50%
Row 3
Fresh CatchEating a fish or creature you caught makes every weapon deal more for 60 s.
2 ranks · +15% → +30%
Row 4
Gaff HookHits on fish and creatures under 30% health deal more.
2 ranks · +15% → +30%
HarpoonerA chance for any hit on a fish or creature to crit.
3 ranks · 10% chance → 30% chance
Row 5
Fish FeastFresh Catch lasts a minute longer.
3 ranks · +60 s → +180 s
Row 6
ApexFish bosses take more from you.
3 ranks · +15% → +45%
Row 7
LeviathanFish bosses take double damage from you, fish and creatures hit you half as hard, and Fresh Catch counts double.
Mastery

Arcanist

Spell cards, all schools.

Core

SpellpowerSpells and spell bolts deal more damage.
3 ranks · +8% spell damage → +24% spell damage
FocusSpell cooldowns run shorter.
3 ranks · -4% cooldowns → -12% cooldowns

Battlemage path

Spell bolts, crits and casting on the move.

Row 2
Quick HandsSpell bolts fly more often.
3 ranks · +5% bolt rate → +15% bolt rate
Row 3
OverchargeA chance for any spell bolt to crit for x1.75.
3 ranks · 5% chance → 15% chance
Row 4
Fleet CasterWith a spell card out, move faster.
3 ranks · +6% move speed → +18% move speed
WardingWith a spell card out, take less damage.
2 ranks · -5% damage taken → -10% damage taken
Row 5
Arcane EdgeSpell hits on enemies within 8 m deal more.
3 ranks · +5% → +15%
Row 6
OverloadOvercharge's crits deal x0.1 more.
4 ranks · +x0.1 crits → +x0.4 crits
Row 7
Arcane SurgeEach spell you cast makes your bolts hit 25% harder for 4 s.
Mastery

Elementalist path

Statuses, areas and free casts.

Row 2
Elemental MasteryYour spells' burn, acid and shock hurt more, and their chills stack faster.
2 ranks · +15% elements → +30% elements
Wide WeaveSpell blasts, zones and puddles reach further.
2 ranks · +6% areas → +12% areas
Row 3
Lingering WillSpell zones, storms, summons and statuses last longer.
3 ranks · +10% longer → +30% longer
Row 4
Echo MindA 12% chance a cast spends no cooldown.
1 rank
Row 5
CatalystYour spells deal more to enemies under any of your fire, acid, shock or chill.
4 ranks · +4% → +16%
Row 6
ConvergenceSpell cooldowns run shorter still.
2 ranks · -4% → -8%
Row 7
ConfluxEnemies under two or more of your fire, acid, shock or chill take 20% more from your spells.
Mastery