Vitality
Raises maximum health and gives a character more room to survive heavy enemy attacks.
ONE CHARACTER, THREE DISCIPLINES
Daily Raid does not lock an account into a class at creation. Warrior, Mage and Ranger are disciplines within one connected character build, allowing specialization or a deliberate hybrid.
Raises maximum health and gives a character more room to survive heavy enemy attacks.
Increases the damage of attacks and active skills across the three disciplines.
Raises maximum resource, supporting longer ability rotations and demanding skills such as Revive.
Improves traversal and combat repositioning without changing attack timing or cooldowns.
Each level awards character points and skill points. Points can be spent during a raid as well as in Cinder Refuge. Increasing a maximum statistic does not automatically heal or refill the character during an active run, so allocation cannot be used as an emergency potion.
Warrior skills emphasize close-range damage, control and defense. Cleave is the entry skill and strikes a primary target plus enemies caught in its arc. Ground Slam adds nearby damage and a short stun, while Crushing Blow rewards following up against a controlled enemy. Iron Guard reduces incoming damage for a short duration, and War Cry weakens nearby enemy attacks.
Example path: Cleave → Ground Slam → Crushing Blow
Mage branches combine ranged spell damage, control and party support. Arcane Bolt is the entry projectile. Frost Nova damages and slows nearby enemies, while Ember Orb trades precision for splash damage. Mend restores health; Siphon converts a portion of damage actually dealt into healing. Revive sits deep in the healer branch and is available only in party raids after meeting its level, Focus and skill-rank requirements.
Example path: Arcane Bolt → Mend → Siphon → Revive
Ranger skills focus on speed, positioning and attacks that control a lane or surrounding group. Fury deals a burst of small hits around the player. Dash moves quickly without granting invulnerability. Piercing Shot travels through a line of enemies, Crippling Shot slows its first target and Knife Fan covers a short forward arc.
Example path: Fury → Piercing Shot → Crippling Shot
After the opening Mage skills, a character whose build reads as Mage can learn three skills in each of fire, ice and poison. A Warrior, Ranger or Hybrid cannot learn or cast them. Each element has a direct hit, a longer effect, and a ward.
Scorch is a hit and a short burn. Wildfire lasts longer and can catch a nearby enemy. Cinder Ward sets nearby enemies alight while it holds.
Hoarfrost is a hit and a chill. Rimebind slows harder and longer. Frost Aegis reduces damage taken and chills anyone who strikes you.
Blight applies a stack that ticks, up to five. Rot lingers and ticks harder. Wither poisons the target, cuts incoming healing, and softens their hits for a few seconds.
These are still Mage skills on the same tree, not a second character. Casts play on the Mage, the impact plays on the hit, and a status keeps its loop until the effect ends. Other disciplines keep their own branches.
A hybrid might open with Cleave, keep Arcane Bolt for range, and take Dash to leave a bad room. That character will not also receive Scorch. The elemental kit stays on a Mage investment. Iron Guard, War Cry and Crushing Blow stay on the Warrior side of the tree. Piercing Shot, Crippling Shot and Knife Fan stay on the Ranger side. The skill tree shows the parent skill before a point can be spent.
Learning a skill once is only the beginning. Additional skill points can increase its rank and improve damage, duration, radius or healing according to that ability's rules. Talents branch from learned skills and modify effects such as Cleave's secondary damage, Arcane Bolt's slow, Fury's radius, maximum resource, potion healing or movement speed.
Three learned active skills can be assigned to Q, E and R. A build may learn more abilities than it can carry on the active bar, making the selected loadout part of raid preparation. Weapon type separately changes the behavior and animation of basic and heavy attacks.