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Skill tree

Skill points cost crystals and stay with your profile between runs. Each category has two paths of 5 tiers. Tier 2 opens at 5 points spent in that category, tier 3 at 10, and so on. The two finals of a category rule each other out. You can spend 60 points in total, or 25 in the demo.

Offense

Tier 520 pointsTier 415 pointsTier 310 pointsTier 25 pointsTier 1Open

Lethality

Increases weapon damage. +3% Damage per level

Max level 510

Bloodletter

Heals a little on hit. +1% Lifesteal per level

Max level 510

Range

Increases weapon range. +2% Range per level

Max level 510

Opening Shot

More damage to enemies above 90% HP. +5% Damage vs High HP per level

Max level 510

Executioner

Instantly kills enemies that drop below 10% HP

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Deadeye

Increases critical hit chance. +1% Crit Chance per level

Max level 510

Rapid Fire

Increases attack speed. +1% Attack Speed per level

Max level 510

Devastator

Increases critical hit damage. +3% Crit Damage per level

Max level 510

Heavy Strikes

Adds flat weapon damage. +0.4 Flat Damage per level

Max level 510

Berserker

Each kill grants +15% damage and +5% movement speed for 2s.

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Utility

Tier 520 pointsTier 415 pointsTier 310 pointsTier 25 pointsTier 1Open

Fleet Foot

Increases movement speed. +2% Move Speed per level

Max level 510

Kinetic Coils

Faster dash recharge. -0.1s Dash Cooldown per level

Max level 510

Spring Heel

Higher jumps. +4% Jump Height per level

Max level 510

Afterburner

A longer dash. +0.1 Dash Distance per level

Max level 510

Kinetic Reserve

Instantly refresh a dash charge after a melee kill.

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Fast Learner

Increases XP gained. +2% XP Gain per level

Max level 510

Four-Leaf

Improves rarity odds. +2% Luck per level

Max level 510

Gold Digger

Increases gold gained. +2% Gold Gain per level

Max level 510

Swarm Caller

More enemies spawn. +2% Difficulty per level

Max level 510

Jetpack

Hold Jump in the air to boost upward (limited fuel, refills on the ground).

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Defense

Tier 520 pointsTier 415 pointsTier 310 pointsTier 25 pointsTier 1Open

Plating

Reduces incoming damage. +1% Armor per level

Max level 510

Sidestep

Chance to dodge a hit. +1% Evasion per level

Max level 510

Vigor

Increases healing from lifesteal and pickups. +5% Healing per level

Max level 510

Hardened

Makes armor more effective. +5% Armor Effectiveness per level

Max level 510

Ghost

After 8s without taking damage, your next hit is guaranteed to be dodged.

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Regeneration

Regenerates health over time. +4 HP Regen per level

Max level 510

Vitality

Increases maximum health. +5 Max HP per level

Max level 510

Faceguard

Reduces incoming damage by a flat amount (never below 1). +0.4 Damage Reduction per level

Max level 510

Metabolism

Makes health regeneration more effective. +5% Regen Effectiveness per level

Max level 510

Adrenaline

Taking a hit raises your armor by 50% for 2s.

Final20