Passive upgrades alter the kit without adding an instruction to your script. Each card explains its per-rank effect and maximum rank; spell-specific upgrades link to the spell they improve.
Rune-blade
Honed edgeRune-blade · Edge school
Edge spells deal 10% more per rank.
Keen eyeRune-blade · Edge school
Your spells deal 20% more per rank to an unhurt creature.
Swift edgeRune-blade · Edge school
Edge spells are ready 1 turn sooner per rank (never more than 2 sooner in all, and never less than half the spell's own wait).
Blood runeRune-blade · Edge school
Heal 10% of the damage your own spells deal, per rank.
FinisherRune-blade · Edge school
Your spells deal 10% more per rank to a badly hurt (under half HP) creature (such bonuses add up to at most 100%).
Broad bladeRune-blade · Edge school
Front-sweep spells deal 8% more per rank.
Exact edgeRune-blade · Edge school
Strike spells deal 8% more per rank.
Limping foeRune-blade · Edge school
Slowing lasts 2 turns longer per rank.
Deep cutsRune-blade · Edge school
Burning lasts 1 turn longer per rank.
Clean killRune-blade · Edge school
A spell that kills gives back up to 1 charge per rank (never more than it cost).
Steady stanceRune-blade · Edge school
Waiting, or an action that fails, puts up a 3-point shield per rank (at most half your HP).
Lunge masteryRune-blade · Edge school
Lunge deals 1 more per rank.
Sweep masteryRune-blade · Edge school
Sweep deals 1 more per rank.
Thrust masteryRune-blade · Edge school
Thrust deals 1 more per rank.
Whirlwind masteryRune-blade · Edge school
Whirlwind deals 1 more per rank.
Reaping cut masteryRune-blade · Edge school
Reaping cut deals 2 more per rank.
Spear form masteryRune-blade · Edge school
Spear form deals 1 more per rank.
Executioner masteryRune-blade · Edge school
Executioner deals 1 more per rank.
Bleeding cut masteryRune-blade · Edge school
Bleeding cut deals 1 more per rank.
Wide arc masteryRune-blade · Edge school
Wide arc deals 1 more per rank.
Flying blade masteryRune-blade · Edge school
Flying blade deals 1 more per rank.
Rushing sweep masteryRune-blade · Edge school
Rushing sweep deals 1 more per rank.
Run-through masteryRune-blade · Edge school
Run-through deals 1 more per rank.
Cross cut masteryRune-blade · Edge school
Cross cut deals 1 more per rank.
Quick lungeRune-blade · Edge school
Lunge is ready 1 turn sooner (never less than half its own wait).
Quick whirlwindRune-blade · Edge school
Whirlwind is ready 1 turn sooner (never less than half its own wait).
Quick reaping cutRune-blade · Edge school
Reaping cut is ready 1 turn sooner (never less than half its own wait).
Quick executionerRune-blade · Edge school
Executioner is ready 1 turn sooner (never less than half its own wait).
Quick rushing sweepRune-blade · Edge school
Rushing sweep is ready 1 turn sooner (never less than half its own wait).
Far flying bladeRune-blade · Edge school
Flying blade reaches 1 tile further per rank.
Deep runesRune-blade · Charge school
+2 maximum charge per rank.
Thirsty bladeRune-blade · Charge school
+1 charge per creature hit, per rank.
OverchargeRune-blade · Charge school
Charge spells deal 10% more per rank.
Humming steelRune-blade · Charge school
+1 charge every 4 turns; each rank adds another.
Full cellsRune-blade · Charge school
Start every level with 1 more charge per rank.
EarthingRune-blade · Charge school
Chaining spells jump to 1 more creature per rank.
DazzleRune-blade · Charge school
Your spells deal 10% more per rank to a slowed creature (such bonuses add up to at most 100%).
Charged cornersRune-blade · Charge school
Four-line spells deal 8% more per rank.
Pulse reachRune-blade · Charge school
Burst spells deal 8% more per rank.
Straight currentRune-blade · Charge school
Bolt spells deal 8% more per rank.
SpilloverRune-blade · Charge school
A spell that kills gives back up to 1 charge per rank (never more than it cost).
Live wireRune-blade · Charge school
Your lingering ground hurts 1 more per rank.
Long dazeRune-blade · Charge school
Stunning lasts 1 turn longer per rank (still never more than 2 turns in a row).
Thunder blade masteryRune-blade · Charge school
Thunder blade deals 2 more per rank.
Hammer rune masteryRune-blade · Charge school
Hammer rune deals 1 more per rank.
Arc rune masteryRune-blade · Charge school
Arc rune deals 1 more per rank.
Rune throw masteryRune-blade · Charge school
Rune throw deals 1 more per rank.
Shockwave masteryRune-blade · Charge school
Shockwave deals 1 more per rank.
Hook rune masteryRune-blade · Charge school
Hook rune deals 1 more per rank.
Spark tap masteryRune-blade · Charge school
Spark tap deals 1 more per rank.
Rune trap masteryRune-blade · Charge school
Rune trap deals 2 more per rank.
Overload cut masteryRune-blade · Charge school
Overload cut deals 5 more per rank.
Thunder lunge masteryRune-blade · Charge school
Thunder lunge deals 2 more per rank.
Chain lash masteryRune-blade · Charge school
Chain lash deals 1 more per rank.
Ricochet rune masteryRune-blade · Charge school
Ricochet rune deals 1 more per rank.
Discharge rune masteryRune-blade · Charge school
Discharge rune deals 1 more per rank.
Quick thunder bladeRune-blade · Charge school
Thunder blade is ready 1 turn sooner (never less than half its own wait).
Quick shockwaveRune-blade · Charge school
Shockwave is ready 1 turn sooner (never less than half its own wait).
Quick overload cutRune-blade · Charge school
Overload cut is ready 1 turn sooner (never less than half its own wait).
Quick rune trapRune-blade · Charge school
Rune trap is ready 1 turn sooner (never less than half its own wait).
Thick hideRune-blade · Ward school
+8 maximum HP per rank.
Rune skinRune-blade · Ward school
Take 10% less damage per rank.
Spiked runesRune-blade · Ward school
A creature that hits you takes 1 damage per rank.
Stone brandRune-blade · Ward school
Start every level with a 5-point shield per rank.
BraceRune-blade · Ward school
Waiting, or an action that fails, puts up a 3-point shield per rank (at most half your HP).
Lasting dullRune-blade · Ward school
Weakening lasts 1 turn longer per rank.
Long anchorsRune-blade · Ward school
Snaring lasts 1 turn longer per rank.
Pinned preyRune-blade · Ward school
Your spells deal 10% more per rank to a snared creature (such bonuses add up to at most 100%).
StoneworkRune-blade · Ward school
Your helpers are 20% stronger and tougher per rank.
Long watchRune-blade · Ward school
Your helpers stay 2 turns longer per rank.
Round sealsRune-blade · Ward school
All-around spells deal 8% more per rank.
Ward mendRune-blade · Ward school
Heal 1 HP every 4 turns; each rank adds another.
SealerRune-blade · Ward school
Your spells deal 10% more per rank to a weakened creature (such bonuses add up to at most 100%).
Binding rune masteryRune-blade · Ward school
Binding rune deals 1 more per rank.
Snare rune masteryRune-blade · Ward school
Snare rune deals 1 more per rank.
Ward pulse masteryRune-blade · Ward school
Ward pulse deals 1 more per rank.
Counter brand masteryRune-blade · Ward school
Counter brand deals 1 more per rank.
Rebuke masteryRune-blade · Ward school
Rebuke deals 1 more per rank.
Dull bolt masteryRune-blade · Ward school
Dull bolt deals 1 more per rank.
Drain rune masteryRune-blade · Ward school
Drain rune deals 1 more per rank.
Shove line masteryRune-blade · Ward school
Shove line deals 1 more per rank.
Sealing cross masteryRune-blade · Ward school
Sealing cross deals 1 more per rank.
Lockdown masteryRune-blade · Ward school
Lockdown deals 1 more per rank.
Ward trap masteryRune-blade · Ward school
Ward trap deals 1 more per rank.
Rune circle masteryRune-blade · Ward school
Rune circle deals 1 more per rank.
Quick mending runeRune-blade · Ward school
Mending rune is ready 1 turn sooner (never less than half its own wait).
Quick bulwarkRune-blade · Ward school
Bulwark is ready 1 turn sooner (never less than half its own wait).
Quick ward runeRune-blade · Ward school
Ward rune is ready 1 turn sooner (never less than half its own wait).
Quick lockdownRune-blade · Ward school
Lockdown is ready 1 turn sooner (never less than half its own wait).
Far dull boltRune-blade · Ward school
Dull bolt reaches 1 tile further per rank.
Grove-caller
Deep rootsGrove-caller · Bark school
+6 maximum HP per rank.
Sap flowGrove-caller · Bark school
Heal 1 HP every 4 turns; each rank adds another.
IronbarkGrove-caller · Bark school
Take 10% less damage per rank.
Moss mantleGrove-caller · Bark school
Start every level with a 4-point shield per rank.
OvergrowthGrove-caller · Bark school
Snaring lasts 1 turn longer per rank.
StranglerGrove-caller · Bark school
Your spells deal 10% more per rank to a snared creature (such bonuses add up to at most 100%).
Rooted stanceGrove-caller · Bark school
Waiting, or an action that fails, puts up a 3-point shield per rank (at most half your HP).
Bark hungerGrove-caller · Bark school
A spell that kills gives back up to 1 sap per rank (never more than it cost).
Heavy branchGrove-caller · Bark school
Slowing lasts 2 turns longer per rank.
Sticky sapGrove-caller · Bark school
Weakening lasts 1 turn longer per rank.
Root linesGrove-caller · Bark school
Four-line spells deal 8% more per rank.
Bark circleGrove-caller · Bark school
All-around spells deal 8% more per rank.
GardenerGrove-caller · Bark school
Your helpers stay 2 turns longer per rank.
Oak fist masteryGrove-caller · Bark school
Oak fist deals 2 more per rank.
Sap drain masteryGrove-caller · Bark school
Sap drain deals 1 more per rank.
Root grasp masteryGrove-caller · Bark school
Root grasp deals 1 more per rank.
Strangle roots masteryGrove-caller · Bark school
Strangle roots deals 1 more per rank.
Bark bash masteryGrove-caller · Bark school
Bark bash deals 1 more per rank.
Harvest masteryGrove-caller · Bark school
Harvest deals 1 more per rank.
Vine tug masteryGrove-caller · Bark school
Vine tug deals 1 more per rank.
Acorn bomb masteryGrove-caller · Bark school
Acorn bomb deals 1 more per rank.
Heart pulse masteryGrove-caller · Bark school
Heart pulse deals 1 more per rank.
Deep grip masteryGrove-caller · Bark school
Deep grip deals 1 more per rank.
Fallen log masteryGrove-caller · Bark school
Fallen log deals 2 more per rank.
Sap pool masteryGrove-caller · Bark school
Sap pool deals 1 more per rank.
Root cage masteryGrove-caller · Bark school
Root cage deals 1 more per rank.
Quick regrowthGrove-caller · Bark school
Regrowth is ready 1 turn sooner (never less than half its own wait).
Quick heartwoodGrove-caller · Bark school
Heartwood is ready 1 turn sooner (never less than half its own wait).
Quick bark skinGrove-caller · Bark school
Bark skin is ready 1 turn sooner (never less than half its own wait).
Quick healing sproutGrove-caller · Bark school
Healing sprout is ready 1 turn sooner (never less than half its own wait).
Briar skinGrove-caller · Thorns school
A creature that hits you takes 1 damage per rank.
Sharp thornsGrove-caller · Thorns school
Thorns spells deal 10% more per rank.
Quick growthGrove-caller · Thorns school
Thorns spells are ready 1 turn sooner per rank (never more than 2 sooner in all, and never less than half the spell's own wait).
Leech thornsGrove-caller · Thorns school
Heal 10% of the damage your own spells deal, per rank.
BloodthornGrove-caller · Thorns school
Your lingering ground hurts 1 more per rank.
Lingering venomGrove-caller · Thorns school
Burning lasts 1 turn longer per rank.
Burr clingGrove-caller · Thorns school
Your spells deal 10% more per rank to a slowed creature (such bonuses add up to at most 100%).
Prickly finishGrove-caller · Thorns school
Your spells deal 10% more per rank to a badly hurt (under half HP) creature (such bonuses add up to at most 100%).
Narrow briarsGrove-caller · Thorns school
Bolt spells deal 8% more per rank.
Seed blanketGrove-caller · Thorns school
Burst spells deal 8% more per rank.
Thorn fanGrove-caller · Thorns school
Front-sweep spells deal 8% more per rank.
Burr jumpGrove-caller · Thorns school
Chaining spells jump to 1 more creature per rank.
Thorn volley masteryGrove-caller · Thorns school
Thorn volley deals 1 more per rank.
Thorn burst masteryGrove-caller · Thorns school
Thorn burst deals 1 more per rank.
Needle spray masteryGrove-caller · Thorns school
Needle spray deals 1 more per rank.
Spike seed masteryGrove-caller · Thorns school
Spike seed deals 2 more per rank.
Briar lash masteryGrove-caller · Thorns school
Briar lash deals 1 more per rank.
Hawthorn lance masteryGrove-caller · Thorns school
Hawthorn lance deals 2 more per rank.
Thorn patch masteryGrove-caller · Thorns school
Thorn patch deals 1 more per rank.
Bur shot masteryGrove-caller · Thorns school
Bur shot deals 1 more per rank.
Hopping burr masteryGrove-caller · Thorns school
Hopping burr deals 1 more per rank.
Splinter lance masteryGrove-caller · Thorns school
Splinter lance deals 1 more per rank.
Barbed vine masteryGrove-caller · Thorns school
Barbed vine deals 1 more per rank.
Thorn prick masteryGrove-caller · Thorns school
Thorn prick deals 1 more per rank.
Seed pod masteryGrove-caller · Thorns school
Seed pod deals 2 more per rank.
Root spikes masteryGrove-caller · Thorns school
Root spikes deals 1 more per rank.
Quick thorn burstGrove-caller · Thorns school
Thorn burst is ready 1 turn sooner (never less than half its own wait).
Quick briar lashGrove-caller · Thorns school
Briar lash is ready 1 turn sooner (never less than half its own wait).
Quick seed podGrove-caller · Thorns school
Seed pod is ready 1 turn sooner (never less than half its own wait).
Quick splinter lanceGrove-caller · Thorns school
Splinter lance is ready 1 turn sooner (never less than half its own wait).
Pack bondGrove-caller · Beasts school
Your helpers are 20% stronger and tougher per rank.
Wild heartGrove-caller · Beasts school
Beasts spells deal 10% more per rank.
Deep breathGrove-caller · Beasts school
+2 maximum sap per rank.
Spirit wellGrove-caller · Beasts school
+1 sap every 4 turns; each rank adds another.
Long callGrove-caller · Beasts school
Your helpers stay 2 turns longer per rank.
Hunting noseGrove-caller · Beasts school
Your spells deal 10% more per rank to a badly hurt (under half HP) creature (such bonuses add up to at most 100%).
Quiet woodsGrove-caller · Beasts school
Weakening lasts 1 turn longer per rank.
Sticky silkGrove-caller · Beasts school
Snaring lasts 1 turn longer per rank.
Lasting nipGrove-caller · Beasts school
Burning lasts 1 turn longer per rank.
Leaping clawsGrove-caller · Beasts school
Strike spells deal 8% more per rank.
Beast feastGrove-caller · Beasts school
A spell that kills gives back up to 1 sap per rank (never more than it cost).
Hawk strike masteryGrove-caller · Beasts school
Hawk strike deals 1 more per rank.
Boar charge masteryGrove-caller · Beasts school
Boar charge deals 1 more per rank.
Bee swarm masteryGrove-caller · Beasts school
Bee swarm deals 1 more per rank.
Stag rush masteryGrove-caller · Beasts school
Stag rush deals 1 more per rank.
Crow mob masteryGrove-caller · Beasts school
Crow mob deals 1 more per rank.
Adder bite masteryGrove-caller · Beasts school
Adder bite deals 1 more per rank.
Wolf howl masteryGrove-caller · Beasts school
Wolf howl deals 1 more per rank.
Eagle dive masteryGrove-caller · Beasts school
Eagle dive deals 2 more per rank.
Web throw masteryGrove-caller · Beasts school
Web throw deals 1 more per rank.
Mole ambush masteryGrove-caller · Beasts school
Mole ambush deals 2 more per rank.
Hornet masteryGrove-caller · Beasts school
Hornet deals 1 more per rank.
Bat supper masteryGrove-caller · Beasts school
Bat supper deals 1 more per rank.
Quick call the wolfGrove-caller · Beasts school
Call the wolf is ready 1 turn sooner (never less than half its own wait).
Quick call the bearGrove-caller · Beasts school
Call the bear is ready 1 turn sooner (never less than half its own wait).
Quick bee swarmGrove-caller · Beasts school
Bee swarm is ready 1 turn sooner (never less than half its own wait).
Quick call the owlGrove-caller · Beasts school
Call the owl is ready 1 turn sooner (never less than half its own wait).
Quick stag rushGrove-caller · Beasts school
Stag rush is ready 1 turn sooner (never less than half its own wait).
Far hawk strikeGrove-caller · Beasts school
Hawk strike reaches 1 tile further per rank.
Far hornetGrove-caller · Beasts school
Hornet reaches 1 tile further per rank.
Battle-wizard
KindlingBattle-wizard · Fire school
Fire spells deal 10% more per rank.
Pyre heartBattle-wizard · Fire school
+2 maximum mana per rank.
Fire focusBattle-wizard · Fire school
Fire spells are ready 1 turn sooner per rank (never more than 2 sooner in all, and never less than half the spell's own wait).
Ash skinBattle-wizard · Fire school
A creature that hits you takes 1 damage per rank.
Long embersBattle-wizard · Fire school
Burning lasts 1 turn longer per rank.
Hot finishBattle-wizard · Fire school
Your spells deal 10% more per rank to a burning creature (such bonuses add up to at most 100%).
Hearth sweepBattle-wizard · Fire school
Front-sweep spells deal 8% more per rank.
Circle of fireBattle-wizard · Fire school
All-around spells deal 8% more per rank.
SmoulderBattle-wizard · Fire school
Your lingering ground hurts 1 more per rank.
FuelBattle-wizard · Fire school
A spell that kills gives back up to 1 mana per rank (never more than it cost).
Hearth stanceBattle-wizard · Fire school
Waiting, or an action that fails, puts up a 3-point shield per rank (at most half your HP).
Last flamesBattle-wizard · Fire school
Your spells deal 10% more per rank to a badly hurt (under half HP) creature (such bonuses add up to at most 100%).
Firebolt masteryBattle-wizard · Fire school
Firebolt deals 2 more per rank.
Ember masteryBattle-wizard · Fire school
Ember deals 1 more per rank.
Flame wall masteryBattle-wizard · Fire school
Flame wall deals 1 more per rank.
Cinder shot masteryBattle-wizard · Fire school
Cinder shot deals 1 more per rank.
Meteor call masteryBattle-wizard · Fire school
Meteor call deals 4 more per rank.
Coal lance masteryBattle-wizard · Fire school
Coal lance deals 1 more per rank.
Heat seeker masteryBattle-wizard · Fire school
Heat seeker deals 1 more per rank.
Leaping flame masteryBattle-wizard · Fire school
Leaping flame deals 1 more per rank.
Combust masteryBattle-wizard · Fire school
Combust deals 1 more per rank.
Fire hook masteryBattle-wizard · Fire school
Fire hook deals 1 more per rank.
Spit flame masteryBattle-wizard · Fire school
Spit flame deals 1 more per rank.
Flame step masteryBattle-wizard · Fire school
Flame step deals 1 more per rank.
Quick fireboltBattle-wizard · Fire school
Firebolt is ready 1 turn sooner (never less than half its own wait).
Quick meteor callBattle-wizard · Fire school
Meteor call is ready 1 turn sooner (never less than half its own wait).
Quick fire novaBattle-wizard · Fire school
Fire nova is ready 1 turn sooner (never less than half its own wait).
Quick flame wallBattle-wizard · Fire school
Flame wall is ready 1 turn sooner (never less than half its own wait).
Quick heat seekerBattle-wizard · Fire school
Heat seeker is ready 1 turn sooner (never less than half its own wait).
Far fireboltBattle-wizard · Fire school
Firebolt reaches 1 tile further per rank.
Deep coldBattle-wizard · Frost school
Frost spells deal 10% more per rank.
Frost armourBattle-wizard · Frost school
Take 10% less damage per rank.
Winter mindBattle-wizard · Frost school
+6 maximum HP per rank.
Glacial calmBattle-wizard · Frost school
Heal 1 HP every 4 turns; each rank adds another.
Long winterBattle-wizard · Frost school
Slowing lasts 2 turns longer per rank.
Deep freezeBattle-wizard · Frost school
Freezing lasts 1 turn longer per rank (still never more than 2 turns in a row).
Ice hunterBattle-wizard · Frost school
Your spells deal 10% more per rank to a frozen creature (such bonuses add up to at most 100%).
Snow blanketBattle-wizard · Frost school
Burst spells deal 8% more per rank.
Pinpoint winterBattle-wizard · Frost school
Strike spells deal 8% more per rank.
Frugal frostBattle-wizard · Frost school
A spell that kills gives back up to 1 mana per rank (never more than it cost).
Clean woundBattle-wizard · Frost school
Your spells deal 10% more per rank to a slowed creature (such bonuses add up to at most 100%).
Softening chillBattle-wizard · Frost school
Weakening lasts 1 turn longer per rank.
Frost shard masteryBattle-wizard · Frost school
Frost shard deals 1 more per rank.
Ice lance masteryBattle-wizard · Frost school
Ice lance deals 1 more per rank.
Cold snap masteryBattle-wizard · Frost school
Cold snap deals 1 more per rank.
Shatter strike masteryBattle-wizard · Frost school
Shatter strike deals 1 more per rank.
Chill bolt masteryBattle-wizard · Frost school
Chill bolt deals 1 more per rank.
Icicle drop masteryBattle-wizard · Frost school
Icicle drop deals 2 more per rank.
Hail masteryBattle-wizard · Frost school
Hail deals 1 more per rank.
Frost chain masteryBattle-wizard · Frost school
Frost chain deals 1 more per rank.
Glacier shove masteryBattle-wizard · Frost school
Glacier shove deals 1 more per rank.
Frost needle masteryBattle-wizard · Frost school
Frost needle deals 1 more per rank.
Avalanche masteryBattle-wizard · Frost school
Avalanche deals 1 more per rank.
Snow fan masteryBattle-wizard · Frost school
Snow fan deals 1 more per rank.
Quick frost shardBattle-wizard · Frost school
Frost shard is ready 1 turn sooner (never less than half its own wait).
Quick ice lanceBattle-wizard · Frost school
Ice lance is ready 1 turn sooner (never less than half its own wait).
Quick frost ringBattle-wizard · Frost school
Frost ring is ready 1 turn sooner (never less than half its own wait).
Quick cold snapBattle-wizard · Frost school
Cold snap is ready 1 turn sooner (never less than half its own wait).
Quick icicle dropBattle-wizard · Frost school
Icicle drop is ready 1 turn sooner (never less than half its own wait).
Far ice lanceBattle-wizard · Frost school
Ice lance reaches 1 tile further per rank.
ConduitBattle-wizard · Storm school
+1 mana every 4 turns; each rank adds another.
Storm surgeBattle-wizard · Storm school
Storm spells deal 10% more per rank.
QuicksilverBattle-wizard · Storm school
Storm spells are ready 1 turn sooner per rank (never more than 2 sooner in all, and never less than half the spell's own wait).
Static skinBattle-wizard · Storm school
Your spells deal 20% more per rank to an unhurt creature.
GroundedBattle-wizard · Storm school
Chaining spells jump to 1 more creature per rank.
Long dazeBattle-wizard · Storm school
Stunning lasts 1 turn longer per rank (still never more than 2 turns in a row).
Storm hunterBattle-wizard · Storm school
Your spells deal 10% more per rank to a badly hurt (under half HP) creature (such bonuses add up to at most 100%).
Wet and coldBattle-wizard · Storm school
Your spells deal 10% more per rank to a frozen creature (such bonuses add up to at most 100%).
Rolling airBattle-wizard · Storm school
Four-line spells deal 8% more per rank.
Eye of the stormBattle-wizard · Storm school
Bolt spells deal 8% more per rank.
Storm cloudBattle-wizard · Storm school
Your lingering ground hurts 1 more per rank.
Net weaverBattle-wizard · Storm school
Snaring lasts 1 turn longer per rank.
Stunning shock masteryBattle-wizard · Storm school
Stunning shock deals 1 more per rank.
Lightning masteryBattle-wizard · Storm school
Lightning deals 2 more per rank.
Chain spark masteryBattle-wizard · Storm school
Chain spark deals 1 more per rank.
Gust masteryBattle-wizard · Storm school
Gust deals 1 more per rank.
Thunderclap masteryBattle-wizard · Storm school
Thunderclap deals 1 more per rank.
Forked bolt masteryBattle-wizard · Storm school
Forked bolt deals 1 more per rank.
Downburst masteryBattle-wizard · Storm school
Downburst deals 1 more per rank.
Gale bolt masteryBattle-wizard · Storm school
Gale bolt deals 1 more per rank.
Discharge masteryBattle-wizard · Storm school
Discharge deals 1 more per rank.
Arc lash masteryBattle-wizard · Storm school
Arc lash deals 1 more per rank.
Shock step masteryBattle-wizard · Storm school
Shock step deals 1 more per rank.
Thunder hook masteryBattle-wizard · Storm school
Thunder hook deals 1 more per rank.
Quick lightningBattle-wizard · Storm school
Lightning is ready 1 turn sooner (never less than half its own wait).
Quick thunderclapBattle-wizard · Storm school
Thunderclap is ready 1 turn sooner (never less than half its own wait).
Quick chain sparkBattle-wizard · Storm school
Chain spark is ready 1 turn sooner (never less than half its own wait).
Quick stunning shockBattle-wizard · Storm school
Stunning shock is ready 1 turn sooner (never less than half its own wait).
Quick forked boltBattle-wizard · Storm school
Forked bolt is ready 1 turn sooner (never less than half its own wait).
Far lightningBattle-wizard · Storm school
Lightning reaches 1 tile further per rank.
Engineer
CalibrationEngineer · Turrets school
Your helpers are 20% stronger and tougher per rank.
Bigger boilerEngineer · Turrets school
+2 maximum steam per rank.
Quick buildEngineer · Turrets school
Turrets spells are ready 1 turn sooner per rank (never more than 2 sooner in all, and never less than half the spell's own wait).
Steady handEngineer · Turrets school
Your spells deal 20% more per rank to an unhurt creature.
OvertimeEngineer · Turrets school
Your helpers stay 2 turns longer per rank.
Workshop sweepEngineer · Turrets school
Front-sweep spells deal 8% more per rank.
Tight clampsEngineer · Turrets school
Snaring lasts 1 turn longer per rank.
Scrap circleEngineer · Turrets school
All-around spells deal 8% more per rank.
SpotterEngineer · Turrets school
Your spells deal 10% more per rank to a snared creature (such bonuses add up to at most 100%).
SalvageEngineer · Turrets school
A spell that kills gives back up to 1 steam per rank (never more than it cost).
SandbagsEngineer · Turrets school
Waiting, or an action that fails, puts up a 3-point shield per rank (at most half your HP).
Long barrelEngineer · Turrets school
Bolt spells deal 8% more per rank.
Nail gun masteryEngineer · Turrets school
Nail gun deals 1 more per rank.
Rivet storm masteryEngineer · Turrets school
Rivet storm deals 1 more per rank.
Mortar masteryEngineer · Turrets school
Mortar deals 2 more per rank.
Harpoon gun masteryEngineer · Turrets school
Harpoon gun deals 1 more per rank.
Rail shot masteryEngineer · Turrets school
Rail shot deals 2 more per rank.
Steam vent masteryEngineer · Turrets school
Steam vent deals 1 more per rank.
Scatter gun masteryEngineer · Turrets school
Scatter gun deals 1 more per rank.
Welding shot masteryEngineer · Turrets school
Welding shot deals 1 more per rank.
Clamp shot masteryEngineer · Turrets school
Clamp shot deals 1 more per rank.
Caltrops masteryEngineer · Turrets school
Caltrops deals 1 more per rank.
Quick bolt turretEngineer · Turrets school
Bolt turret is ready 1 turn sooner (never less than half its own wait).
Quick siege cannonEngineer · Turrets school
Siege cannon is ready 1 turn sooner (never less than half its own wait).
Quick flame turretEngineer · Turrets school
Flame turret is ready 1 turn sooner (never less than half its own wait).
Quick tesla postEngineer · Turrets school
Tesla post is ready 1 turn sooner (never less than half its own wait).
Quick repair droneEngineer · Turrets school
Repair drone is ready 1 turn sooner (never less than half its own wait).
Far nail gunEngineer · Turrets school
Nail gun reaches 1 tile further per rank.
Far harpoon gunEngineer · Turrets school
Harpoon gun reaches 1 tile further per rank.
Far rivet stormEngineer · Turrets school
Rivet storm reaches 1 tile further per rank.
Black powderEngineer · Explosives school
Explosives spells deal 10% more per rank.
Short fuseEngineer · Explosives school
Explosives spells are ready 1 turn sooner per rank (never more than 2 sooner in all, and never less than half the spell's own wait).
Pressure valveEngineer · Explosives school
+1 steam every 4 turns; each rank adds another.
Blast plateEngineer · Explosives school
Take 10% less damage per rank.
Lingering oilEngineer · Explosives school
Burning lasts 1 turn longer per rank.
Thick smokeEngineer · Explosives school
Weakening lasts 1 turn longer per rank.
Hot powderEngineer · Explosives school
Your spells deal 10% more per rank to a burning creature (such bonuses add up to at most 100%).
Round chargesEngineer · Explosives school
Burst spells deal 8% more per rank.
Pinpoint blastEngineer · Explosives school
Strike spells deal 8% more per rank.
ScavengerEngineer · Explosives school
A spell that kills gives back up to 1 steam per rank (never more than it cost).
Oil fireEngineer · Explosives school
Your lingering ground hurts 1 more per rank.
Strong glueEngineer · Explosives school
Snaring lasts 1 turn longer per rank.
Dazing blastEngineer · Explosives school
Stunning lasts 1 turn longer per rank (still never more than 2 turns in a row).
Fuse bomb masteryEngineer · Explosives school
Fuse bomb deals 2 more per rank.
Grenade masteryEngineer · Explosives school
Grenade deals 1 more per rank.
Land mine masteryEngineer · Explosives school
Land mine deals 2 more per rank.
Fire pot masteryEngineer · Explosives school
Fire pot deals 1 more per rank.
Shrapnel masteryEngineer · Explosives school
Shrapnel deals 1 more per rank.
Cluster bomb masteryEngineer · Explosives school
Cluster bomb deals 1 more per rank.
Chain charge masteryEngineer · Explosives school
Chain charge deals 1 more per rank.
Shaped charge masteryEngineer · Explosives school
Shaped charge deals 2 more per rank.
Impact grenade masteryEngineer · Explosives school
Impact grenade deals 1 more per rank.
Timed charge masteryEngineer · Explosives school
Timed charge deals 3 more per rank.
Bouncing mine masteryEngineer · Explosives school
Bouncing mine deals 2 more per rank.
Popper masteryEngineer · Explosives school
Popper deals 1 more per rank.
Wreck charge masteryEngineer · Explosives school
Wreck charge deals 1 more per rank.
Quick fuse bombEngineer · Explosives school
Fuse bomb is ready 1 turn sooner (never less than half its own wait).
Quick grenadeEngineer · Explosives school
Grenade is ready 1 turn sooner (never less than half its own wait).
Quick timed chargeEngineer · Explosives school
Timed charge is ready 1 turn sooner (never less than half its own wait).
Quick cluster bombEngineer · Explosives school
Cluster bomb is ready 1 turn sooner (never less than half its own wait).
Iron platingEngineer · Clockwork school
+6 maximum HP per rank.
MainspringEngineer · Clockwork school
Heal 1 HP every 4 turns; each rank adds another.
Gyro plateEngineer · Clockwork school
Start every level with a 4-point shield per rank.
Barbed gearsEngineer · Clockwork school
A creature that hits you takes 1 damage per rank.
Sluggish gearsEngineer · Clockwork school
Slowing lasts 2 turns longer per rank.
Loose teethEngineer · Clockwork school
Weakening lasts 1 turn longer per rank.
Worn bearingsEngineer · Clockwork school
Your spells deal 10% more per rank to a badly hurt (under half HP) creature (such bonuses add up to at most 100%).
Turning teethEngineer · Clockwork school
All-around spells deal 8% more per rank.
Copper currentEngineer · Clockwork school
Chaining spells jump to 1 more creature per rank.
Tight windingEngineer · Clockwork school
Your helpers stay 2 turns longer per rank.
Spring punchEngineer · Clockwork school
Strike spells deal 8% more per rank.
Grapple hook masteryEngineer · Clockwork school
Grapple hook deals 1 more per rank.
Shock glove masteryEngineer · Clockwork school
Shock glove deals 1 more per rank.
Air blast masteryEngineer · Clockwork school
Air blast deals 1 more per rank.
Magnet coil masteryEngineer · Clockwork school
Magnet coil deals 1 more per rank.
Pendulum masteryEngineer · Clockwork school
Pendulum deals 2 more per rank.
Spanner masteryEngineer · Clockwork school
Spanner deals 1 more per rank.
Arc cable masteryEngineer · Clockwork school
Arc cable deals 1 more per rank.
Gear jam masteryEngineer · Clockwork school
Gear jam deals 1 more per rank.
Piston punch masteryEngineer · Clockwork school
Piston punch deals 1 more per rank.
Drill rush masteryEngineer · Clockwork school
Drill rush deals 2 more per rank.
Clock needle masteryEngineer · Clockwork school
Clock needle deals 1 more per rank.
Bear trap masteryEngineer · Clockwork school
Bear trap deals 1 more per rank.
Sticky gears masteryEngineer · Clockwork school
Sticky gears deals 1 more per rank.
Quick shock gloveEngineer · Clockwork school
Shock glove is ready 1 turn sooner (never less than half its own wait).
Quick clockwork beetleEngineer · Clockwork school
Clockwork beetle is ready 1 turn sooner (never less than half its own wait).
Quick clockwork spiderEngineer · Clockwork school
Clockwork spider is ready 1 turn sooner (never less than half its own wait).
Quick brass guardEngineer · Clockwork school
Brass guard is ready 1 turn sooner (never less than half its own wait).
Far spannerEngineer · Clockwork school
Spanner reaches 1 tile further per rank.
Far arc cableEngineer · Clockwork school
Arc cable reaches 1 tile further per rank.