Ability System

The Ability System lets you develop your character beyond level 85 by earning Ability Points (AP) to learn passive skills. You can combine defense, physical damage, magic, and utility across the Guardian, Berserker, and Magician trees.
This guide covers unlocking the system, progression, point allocation, resets, and all 57 available skills. Skill names and descriptions are kept in English, exactly as they appear in the client.
1. Overview
| System | How it works |
|---|---|
| Initial requirement | Level 85 with normal EXP fully capped and completion of Fruits of the Mothertree. |
| Limit | 30 Ability levels and 30 AP per class/subclass. Each Ability level grants 1 AP. |
| Point allocation | Each skill level learned costs 1 AP. The 30 points are shared across all three trees. |
| Unlocking | The quest is completed once per character. Ability progression and point allocation are separate for the main class and each subclass. |
| Reset | Consumes 1 Condensed Vital Essence and frees up the points allocated on the active class. Ability level and Ability EXP are preserved. |
2. Unlock quest — Fruits of the Mothertree
Reach level 85 and fill your normal EXP bar. Then find Andellia in Elven Village, near the Mother Tree. The quest is available to all races.
- Talk to Andellia. Open the quest dialogue, select Fruits of the Mothertree, and accept the task. You will receive Andellia’s Letter.
- Find Thalia at Lake Iris. Head south from Elven Village and look for the small observatory on the eastern shore of the lake.
- Give the letter to Thalia. Talk to her about the quest. She will take the letter and give you the Mothertree Fruit.
- Return to Andellia. Deliver the fruit to complete the quest, unlock Ability EXP gains, and receive a Scroll of Resonance Conflict.
This is a dialogue and delivery quest: it does not require defeating monsters or paying a fee. Completing it unlocks progression; you earn AP by gaining Ability EXP.
3. How to earn Ability EXP and points
Ability EXP is the experience used to progress through each Ability level. Completing a level grants 1 AP to allocate. SP and Fame are not used to buy these points.
| Source | Gains and conditions |
|---|---|
| Monsters | With the quest completed and normal level 85 EXP capped, EXP received from monsters is converted into Ability EXP at a 1:1 rate. This method works until the class reaches 30 AP for the first time. |
| Resonance Conflict (Solo PvP) | Each valid kill grants 1,000,000,000 Ability EXP. Both the killer and the victim must be in the Solo PvP Zone, and the validity and anti-abuse rules must be met. |
| Battlefield — Scroll of War | The base amount is 1,000,000,000 Ability EXP, multiplied by the Battlefield reward percentage. Distance from the center, visible players, and whether you are in a Party or Command Channel affect the amount. |
In the Battlefield, when the area's base chance is 100%, the amounts are 1,000,000,000 solo, 750,000,000 per eligible Party member, or 500,000,000 per eligible Command Channel member. A lower base chance also reduces the gain. Members must be alive, online, close enough to be recognized by the killer, and inside the active Battlefield.
Battlefield Ability EXP is calculated from the reward percentage and does not depend on winning the Fame/Auralyn reward roll. In Resonance, the Ability EXP amount per valid kill is fixed.
PvP rewards check for a maximum difference of 1 level, Clan/Alliance relationships, and anti-abuse safeguards. There is a limit of 5 gains against the same opponent within a 10-minute window, tracked by computer. A kill outside the reward zones does not automatically grant Ability EXP.
What changes at 30 AP
Once a class/subclass reaches 30 AP for the first time, it stops earning Ability EXP from monsters, even if it later loses AP. Recovering Ability EXP and points on that class then requires PvP in zones that grant the reward.
Even at 30 AP, you can build up a reserve of up to 36,000,000,000 Ability EXP through PvP. It absorbs future losses before your Ability level decreases. This reserve does not grant a 31st point.
How to track your progress
Open the Character Status window and use the Ability button to view and allocate your points. At level 85 with normal EXP capped, the bar normally used for Vitality shows Ability EXP progress within the current level; it does not represent the total across all 30 levels.
If normal EXP falls below the cap, recover it so that monster EXP can contribute to Ability EXP again, provided that class has never reached 30 AP before.
4. Point allocation and tree requirements
- Switch to the class/subclass whose point allocation you want to set up and open Ability.
- Choose a tree and select skills according to your available AP and their prerequisites.
- Confirm the allocation in the window to learn the skills.
Each skill level costs 1 AP: learning a skill at level 3 uses 3 AP in total; upgrading from level 1 to level 3 requires 2 more AP. The higher-level effect replaces the previous one. For example, Guardian Shield at level 3 grants +7% Defense, rather than the sum of +2%, +4%, and +7%.
You can invest in more than one tree, regardless of your class. However, unlocking rows only takes into account the points spent in that tree. Having unspent points or points invested in another tree does not unlock its advanced rows.
| Tree row | AP already invested in the same tree |
|---|---|
| 1 | 0 |
| 2 | 5 |
| 3 | 10 |
| 4 | 15 |
| 5 | 20 |
| 6 | 25 |
Some abilities also require a specific skill at a certain level. These prerequisites are shown in the tables below and must be met along with the row's point requirement. Points spent on a prerequisite also count toward your investment in that tree.
Example: to learn Guardian Resist, you need at least 5 AP invested in Guardian and Guardian Elemental Cover at level 3. The 3 AP spent on Elemental Cover count toward those 5; learning Resist at level 1 costs 1 additional AP.
The final abilities require 25 AP already invested in their own tree, plus 1 AP to learn them. With the 30 AP limit, you must choose between specializing further in one tree or combining several. You cannot learn every skill.
Point allocation is saved separately for the main class and subclasses. Switching classes loads that class's points and skills. During the Olympiad, you cannot spend or reset Ability Points.
5. Resetting points
Condensed Vital Essence is the item required to reallocate your skills.
- Have 1 Condensed Vital Essence in your inventory.
- Switch to the class/subclass you want to reset and open the Ability window.
- Use the reset option and confirm. The item will be consumed.
- All Ability skills learned on that class will be removed, and the points will become available to allocate again.
The reset covers all three trees of the active class. It preserves your Ability level, Ability EXP, and total AP earned. There is no additional SP cost with this configuration.
You must be level 85 and have points already allocated. You cannot reset during the Olympiad, while running a private store, or during a trade.
How to obtain Condensed Vital Essence
In the Daily Missions interface, complete Nature’s Echo: defeat 30 players in the Solo PvP Zone / Resonance Conflict and claim the reward of 1 Condensed Vital Essence.
This mission is repeatable after claiming the reward, and its progress does not reset at the daily rollover. Obtaining the item does not automatically reset your allocation: it is consumed when you use the reset in the Ability window.
6. Ability EXP loss and recovery
A specific penalty applies to PvP deaths: 900,000,000 Ability EXP per qualifying death when all of the following conditions are met:
- The victim belongs to a level 10 or 11 Clan, and the killer also belongs to a Clan.
- The death is counted as valid PvP by the server's checks.
- Neither player is in the Solo PvP Zone, an event zone, or the Battlefield.
- The victim's Clan is not at war with the killer's Clan.
- The victim does not have an active, valid Eva’s Rune protecting their progress.
The amount is fixed: it equals 90% of the base PvP reward of 1 billion, not 90% of your total Ability EXP. The loss can reduce your Ability level and, consequently, your available AP. If you have more points allocated than the new limit allows, the system automatically lowers skill levels to adjust the allocation.
Example: a character with 30 AP and 1 billion in reserve loses 900 million and remains at 30 AP, with 100 million left in reserve. With 30 AP and no reserve, the character would drop to 29 AP, with 34.1 billion accumulated toward the 35 billion needed to return to 30.
Deaths in Resonance, the Battlefield, or event zones do not apply this Ability EXP penalty. Once that class has reached 30 AP, lost points must be recovered through PvP sources of Ability EXP.
7. All Ability skills
The tables show the original icons, requirements, and English client description for each level. Values represent the total effect at that level. “AP in the tree” means points already invested before learning the ability. The notes clarify conditions and effect types.
Guardian
Defense, survivability, resistance, and utility.
| Skill | Requirements | Client description by level | |
|---|---|---|---|
| Guardian Shield 3 levels |
0 AP in Guardian Row 1 |
Lv. 1: Defense +2% Lv. 2: Defense +4% Lv. 3: Defense +7% Defense refers to physical defense (P. Def.). |
|
| Guardian Magic Barrier 3 levels |
0 AP in Guardian Row 1 |
Lv. 1: M. Def. +2% Lv. 2: M. Def. +4% Lv. 3: M. Def. +7% |
|
| Guardian Body 3 levels |
0 AP in Guardian Row 1 |
Lv. 1: Max HP +3% Lv. 2: Max HP +6% Lv. 3: Max HP +9% |
|
| Guardian Elemental Cover 3 levels |
0 AP in Guardian Row 1 |
Lv. 1: Attribute Resistance +15 Lv. 2: Attribute Resistance +25 Lv. 3: Attribute Resistance +40 |
|
| Guardian Armor Defense 2 levels |
5 AP in Guardian Row 2 |
Lv. 1: P./ M. Def. +3% if heavy armor is equipped. Lv. 2: P./ M. Def. +6% if heavy armor is equipped. |
|
| Guardian Leather Defense 2 levels |
5 AP in Guardian Row 2 |
Lv. 1: P./ M. Def. +3% if light armor is equipped. Lv. 2: P./ M. Def. +6% if light armor is equipped. |
|
| Guardian Tunic Defense 2 levels |
5 AP in Guardian Row 2 |
Lv. 1: P./ M. Def. +3% if robe is equipped. Lv. 2: P./ M. Def. +6% if robe is equipped. |
|
| Guardian Resist 2 levels |
5 AP in Guardian Row 2 Guardian Elemental Cover Lv. 3 |
Lv. 1: Debuff Resistance +5% Lv. 2: Debuff Resistance +10% |
|
| Guardian Life 4 levels |
10 AP in Guardian Row 3 Guardian Armor Defense Lv. 2 |
Lv. 1: Max HP +3% Lv. 2: Max HP +6% Lv. 3: Max HP +10% Lv. 4: Max HP +15% |
|
| Guardian Block 1 level |
10 AP in Guardian Row 3 |
Lv. 1: Shield Defense +100%
Increases shield defense; it does not mean +100% block chance. |
|
| Guardian Armor 4 levels |
10 AP in Guardian Row 3 Guardian Tunic Defense Lv. 2 |
Lv. 1: Defense +2% Lv. 2: Defense +4% Lv. 3: Defense +8% Lv. 4: Defense +12% Defense refers to physical defense (P. Def.). |
|
| Guardian Guidance 1 level |
10 AP in Guardian Row 3 |
Lv. 1: P. Accuracy and M. Accuracy +12. | |
| Guardian Death Shield 2 levels |
15 AP in Guardian Row 4 |
Lv. 1: Received P. Critical Damage -10%. Lv. 2: Received P. Critical Damage -20%. |
|
| Guardian Focus Shield 2 levels |
15 AP in Guardian Row 4 |
Lv. 1: Chance of receiving P. Critical Damage -15%. Lv. 2: Chance of receiving P. Critical Damage -30%. |
|
| Guardian Mind Control 2 levels |
15 AP in Guardian Row 4 |
Lv. 1: Skill Cooldown -3%. Lv. 2: Skill Cooldown -5%. Reduces the cooldown of physical and magical skills. |
|
| Guardian Blessing 2 levels |
15 AP in Guardian Row 4 |
Lv. 1: Inventory Limit +9 / Weight Limit +10% Lv. 2: Inventory Limit +24 / Weight Limit +20% |
|
| Guardian Binding Cover 2 levels |
20 AP in Guardian Row 5 |
Lv. 1: Received Damage -7% when immobilized. Lv. 2: Received Damage -15% when immobilized. The defensive bonus applies while your own character is immobilized. |
|
| Guardian Spirit 1 level |
20 AP in Guardian Row 5 |
Lv. 1: Attribute Resistance +50 | |
| Guardian Potential 1 level |
20 AP in Guardian Row 5 |
Lv. 1: Skill Critical Rate +10%.
Applies to the critical chance of physical skills. |
|
| Guardian Expert Potion 2 levels |
20 AP in Guardian Row 5 |
Lv. 1: HP Potion +5% / CP Potion +10% Lv. 2: HP Potion +15% / CP Potion +25% |
|
| Guardian Defense Master 1 level |
25 AP in Guardian Row 6 |
Lv. 1: Received Damage -10%
Reduces incoming physical and magical damage. |
|
Berserker
Physical attacks, critical hits, and physical skill power.
| Skill | Requirements | Client description by level | |
|---|---|---|---|
| Berserker Haste 2 levels |
0 AP in Berserker Row 1 |
Lv. 1: Atk. Spd. +1% Lv. 2: Atk. Spd. +3% |
|
| Berserker Might 4 levels |
0 AP in Berserker Row 1 |
Lv. 1: P. Atk. +1%. Lv. 2: P. Atk. +2%. Lv. 3: P. Atk. +3%. Lv. 4: P. Atk. +4%. |
|
| Berserker's Elemental Attack 4 levels |
0 AP in Berserker Row 1 |
Lv. 1: Attack Attribute +10 Lv. 2: Attack Attribute +20 Lv. 3: Attack Attribute +30 Lv. 4: Attack Attribute +40 |
|
| Berserker Craft Focus 3 levels |
5 AP in Berserker Row 2 |
Lv. 1: P. Skill Critical Rate +3%. Lv. 2: P. Skill Critical Rate +6%. Lv. 3: P. Skill Critical Rate +10%. |
|
| Berserker Backfire 2 levels |
5 AP in Berserker Row 2 |
Lv. 1: Damage From Behind +2% Lv. 2: Damage From Behind +5% Applies to physical damage dealt from behind, including physical skills. |
|
| Berserker Focus 3 levels |
5 AP in Berserker Row 2 |
Lv. 1: P. Critical Rate +10 Lv. 2: P. Critical Rate +20 Lv. 3: P. Critical Rate +40 These values are P. Critical Rate points, not percentages. |
|
| Berserker Coast 1 level |
5 AP in Berserker Row 2 |
Lv. 1: Skill MP Consumption -5%.
On the server, this reduction applies to the MP consumption of magical skills. |
|
| Berserker Craft Death 3 levels |
10 AP in Berserker Row 3 Berserker Craft Focus Lv. 3 |
Lv. 1: P. Skill Critical Damage +2%. Lv. 2: P. Skill Critical Damage +4%. Lv. 3: P. Skill Critical Damage +7%. |
|
| Mortal Berserker 2 levels |
10 AP in Berserker Row 3 |
Lv. 1: Skill Master Rate +30% Lv. 2: Skill Master Rate +60% Increases the Skill Mastery rate; +60% does not mean a fixed 60% activation chance. |
|
| Berserker's Death Whisper 3 levels |
10 AP in Berserker Row 3 Berserker Focus Lv. 3 |
Lv. 1: P. Critical Damage +2%. Lv. 2: P. Critical Damage +4%. Lv. 3: P. Critical Damage +7%. |
|
| Berserker Eagle 1 level |
10 AP in Berserker Row 3 |
Lv. 1: P. Accuracy and M. Accuracy +12. | |
| Berserker Battle 2 levels |
15 AP in Berserker Row 4 |
Lv. 1: P. Atk. +3%. Lv. 2: P. Atk. +6%. |
|
| Berserker Fire 2 levels |
15 AP in Berserker Row 4 |
Lv. 1: P. Skill Power +2%. Lv. 2: P. Skill Power +5%. |
|
| Berserker's Skill Reduction 1 level |
15 AP in Berserker Row 4 |
Lv. 1: Skill Cooldown -3%.
Reduces the cooldown of physical and magical skills. |
|
| Berserker's Blessing 2 levels |
15 AP in Berserker Row 4 |
Lv. 1: Inventory Limit +9 / Weight Limit +10% Lv. 2: Inventory Limit +24 / Weight Limit +20% |
|
| Berserker's Binding Attack 2 levels |
20 AP in Berserker Row 5 |
Lv. 1: Damage on immobile target +5% Lv. 2: Damage on immobile target +10% Applies to physical damage against an immobilized target, including physical skills. |
|
| Berserker's Divine Attack 2 levels |
20 AP in Berserker Row 5 |
Lv. 1: Attack Attribute +25 Lv. 2: Attack Attribute +50 |
|
| Berserker's Expert Potion 2 levels |
20 AP in Berserker Row 5 |
Lv. 1: HP Potion +5% / CP Potion +10% Lv. 2: HP Potion +15% / CP Potion +25% |
|
| Berserker Combat Master 1 level |
25 AP in Berserker Row 6 |
Lv. 1: Damage +10%
Increases physical damage, including normal attacks and physical skills. |
|
Magician
Magic, magical critical hits, and utility. Skills in this tree appear under the Wizard name in the client.
| Skill | Requirements | Client description by level | |
|---|---|---|---|
| Wizard's Acumen 2 levels |
0 AP in Magician Row 1 |
Lv. 1: Casting Spd. +2% Lv. 2: Casting Spd. +4% |
|
| Wizard's Empower 3 levels |
0 AP in Magician Row 1 |
Lv. 1: M. Atk. +2%. Lv. 2: M. Atk. +5%. Lv. 3: M. Atk. +8%. |
|
| Wizard's Elemental Shot 3 levels |
0 AP in Magician Row 1 |
Lv. 1: Attack Attribute +10 Lv. 2: Attack Attribute +20 Lv. 3: Attack Attribute +40 |
|
| Wizard's Wild Magic 3 levels |
5 AP in Magician Row 2 |
Lv. 1: M. Critical Rate +10 Lv. 2: M. Critical Rate +20 Lv. 3: M. Critical Rate +40 These values follow the client's M. Critical Rate display, without a percentage symbol. |
|
| Wizard's Condition 3 levels |
5 AP in Magician Row 2 |
Lv. 1: Max HP/ MP +3%. Lv. 2: Max HP/ MP +6%. Lv. 3: Max HP/ MP +9%. |
|
| Wizard's Eva 1 level |
5 AP in Magician Row 2 |
Lv. 1: Skill MP Consumption -5%.
Reduces the MP consumption of magical skills. |
|
| Wizard's Mystic 3 levels |
10 AP in Magician Row 3 Wizard's Wild Magic Lv. 3 |
Lv. 1: M. Critical Damage +3% Lv. 2: Magical Critical Damage +6% Lv. 3: Magical Critical Damage +10% |
|
| Wizard's Prominence 2 levels |
10 AP in Magician Row 3 |
Lv. 1: Skill Master Rate +30% Lv. 2: Skill Master Rate +60% Increases the Skill Mastery rate; +60% does not mean a fixed 60% activation chance. |
|
| Wizard's Sight 1 level |
10 AP in Magician Row 3 |
Lv. 1: P. Accuracy and M. Accuracy +12. | |
| Wizard's Protection 2 levels |
15 AP in Magician Row 4 |
Lv. 1: Mental, Stun, and Paralysis Atk. Rate +5% Lv. 2: Mental, Stun, and Paralysis Atk. Rate +10% Improves the application of the listed effects; it does not provide resistance to them. |
|
| Wizard's Water 2 levels |
15 AP in Magician Row 4 |
Lv. 1: M. Skill Power +2%. Lv. 2: M. Skill Power +5%. |
|
| Wizard's Magic Reduction 2 levels |
15 AP in Magician Row 4 |
Lv. 1: Skill Cooldown -3%. Lv. 2: Skill Cooldown -5%. The reduction applies to the cooldown of magical skills. |
|
| Wizard's Blessing 2 levels |
15 AP in Magician Row 4 |
Lv. 1: Inventory Limit +9 / Weight Limit +10% Lv. 2: Inventory Limit +24 / Weight Limit +20% |
|
| Wizard's Binding Shot 2 levels |
20 AP in Magician Row 5 |
Lv. 1: Damage on immobile target +5% Lv. 2: Damage on immobile target +10% Applies to magical damage against an immobilized target. |
|
| Wizard's Divine Shot 2 levels |
20 AP in Magician Row 5 |
Lv. 1: Attack Attribute +25 Lv. 2: Attack Attribute +50 |
|
| Wizard's Expert Potion 2 levels |
20 AP in Magician Row 5 |
Lv. 1: HP Potion +5% / CP Potion +10% Lv. 2: HP Potion +15% / CP Potion +25% |
|
| Wizard's Spellmaster 1 level |
25 AP in Magician Row 6 |
Lv. 1: Damage +10%
Increases magical damage. |
|
8. Frequently asked questions
I completed the quest. Why do I still have no points?
The quest unlocks Ability EXP gains. You receive your first AP after accumulating the 6 billion required for the first level.
I have spare AP, but a skill is still locked.
Check how many points you have already invested in that tree and whether the prerequisite skill is at the correct level. Unspent AP and points spent in another tree do not replace these requirements.
I switched subclasses and my points changed.
Each class/subclass has its own progression and point allocation. Switching back to the previous class restores its saved setup.
I reset my points. Can I progress through monsters again?
A reset only changes point allocation. If that class has ever reached 30 AP, the restriction on monster EXP gains remains. Use PvP zones that grant Ability EXP to recover progress or fill the reserve.
I have 30 AP and the bar still fills up. Will I get more points?
No. The bar now represents the Ability EXP reserve, up to 36 billion, which absorbs losses. The limit remains 30 AP.