The whole manual, open to read before you start — every stat, curve, drop rate and rule the game runs on. Nothing here is hidden from new players.
The Intelligence tree: Brains Over Brawn converts ALL Strength into Intelligence and every attack becomes Holy Smite at 100% Spell Power. Nothing outside this tree scales off Intelligence.
It opens with Brains Over Brawn. The whole pathway costs 75 Mastery Points including its APEX, Manipulation. Past the APEX comes the free APEX+ pick (Empowered Bulwark or Divine Grace) at character level 300, and past Cross Mastery the Pinnacle pick (Borrowed Time or Standing Prayer) at 100 points.
| Skill | Type | Tier | Cost (MP) |
|---|---|---|---|
| Brains Over Brawn | Passive | 1 | 1 |
| Prayer of Healing | Active | 2 | 5 |
| Playing with Fire | Passive | 2 | 5 |
| Holy Wisdom | Passive | 3 | 5 |
| Swift Cast | Passive | 3 | 5 |
| Bright Mind | Passive | 4 | 5 |
| Life of the Party | Passive | 5 | 5 |
| Free Hand Casting | Passive | 6 | 3 |
| Curiousity Killed the Cat. | Passive | 7 | 5 |
| Prayers Are Heard | Active | 8 | 3 |
| Angelic Bulwark | Passive | 9 | 3 |
| Vengeful Bulwark | Passive | 10 | 5 |
| Knowledge is Power | Passive | 11 | 10 |
| Manipulation | Active | 12 | 15 |
| Empowered Bulwark | Passive | 13 | 0 |
| Divine Grace | Passive | 13 | 0 |
Every node has its own section below, with its effect, what it costs, what it needs and what it locks out.
All Strength (base, gear and mastery) is converted to Intelligence and multiplied by your Intelligence Bonus %. Strength drops to 0. Your normal attack becomes Holy Smite: every 2nd turn for 100% of Spell Power.
The Magical root and the most committing node in the game: it converts your Strength into Intelligence and leaves Strength at zero, then replaces your normal attack with Holy Smite. Nothing outside this tree scales off Intelligence, so everything you owned that fed Strength now feeds a stat only this pathway uses.
Increases Holy Smite's damage by another 50% of Spell Power, taking Holy Smite to 150%.
Finishes Holy Smite. Since Holy Smite is your normal attack now, this improves the thing you do every single turn — the highest-cadence node in the tree.
Casts a heal that restores 200% of Spell Power on a 4 turn cooldown. In the Dungeon it heals the whole party (including you) for 50% instead. Not affected by Copycat.
A real heal on a short cooldown, which no other pathway has. In the Dungeon it heals the whole party, which is what makes a caster the party's safety net rather than just another damage dealer.
Gains bonus Intelligence. +50 Intelligence.
Pure Intelligence, which after Brains Over Brawn is your damage stat. Straightforwardly good here and worthless anywhere else.
Holy Wisdom is a flat grant: +50 Intelligence once learned, written into your Mastery column on the Character page.
Gains bonus Haste. +50 Haste.
Pure Haste. For a caster it is initiative, and it becomes real value under Curiousity Killed the Cat, which reads your Haste and pays you Intelligence and Stamina for it.
Swift Cast is a flat grant: +50 Haste once learned, written into your Mastery column on the Character page.
Gains bonus Intuition. +50 Intuition.
Pure Intuition. Like Haste above it, its second life is as fuel for Curiousity Killed the Cat.
Bright Mind is a flat grant: +50 Intuition once learned, written into your Mastery column on the Character page.
Every turn: heals you for 75% of Spell Power and burns the enemy for 75% of Spell Power as true damage (cannot be reduced or evaded; unaffected by Haste). In the Dungeon it heals the whole party and burns all enemies at the same rates. Copycat copies the burn, not the heal.
Fires every single turn, heals you and burns the enemy for true damage that nothing reduces or dodges. Cadence is what makes it the strongest node in the tree: a smaller number landing every turn beats a larger one on a cooldown.
You can no longer equip a Main Hand or Off Hand (anything equipped is removed when learned). Holy Smite strikes every turn instead of every 2nd. Every stat’s Bonus % +50%.
Seals both weapon slots and pays for them with a large boost to every stat's Bonus %, plus Holy Smite on every turn instead of every other one. A caster gets little from a weapon, which is what makes the trade work.
Gain Intelligence and Stamina equal to 50% of your Base + Item Haste and Intuition combined.
Pays you Intelligence and Stamina for Haste and Intuition you already hold, which is what turns the small stat nodes above it from filler into a real contribution.
Grants a shield that negates 1 instance of damage, on a 6 turn cooldown. In the Dungeon it shields the whole party (including you). Casting again stacks another shield on top.
A shield that eats one hit outright, whatever its size. That makes it the best answer in the game to a single enormous blow, and it stacks, so casting it again banks another. In the Dungeon it shields the whole party.
A shield from Prayers Are Heard explodes when it breaks, reflecting 100% of the damage it negated PLUS 25% of your Spell Power back at the attacker.
Turns the shield from pure defence into a counter-punch: whatever it absorbed comes back at the attacker. The bigger the hit you blocked, the bigger the answer.
Increases Angelic Bulwark's reflection by another 25% of the negated damage and 10% of your Spell Power, taking the reflection to 125% of the damage negated plus 35% of Spell Power.
Improves the shield explosion on both halves — the share of what it negated, and the share of your Spell Damage. The Spell Damage half is the one a caster can keep growing.
+100 Intelligence. Skill cooldowns tick down twice as fast. In Battle and the Endless Boss you ignore the shared 1-turn cast pacing. No single hit can take more than 40% of your max HP.
The pathway capstone, and it is really a cadence node: cooldowns tick twice as fast and the shared pacing between casts stops applying to you. A tree full of powerful cooldowns gets far more out of that than out of another stat grant.
Knowledge is Power is a flat grant: +100 Intelligence once learned, written into your Mastery column on the Character page.
Knowledge is Power carries a flat per-hit cap: no single instance of damage may take more than 40% of your maximum HP. Only one node can grant this, since the three that do sit in pathways you cannot combine.
Take your next 3 turns in a row before the enemy can act. 24 turn cooldown. In the Dungeon the whole party (including you) acts twice on their next turn instead.
The Magical APEX: several of your turns in a row before the enemy moves. Against anything that cannot survive a full combo it simply ends the fight; in the Dungeon it hands the whole party an extra action instead.
Holding Manipulation opens the Combat Mastery tree.
Prayers Are Heard now blocks and reflects 2 instances of damage instead of one.
The APEX+ pick that doubles how many hits a shield eats. Against something that attacks often it is worth more than a bigger explosion, because the shield is the thing keeping you alive.
Holding Divine Grace opens Cross Mastery.
Vengeful Bulwark reflects another 50% of the damage its shield negated and another 10% of your Spell Power, taking the reflection to 175% of the damage negated plus 45% of Spell Power.
The APEX+ pick that pushes the shield explosion higher still. It wants a build that is actually being hit hard enough for the reflected share to matter.
Holding Empowered Bulwark opens Cross Mastery.
A PICK ONE: take Empowered Bulwark or Divine Grace and the others are locked out until you use RESET MP. needs Manipulation at Lv. 1.