Template:Arcanist/Skill Tree

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Arcanist Skill Trees


One and True

Using a jewel will now only spawn 1 jewel over your head that does damage multiplied by the amount of shots the original jewel had with an additional 1.5x multiplier

Solar Eclipse

Replace your passive orbital with a blackhole that gives jewel projectiles going through it both damage attributes from the Solar and Lunar orbital, but both effects now deal 10% less damage

Size and Scale

Passive orbitals are now 75% bigger and rotate slower

Echolocate

Your jewels now do 60% of their base damage but they now pierce and boomerang back to you after reaching their max range

Arin's Greed

You now have double the amount of jewels per use but they all do 60% of their base damage

Refraction

Hitting the sun with a piercing sceptre will make it shoot out 5 solar flares to the nearest enemy in a 12 block radius, each shot dealing 0.25x of the damage of the sceptre you are holding

Potentiation

Passing Jewels through a sun or moon now deals an additional 50% damage to their respective effects

Stargazer

Gazing at the moon for 0.5 consecutive seconds will summon a star around you. You can have up to 3 stars orbiting you and they do damage based on ability tier point
0–8TP: 1.75 Damage
9TP: 2.25 Damage
10TP: 2.75 Damage
11TP: 3.25 Damage
12TP+: 3.75 Damage

Cold Blooded

When a jewel that goes through your sun orbital hits an enemy, gain +10 attack for 10s

Nocturnal

When a jewel that goes through your moon orbital hits an enemy, gain +20 speed for 10s

Solar Gambit

You now have 2 orbiting suns around you which buffs your jewel projectile if it goes through it, causing a DoT effect to the enemy that deals 40% of the jewel's base damage over 5s

Selenic Gift

You now have 2 orbiting moons around you which buffs your jewel if a projectile goes through it, causing the enemy to explode, dealing an additional 30% of the jewel's base damage in a 4 block radius

Tactical Strike

Jewels can now be force-casted by right clicking after activating the ability. This will force the jewels to aim in front of you and have an additional +2 range


Endless Horizons

Increase the multiplier of Dislocate from 0.25 to 0.5

Darkest Hour

At 30% HP, consume attack & critical chance for 10s, convert attack into defense and critical chance into vitality at 30% rate. You can't attack with sceptre but a tendril spawns at you & monoliths. Attacking will cause the tendril to damage based on ability tier point & slow enemies for 1s (40s CD) 0-8TP: 17,9TP: 20,10TP: 23,11TP: 26,12TP+: 30

Mutual Annihilation

If the monolith has more than 20s remaining, it will deal 1.5x the damage when consuming its duration

Dislocate

Using your orb will teleport you to your monolith, dealing damage relative to (lifetime*distance*0.25) in the radius of the monolith. (Max 20 blocks increase)

Rewind

Shift-right clicking your orb will set the monolith's duration down to its base duration. For every 5s consumed, it will unleash a pulse that deals damage based on ability tier point
0-8TP: 15 Damage 9TP: 20 Damage 10TP: 25 Damage
11TP: 30 Damage 12TP+: 35 Damage

Eye of the Storm

While in the monolith's radius, it will constantly emit a 6 block aura that deals 10 damage per 0.5s

Omniscient Marble

Instead of pulling the monolith towards an enemy when crouching, you will now force it to teleport to the target and cancel the gravity of the monolith

Dual Pillars

You can now have up to 2 monoliths active at once but stats are gained at 75% effectiveness and their movement speed is slower

Devastate

Hitting distorted enemies with a sceptre will release 3 projectiles that target a random enemy in an 8 block radius, dealing damage based on weapon tier point
0-8TP: 3 Damage
9TP: 4 Damage
10TP: 5 Damage
11TP: 6 Damage
12TP+: 8 Damage

Pandemonium

Monoliths recast 20% of the total damage of your orb in a 5 block radius on orb use

Warp Force

Enemies within the range of your monolith become distorted. Distorted mobs take 10% more damage from your sceptre

Tempered Power

Using your orb when an enemy is within the range of a monolith will convert all attack gained from the monolith into vitality at 50% effectiveness. Can switch this back to attack by reusing the orb when an enemy is within the radius

Monolith of Arin

Orb use summons a monolith for 10s (4s CD). Hitting a mob with a sceptre within 6 blocks of it will increase its life by 3s (30s max, 1s CD). Gain +1 attack for every 1.5s it's alive (max 20 attack). You can move it closer to an enemy by crouch+attacking with sceptre

Documentation Edit this documentation at Template:Arcanist/Skill_Tree/doc.
(edithistorypurge)

The per-class Skill Tree templates (Template:Arcanist/Skill Tree, Assassin/Skill Tree, Huntress/Skill Tree, Knight/Skill Tree, Necromancer/Skill Tree, Samurai/Skill Tree) are data templates that hold one class's full skill-tree layout as hover nodes, and are transcluded into the Skill Tree page.

Overview

There is one of these templates per class. Each one stores that class's entire skill tree as a block of wikitext: a == <Class> Skill Trees == heading, a <tabber> with two named tabs (the class's two ability/weapon paths), and inside each tab the 18 skill nodes laid out as rows of Template:ImageTooltip calls. They take no parameters — all content is hard-coded inside each template. The Skill Tree page transcludes all six ({{Knight/Skill_Tree}}, etc.) inside its own outer tabber, and separately lists the animated showcase via Template:DynamicGifDisplay. Editors maintain these templates whenever a class's skill nodes change.

The two tabs per class are:

Class Tab 1 Tab 2
Knight Shield Emblem
Samurai Kunai Star
Huntress Trap Bomb
Assassin Poison Cloak
Necromancer Skull Scripture
Arcanist Jewel Orb

Parameters

These templates take no template parameters — they are pure data. The "parameters" an editor actually fills are the fields of each Template:ImageTooltip node inside them:

Parameter Required? What it does Example
img Required The node's icon, as base;hover (two file names separated by a semicolon): the first image shows normally, the second shows on hover. Live trees use the placeholder pair below for every node until art is ready. img=SpinningQuestion.gif;HoverSpinningQuestion.gif
title Required The skill's name, shown as the tooltip heading. Escape an apostrophe as '. title=Unyielding Bastion
content Required The skill description shown in the tooltip. Usually wrapped in <p>...</p> with key numbers highlighted via <span>...</span> and line breaks via <br>. content=<p>Gain <span>+2 defense </span>for <span>3s </span>(<span>Max 20</span>)</p>

How to use

Structure of one template. Reading top to bottom in the source, a tab is a vertical flex column built from the top row of the tree down to the single root node at the bottom, in this node count per row: 3 nodes, 2, 3, 2, 2, then 1. That is 6 + 2 + 3 + 2 + 2 + 1... — in practice each tab contains 18 nodes total (the in-game tree has 3 paths × 6 rows = 18 nodes), grouped into flex rows. Each row is a <div style="display:flex; gap:...;"> holding that row's
nodes; rows of three use gap:20px and rows of two use gap:40px so columns line up. The single bottom node is placed bare (not inside a flex div). The whole column sits in <div style="display:flex; flex-direction:column; align-items:center; row-gap:15px;">.

Skeleton of a single node (this is the unit you copy):

  • img = base;hover images.
  • title = the skill name.
  • content = the description; use <span> to colour/emphasise numbers and <br> for new lines (e.g. tier-point damage tables: "0–8TP: 13 Damage", "9TP: 16 Damage", ...).

How they feed the Skill Tree page. The Skill Tree page does not contain any nodes itself. It has an outer <tabber> (one tab per class) and each class tab just transcludes the matching data template — for example the Knight tab is only {{Knight/Skill_Tree}}. (Note the page uses the underscore form Knight/Skill_Tree = the title Template:Knight/Skill Tree.) Below the trees, the page calls {{DynamicGifDisplay}} with a long list= of Skill Name:Gif-FileName.gif; pairs — that is the animated "Skill Tree Showcase". The GIF list is maintained separately on the Skill Tree page itself, not inside these data templates, so when you add a new skill you typically add the node here and add its GIF entry to the DynamicGifDisplay list on the Skill Tree page.

To edit an existing skill: open the class template, find the node by its title=, and edit the content= (or title/img). Save.

To add a skill: decide which tab (path) and which row it belongs to, then paste a new
block into that row's flex <div>, keeping it among the correct siblings so the layout stays aligned. Match the row's existing gap spacing. Then add the matching Title:Gif-Title.gif; entry to the DynamicGifDisplay list= on the Skill Tree page (use blank in place of a file name if no GIF exists yet, as seen for "Surprise Attack!").

Copy this

A blank single node to paste into the right flex row:

{{ImageTooltip
|img=SpinningQuestion.gif;HoverSpinningQuestion.gif
|title=
|content=
<p></p>
}}

A blank tab skeleton (one path; repeat the column for the second tab, separated by |-|):

== <Class> Skill Trees ==
<tabber>
<Tab1Name>=
<div style="display:flex; flex-direction:column; align-items:center; row-gap:15px;">
<br>
  <!-- top row (3 nodes) -->
  <div style="display:flex; gap:20px;">
    {{ImageTooltip|img=SpinningQuestion.gif;HoverSpinningQuestion.gif|title=|content=<p></p>}}
    {{ImageTooltip|img=SpinningQuestion.gif;HoverSpinningQuestion.gif|title=|content=<p></p>}}
    {{ImageTooltip|img=SpinningQuestion.gif;HoverSpinningQuestion.gif|title=|content=<p></p>}}
  </div>
  <!-- ...further rows: gap:40px for 2-node rows... -->
  <!-- root node (1, placed bare) -->
  {{ImageTooltip|img=SpinningQuestion.gif;HoverSpinningQuestion.gif|title=|content=<p></p>}}
</div>
|-|
<Tab2Name>=
<div style="display:flex; flex-direction:column; align-items:center; row-gap:15px;">
<br>
  <!-- same structure as Tab1 -->
</div>
</tabber>

Example

Live result (the Knight tree's root node from Template:Knight/Skill Tree, hover it for the tooltip):

Unyielding Bastion

When your shield deals damage or when you take damage, gain +2 defense for 3s (Max 20)

Wikitext (one node, exactly as it appears in the data template):

{{ImageTooltip
|img=SpinningQuestion.gif;HoverSpinningQuestion.gif
|title=Unyielding Bastion
|content=
<p>When your shield deals damage or when you take damage, gain <span>+2 defense </span>for <span>3s </span>(<span>Max 20</span>)</p>
}}

And how the whole tree reaches the page:

Knight=
{{Knight/Skill_Tree}}
|-|
Samurai=
{{Samurai/Skill_Tree}}

Tips & notes

  • These templates take no parameters; all six are pure data and are meant to be transcluded by Skill Tree.
  • Title with the title Template:Knight/Skill Tree is referenced as {{Knight/Skill_Tree}} ( / in the title, _ for the space) — keep that exact form on the Skill Tree page.
  • All nodes currently share the placeholder icon pair SpinningQuestion.gif;HoverSpinningQuestion.gif; swap in real art per node when available (format stays base;hover).
  • Inside content, wrap emphasised numbers in <span> and use <br> for tier-point breakpoints; escape apostrophes in title as '.
  • Keep each row's node count and gap consistent (3-node rows = gap:20px, 2-node rows = gap:40px) so columns stay aligned; the lone root node is placed outside any flex row.
  • The animated showcase GIF list lives on the Skill Tree page in Template:DynamicGifDisplay, not in these templates — update both when adding a skill. Use blank as the file when a GIF isn't ready.
  • Related: Template:ImageTooltip (the node), Template:DynamicGifDisplay (the showcase), Skill Tree (the host page).