Node Board
Unlock the board at Job Tier 2. Node points are based on Base Lv and awarded retroactively: gain 1 point every 2 levels, plus bonus points for first-time Boss defeats as specified in game data.
Open the board with the 🌟 button in game or press P on your keyboard. Follow connected paths on the board when spending points.
Reset the board with a Reset Ticket or Gold (the first reset is free; later resets cost more based on your level). Check the displayed price before confirming.
Key Nodes
A compact list of available key nodes, grouped by board path.
| Path | Branch | Node | Effect |
|---|---|---|---|
| Sword | Blade Edge | Back Against the Wall | HP never regenerates on its own, but every 10% of HP you're missing increases your damage by 6% (counts in the ATK% bucket, with a total cap). Potions and life steal still work |
| Sword | Steel | Counterattack | Every time you're hit, 20% chance to counter at once, scaling with DEF and max HP (can't crit), but ASPD -10 |
| Sword | Knight | Iron Wall | Each monster attacking you reduces the damage you take by 4% (max 24%), but you move 15% slower |
| Thief | Quick Hand | Fighter's Rhythm | After 4 normal attacks, the next attack skill costs no SP and is 40% stronger (counts in the skill% bucket), but SP never regenerates on its own |
| Thief | Cold Blood | Dodge Dance | FLEE +20% and Perfect Dodge +5, but hard DEF (armor) -50% and DEF from VIT doesn't count (like PoE Acrobatics) |
| Thief | Assassin | Shadow Assassin | First hit after leaving stealth: guaranteed crit + x1.5 power, but max HP -15% |
| Bow | Dexterity | Far Sight | Hits from 4+ cells away: +30% power (counts in the ATK% bucket), but hits from 2 cells or closer: -30% power |
| Bow | Arrow Shower | Elemental Volley | Bow attacks with an arrow element strong against the target deal +20%, but non-elemental or non-advantaged arrows deal -20% (like PoE Elemental Overload) |
| Bow | Hunter | Faithful Falcon | The bird swoops on its own during normal attacks, 2x chance, but bow damage (normal attacks and shooting skills) -20% |
| Merchant | Deep Pockets | Heated Machine | Each skill use adds 1 Heat stack, and each stack gives +8% skill damage (resets after 8 s without using skills). At 5 stacks you overheat, lose 10% HP, and the count restarts |
| Merchant | Heavy Cart | All In | Damaging attack skills cost no SP; you pay Gold instead, SP cost x 5 per use (not enough Gold = can't use; like Mammonite · PoE Blood Magic) |
| Merchant | Blacksmith | Portable Furnace | Party buffs (Blood Rush, Hammer Strike, Field Refine) last 2x longer, range x1.5, but your own damage -15% |
| Magic | Magic Power | Overflowing Magic | Attack skills deal +45% damage (counts in the skill% bucket, which has a total cap), but cost 1.5x SP |
| Magic | Focus | Elemental Equilibrium | Hit a monster with one spell element: for 5 seconds it takes +25% from your other elements, but the same element again deals -25% (like PoE Elemental Equilibrium) |
| Magic | Wizard | Swirling Mana | Killing monsters with area skills restores 1% SP per monster (max 8% per cast), but max HP -20% |
| Acolyte | Faith | Holy Form | Overheal from heals/potions becomes a shield (up to 20% of max HP, lasts 10 s), but HP potions heal 30% less |
| Acolyte | Holy Light | Faithful Spirit | Your natural HP recovery (resting/sitting/recovery skills) restores SP instead (same share of the bar), but HP never recovers by itself; potions/heals/lifesteal still work (like PoE Zealot's Oath) |
| Acolyte | Priest | Cleansing Light | Holy damage (including hits while under Holy Water) +25%, but damage of other elements -20% |