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Enhance Skill Tree

The fourth class tree, on key N: groups instead of roots, two prerequisites per node, passives in three tiers and a big chunk that still does nothing.

Updated on August 10, 2026

The Enhance Skill Tree is the game's second tree. It opens when you become fourth class and it is fed by master levels 401 to 800, from a point pool completely separate from the first tree's. It is not a second Master Skill Tree: the structure is different, the prerequisites are different and the way it grows is different.

  • Nkey that opens it
  • 400available points
  • 134nodes in total
  • 16passives
  • 2prerequisites per node
  • 40max passive level

The structure: groups, not roots

Instead of three columns with nine ranks, each class tree is split into groups, which show up as tabs in the window. Each group is a grid of rows and columns, and each tab shows the skill that sub tree improves, instead of a number.

LineageNodes the class can learnGroups
Dark Knight (Dragon Knight, Ignition Knight)906
Fairy Elf (Noble Elf, Royal Elf)866
Magic Gladiator (Magic Knight, Duple Knight)868
Summoner (Dimension Summoner, Endless Summoner)824
Dark Lord (Empire Lord, Force Emperor)814
Dark Wizard (Soul Wizard, Darkness Wizard)804
Rage Fighter (Fist Blazer, Bloody Fighter)804
Count measured against the server's skill definitions.

How you invest points

RuleHow it works
Where the points come from1 per master level, from 401 to 800. Only fourth and fifth classes receive them.
Retroactive pointsWhen you evolve to fourth class you get your master level minus 400 all at once, capped at 400 points.
Cost of the first pointMost cost 1. Several unlock nodes cost 10 or 15 at once.
Cost of the following points1 per point.
PrerequisitesUp to two per node. Each one asks for 10 points in the parent node, or just that the parent is learned.
ClassThe node only takes points if your class is on its list.

The 16 passives and their tiers

The passives are the only place in the tree where the level cap grows with how much you have already invested in the whole tree. Each passive has three tiers, and the pattern is always the same: tier 1 opens up to level 10, tier 2 up to 20 and tier 3 up to 40. What changes from passive to passive is how many invested points you need to open each tier.

PassiveGroupTier 1 (pts)Tier 2 (pts)Tier 3 (pts)What it raises
Add Physi Damage1103560base physical damage
Add Magic Damage1103560base magic damage
Add Damage1103560base damage bonus
Add Curse Damage1103560curse damage
Add Max HP0204565maximum health
Add Stat Point (group 1)13070110stat points, see below
4th Stat Increase (group 1)13070110stat points, see below
Add Stat Point (group 0)04080120stat points, see below
4th Stat Increase (group 0)04080120stat points, see below
Add Skill Damage15090130skill damage
Add Impenetrable Defense060100140impenetrable defense
Increase ATK of Lv.4 Wings/Cape1601001404th gen wing damage
Add 4th Wing Defense1601001404th gen wing defense
Add 4th Wing Damage1601001404th gen wing damage
Add 4th Wing Curse Damage1601001404th gen wing curse damage
Increase Defense of Lv.4 Wings/Cape0701101504th gen wing defense
Points invested in the whole tree needed to open each tier. The level cap is always 10, 20 and 40.

Each class qualifies for eight of those sixteen, so you never see the full list in your window. The passives that are good for everyone are the damage ones and the health one; the wing ones only pay off once you already have the fourth generation wing equipped.

What the nodes do

Apart from the passives there are three families, and this is where you separate what is worth it from what is not.

Works: Extended nodes
  • These are the ones that add damage to the matching base skill.
  • Examples: Add Death Stab Extended, Add Fire Blow Extended, Add Triple Shot Extended, Add Meteor Strike Extended, Add Wind Soul Extended, Add Dark Side Extended.
  • It is the safest investment in the tree.
Works: Enhancement Skill
  • They strengthen a whole skill and swap the icon on the bar.
  • Examples: Chaos Blade, Spirit Blast, Raining Arrow, Sword Blow, Havok Spear, Heal, Party Healing, Bless, Greater Damage, Greater Defense.
Does not work yet
  • Magic Field: Add Poison Storm, Add Chill Explosion, Add Bleed Explosion and the twelve damage and explosion effect nodes hanging off them.
  • Toxic, Chill and Bleed debuffs: the forty five rate, value, count, improved, target, range and chance nodes.
  • Add Ext Skill: the eleven damage, count, speed, radio, splash, range, target number and remove cooldown nodes.
  • Solid Protection Enhancement: the six Max HP, Party Damage, HP Convert Rate, Dmg Convert Rate, Defense Party and Defense nodes.

Where to start

With 400 points and part of the tree inert, this is the order that gets the most out of each point.

  1. Add Physi Damage or Add Magic Damage, depending on your class, along with Add Damage. All three open tier 1 with only 10 invested points and pay off from the very first click.
  2. The Extended nodes of the skills you actually use day to day. Do not spread them out: focus on the two or three skills in your routine.
  3. Add Max HP, which opens tier 1 at 20 points and is what keeps you alive on the top maps.
  4. Add Skill Damage once you pass 50 invested points.
  5. The wing passives only after you have the fourth generation wing, which asks for total level 500.