Jotunnslayer: Hordes of Hel

Jotunnslayer: Hordes of Hel

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Game Guide, Tips and More :)
By Jean
A little bit of everything for everyone.
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Meet the Gang
Jotunnslayer: Hordes of Hel is an action RPG game developed by Games Farm[www.games-farm.com]. Take everything in this guide with a certain grain of salt in term of value or accuracy. If you do spot mistakes, please let me know in the comments. It's mostly my notes, published since there isn't any other guide this early after the start of Early Access. If you have questions don't hesitate to ask in the comments.

Useful links
Jotunnslayer's Discord [discord.gg]
Jotunnslayer's Wiki[jotunnslayer-hordes-of-hel.fandom.com]
The Roadmap for Early Access

As the game is in Early Access everything in this guide can become obsolete rapidly.

Latest patches: 0.3 Content Update
  • New God: Njord, seafaring god.
  • New Weapons: 2 for each heroes.
  • Bug fixes and balance changes :)
Previous patch: 0.2 Content Update
  • New God: Skadi, cold as ice.
  • New Map: Jotunheim, buzz buzz.
  • Seals: Lock a skill for a level up to 3 times. Obtained through Skadi at the Shop.
  • Gain Extra Skill points and Soulshards by Unlocking Trophies. (Claim them in the Trophy Hall)
  • Rerolls changed: If a God is selected at level up, reroll with the same God.
  • Bug fixes: A lot presumably :) (Not Volley though, still does more damage instead of reduced damage at Rank 2 and 3.)

Latest guide news:
08-04-2025: Added the latest God, Njord.
10-03-2025: Missing Loki and Odin. After completing them, could be doing a pass of the guide for spelling next and lingering errors.
06-03-2025: Added Skadi v1 and updated the spreadsheet[docs.google.com]. It's still not done yet but covers the new God.
06-03-2025: New patch hit (finally lol) I'm working on the guide again now! Should have the new God and some updates on the game ready tonight.
15-02-2025: Apologies for not already having the Autocasts in the guide. I've updated the sheets (link below) and I *do* plan to add all the Autocast Very Soon(tm).
Basics
Attack: This is a basic attack that is used regularly to attack a nearest monster by default. It cannot be upgraded directly*, however, many passives specifically modify it. Varies per Class.

(*some rare exceptions may applies)

Weapon Skill: Each character has a Weapon Skill which is Activated at the player's choosing. Weapon Skills are associated with their respective weapons. All Classes currently have two extra weapons they can buy and thus, a total of three weapon skills available.

NOTE: Weapons all have the same damage and attack speed stats, and varies only in the Weapon Skill and one minor stat boost that they offer.

Class: Four archtypes to chose from.
Berserker (Fighter): Strong close range Attacks. High defenses and health regeneration.
Seeress (Wizard): Powerful defensive wards. High intelligence and good support skills.
Revenant (Archer): Multitude of long range Attacks. Loyal wolves and control abilities.
Flame Sis (Monk): Evasion specialist. Quick movement and a burning focus.

Autocasts: Separated in Class Autocasts (max of 2) and God Autocasts (max of 3). Those are your bread-and-butter spells. Obtained at Level Up.

Said another way you can acquire any three of the various Gods' Autocasts during a game; however, only two Autocasts from your chosen Class.

Passives: You can pick as many Passives as you want at Level Up. Some Passives are always on. Some Passives are activated when specific events (called "Triggers") happen. Some Passives are even cast regularly, similarly to Autocasts.

Skill shop: Buy "Skill Points" with Gold between raids and spend them on various Skill trees. Those skill trees include passives, new autocasts and Evolutions, which are the fourth and final stage of Autocasts.

NOTE: God Passives obtained at the Skill shop are immediately active for all Classes at all time. There is no need, by example, to invest any Level Up point in-game in a God to activate them. Class Passives in turn are only available to their own class.

Subclasses: Acquired at Level 11. Pick one out of 3 specializations. It will remain active until the end of the current game. At Level 11 you only get your subclass, not a Level Up point.

Evolutions: First unlocked with Skill Points bought with Gold at the Skill Shop; can then be picked in-game starting at Level 20 as long as you have first acquired 3 points in this Autocast.

Autocasts Upgrade Level Requirement
Rank 1 -> Level 1
Rank 2 -> Level 6
Rank 3 -> Level 12
Rank 4 -> Level 18 + Evolution Activated at the Skill Shop

Quests: In order to summon the Boss and finish the raid you first need to do various Quests. Quests can only happen at preset time intervals; completing quests quicker only result in a longer timer. Once enough quests are finished, you'll be able to summon the Boss (see minimap then for a Blue Skull).

Finishing a quest while having crossed a threshold time interval will start a new quest instantly. In turn the quickest you can acquire the final quest of a raid at Insane Difficulty is with 4 minute remaining on the timer.

Soulstones: Secondary currency. Obtained by killing Jotunn (end bosses) and occasionally, in chests. Used to buy weapons. Represented by a crystal icon.

Elites: Various (big) monsters that have a Monster HP bar and which drop a chest; not to be confused with various (big) Quest monsters which only drop coins and chickens, nor with the Boss.
General Tips
Notably overpowered spells: Loki's Vipers, as well as Odin's Local Ragnarok. I'm a huge fan of Jormungandr but it only performs well when Evolved.

Enemies deal damage on contact: Hitboxes are a little wonkey, keep a wide distance.

Any monsters you leave behind will be moved back into your screen: Try and kill ranged monster so they don't keep respawning in your face.

Soulstones farming: The second map, Muspelheim, does not currently award rare chests with Soulstones as a possible reward for taking down elites. Taking into consideration various factors you could get over 10 more soulstones per run in the First and Third map, Niflheim and Jotunheim, if the luck favors you with your rolls.

Soulstones and Skill Point rewards: By completing Trophy objectives you can gain extra currencies; don't forget to claim your rewards in the Trophy Hall.

Gold is only spent on Skill points: Don't bother saving them. Represented in-game by a circle icon at the top left. NOTE: All Gold left on the floor is LOST upon leaving a map.

Chests appear periodically as well as from slain Elite monsters: Multiple chests can appear at once so there's no rush to pick them up. Both chests and elites appears at regular, timed interval (see Advanced tips for full details).

All buffs and unpicked gold are lost when the Boss Fight start.

Left-click at any time to take over weapon targeting temporarily: Can be quite useful to make sure important mobs die first, such as those big, red, flying suiciders.

Enemies appear in a timed manner from a set list: The same monsters will always appear at the same time of the same encounter. I didn't verify this at all, but I'll assume I'm right anyway.

Mind the 1 minute warning! When you have 60 second oft in a raid, a clock sound will play as a warning.

Combine a Berserker's Seething Zeal Passive and Odin's God Autocast Local Ragnarok (bought at the skill shop). Don't use any other Autocasts. Fun. NOTE: This was nerfed. Keep in mind the following equation...

Skill Reset equation
Reset Skill Cooldown Additional Functionality: The chance to reset a skill is now calculated based on how much cooldown time is left. The formula is: Chance to reset = 100% - (2 x remaining cooldown time). For example: Local Ragnarok with 25s of missing cooldown has a chance 50% (100 - (2 x 25)) to be Reset[/b]
Strategy Tips
Fill your slots: You want to pick your 3 God Autocasts as soon as possible in order to remove a ton of "loot pollution" (bad rolls) from your future Level Up selections. Using a Level Up point on a bad skill is often much better* than simply leaving the slots empty during the entire game.

Said another way: Not filling your Autocasts slots results in giving you a ton of Level Up with Autocast options, that could instead be the useful Passives you're probably really looking for.

*Exception applies.

NOTE: The same is true of your 2 Class Autocasts but filling them for the purpose stated above is often less useful.

A rather powerful upgrade sometime found in chest is "gain 50% of the XP bar as XP"; by waiting longer until opening the chest you naturally increase the XP value of this valuable upgrade. This of course implies a risk VS reward trade off.

You don't have to summon the boss as soon as possible: You can do so only when a few seconds remain to the raid, for maximum loot and power.

The main sources of damage are anything that places a red circle on the ground: Prioritize getting out of the way. The second main source of damage is ranged damage dealers such as archers. Kill them early and often.

Wait or start a hard quest immediately? Some quests give you agency to start them when you want to such as Curse of Heat and Curse of Winter, which starts a 1 minute counter. While there is no "one right way" to do this, starting it as early as possible allows you to have that much easier a time to survive this one minute. If you have completed your quests promptly beforehand, you'll have the easiest 1 minute Curse event that's possible, assuming everything else is equal (which based on varying leveling speed and build, it never is).
Advanced Tips
Invincibility Frames: There is a 0.25 second period of invincibility after getting hit.

Weapons Skills: Can benefit from sources of Double Cast.

Cooldown Reset: If a Skill is "Always On" (usually through an Evolution) it can be randomly selected by Seething Zeal and other such skills (which resets a Random Autocast). Not sure if it actually does anything (I suspect not).

Multiple of the same chest bonus don't stack (tested with Haste).

Monster on Monster damage: There is very little from what I've been able to find (not even those big cannons on map 2), however, I did confirm (red ball) suiciders can deal some low damage to other monsters. So you can try leading them into mobs for some extra gibbing.

What can be Evaded: Most everything; so far the only exception I've found are Map 2's cannons. Feel free to let me know if you find more. Particularly Bosses' ;)

Here's the event setlist for insane maps as of typing. While subject to change based on map and future game updates, this gives a general idea of what to expect.
  • New quest available. At 19:55 minute, then 16:00, 13:00, 10:00, 7:00, 4:00.
  • Chest appears. 18:00, 15:00, 11:10, 8:00, 5:20**, 3:00**.
  • Elite monsters spawn†. 12:20*, 7:15*, 5:00, 4:00, 3:00, 2:20, 1:20.
  • Golden gargoyle spawn***. 17:30, 15:00, 12:10, 6:00, 4:00, 3:12, 1:40, 1:15.
  • Healing pools appear. 13:00, 7:00, 2:00.
  • A fortify pool appears. 4:00 (map 1) or 5:30 (map 2).
  • A cannon spawn. Starting at 18:55 and every 2 minutes after this, until 4:05, when the last cannon spawns early. Cannons only appear in Map 2.
*In map 1: Two elites spawn at once.
**In map 2: Two chests spawn at once.
***Very minor variations between maps, like an extra gargoyle or two.
†In map 1 elite monsters always drop special chests that include semi-permanent upgrades as well as Soulstones. In map 2 they only drop common chests. (Elite monsters are the non-quest monsters with a visible HP bar.)
The 4 Classes

⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀Berserker
"Pridefully seeking the greatest and bloodiest of battles, the Berserker has dabbled in powers and boons beyond reckoning, turning from a path of honorable glory to a twilight of infamy."



10% Chance to enter Rage for 4s on a basic Attack.
Rage give the following bonuses: +20% damage, +10% movement speed and +3/s HP regeneration.


Hot Blood increases Attack Speed by 0.5% per 1% of missing Health.



The Berserker is a Survivor and gains 100HP and +1 Regeneration per second.


⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀Subclasses
Picked at level 11 instead of a regular skill pick.

Battle Master
Attack Damage +30. Doubled in Rage. (Note: Within Jotunnslayer, "Attack" only mean basic autoattacks, as opposed to Class and God autocasts.)


Zealot
20% reduced cooldown of God Skills. Doubled in Rage.


Troll Scion
Healing Power +35% and HP regeneration +3/s. Doubled in Rage.



⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀Seeress
"Ever reclusive and mysteriously powerful, the Seeress has long been a shadowy opportunist and clairvoyant, who seeks to outwit even the very ancients themselves with her mastery of the dark arts."


When you are damaged Eldritch Wards give Invulnerability for 1s. 35s recharge cooldown.



Malicious Wisdom gives Experience Crystals a 25% chance to cause 5 damage to enemies.



The ability to see the future, Fortune, provides a 30% chance for a Bonus Skill or Reward.



⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀Subclasses
Damage +25%. Deal 20 damage every second in a 5m radius. NOTE: Base duration of 1 second but can be extended with some passives.


XP pickup always damage an enemy. Increase damage from 5 to 8. +30 collection range. With 0 Ward active: 5% chance to create a Ward when picking up XP.


+30 Damage Resistance. +30% Damage and Debuff Duration on Enemies with Debuff.
Losing a Ward clear all Debuffs.



⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀Revenant
"Once a feared marksman and a skilled hunter, the Revenant was tricked into being possessed by an ancient Wolf spirit. Now bound together for eternity, the two ravenously pursue vengeance against the one who deceived them."

Every 5 seconds you summon a Haunting Wolf which attacks enemies for 25 damage for a time, before merging back with the Revenant.


15% chance per arrow to be upgraded to an Ethereal Arrow which pass through (pierce) enemies.



Damaged received by the Revenant while Dashing is reduced by 50% thanks to his Ghostwalk ability.



⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀Subclasses
Heal 3% of Hero HP on Ghostwalk. 30% chance to heal 30% of Hero HP on receiving fatal damage, which does not count as a resurrect thus does not forfeit bonus resources.

Haunting Wolf cooldown improve by 30% and its damage by 50%.



+15% damage to Class skills. Gain 50% Attack Speed and a Weak Knockback effect when Standing Still



⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀Flame Sister
"Empowered by fiery spirits and fanatical in their devotion to Loki's trickery and ingenuity, the Followers of the Flame have been shunned as outcasts and blasphemers for ages. "


Attack a random enemy and enemies near with Blazing Soul for 26 damage, with a chance to Burn for 3s. Heal for 5HP for each enemy hit.


Dash Charge +1
Base Evasion increased to 20%.



15% chance that your Attack with instead by a stream of Inferno with a 15% Burn chance. Attack more slowly, for three times the damage of a normal attack.



⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀Subclasses
Smoke Assassin
+20% Slay Chance to Attacks.
On Blazing Soul: Create a cloud zone for 5s which gives +20% Evasion in its area.

Flame Dancer
Inferno Chance increased from 15% to 100%.
Burn Damage increased by 100%.

Ash Disciple
God Skills damage increased by 35%
Damage of Blazing Soul increased by 50% and healing to 35HP.
Berserker
Autocasts
Axe Throw 40 DPS. Throw one axe at an enemy every 0.75 seconds for 30 damage.
Evolution: ~16 DPS. Throw one large axe at an enemy, which breaks into smaller axes targeting random spaces doing 20 damage.

Swirling Axe: 10.5 DPS. Throw 3 axes from left to right following this pattern[imgur.com] every 4 seconds. Deals 14 damage per axe. Evolution: 10 DPS. Only 1 axe. Increased radius and 30% chance to inflict Cripple. Same pattern but cycle counter-clockwise.

Cutting Edge: 9.6 DPS. Counter-clockwise spin attack every 2.5 seconds with a 30% chance to cause Bleeding.
Evolution: 24 DPS. Damage reduced to 12 but triggers twice every second.

Assault: 8.7 DPS. 26 damage forward-aimed attack every 3 seconds.
Evolution: 10 DPS. 30 damage and also attack on the sides and behind.


Totem of Suffering: 5 DPS. Create a 1.5m radius slicing zone for 2 second in a random spot close to the Hero, every 10 seconds. Deals 5 damage every 0.5 seconds. A number of enemies are pulled in the zone. Does not slow or root. 5 second duration.

Evolution: 21 DPS. CD from 10 to 2 seconds. Damage from 5 to 7. Duration down from 5 to 3.

Note: A visual bug at Rank 2/3 where the animation stop 1/2 seconds prematurely. (0.1.3)

Permanent Passives
The following can be acquired at the Skill Shop and are always active when playing the Berserker.

Vessel of Pain
+15% Damage Resistance

Deeper Cuts
+35% Attack Damage

The Spoils of War
+40% Bonus Resources increase after a successful Raid.

True Berserker
Rage duration 200%.

Passives
Shop Activated Passives
Adrenaline Rush
Entering Rage heals 5/10/15 HP.

Open Wounds
10/20% Bleed Chance and
12/24% Critical Hit Damage.
Normal Passives
Frenzy
Deals 10 area damage in a 3m radius when Rage triggers.


Barrel Through
Dash deals 15 damage and knocks enemies back weakly.


Cold Steel
Increases Attack Damage by 20% / 40% / 60%.


Reach
Attack Range by +30/60%.
NOTE: Unlike the Berserker normal basic attack which circle the hero this Bonus Range is only active in the aimed direction. Shown as a visually distinctive cone.

Rip and Tear
Increased Critical Chance by 15% with Attack, Weapon and Class Skills.


Blood Drain
25% chance to regain 5 HP when landing a critical hit (1s CD).


Combat Mobility
Movement Speed +10% / +20%.


Boiling Blood
Boosts attack speed bonus from missing HP from 1% to 0.6%.


Ancestral Wrath
10% chance to trigger Rage when using a Skill.

Minimum level 8
No Pain, No Gain
20% chance to trigger Rage upon Taking Damage.


Unyielding Spirit
Increased damage of Class Skills by 25%.


Seething Zeal
25% chance of an Attack Critical Hit resetting the cooldown of a random Skill.


Stoneskin
Damage Reduction +12%. 0.3s invulnerability during Dash.

Minimum level 15.
Tearing Blow
10% chance that enemies killed by an Attack explode for 10 damage in a 3m radius. 1 second cooldown.
Seeress
Autocasts
Mind Blast: 13 DPS. A fast Piercing blast launched toward a random target for 20 damages, every 1.5 seconds. Weak Knockback. 50% to inflict Slow. Evolution: 4.4 DPS. Cooldown from 1.5 to 4.5 seconds and Slow chance from 50% to 25%. Now fires 8 blasts in a fixed counter-clockwise pattern.

Dark Wisp: 6 DPS. 4 piercing Wisps circle you doing 12 damage for 1+1/2 rotation; in total ~5.5 hits are possible on any one position. Evolution 9.75 DPS. 2 more Wisps. A smaller circle of 3 Wisp is also created which 30 AoE damage on expiry.

Briar Thorns: 6 DPS. 2 tendrils targeting random enemies spread from the player doing 24 damage, every 4 seconds.
Evolution: 7.50 DPS. 8 tendrils patches are created in random areas.

Temporal Trap: A Freezing zone is created near the player for 5 seconds, every 9 seconds, in which most projectiles are destroyed. Enemies inside the zone take +36% damage. Evolution: 10 DPS. Duration and cooldown 6 second. Increased damage now +48%. Now does 10 damage/s, not modified by itself.

Magic Missile: 2 DPS. 13 missiles seek targets and do 8 damage. If there is not enough targets the extra missiles are wasted. Stray missiles can collide with large enemies.

Evolution: One large missile target a random enemy for 30 damage, then breaks into 17 normal aiming missiles doing 12 damage. A large missile hitting a large enough target can cause all 17 missiles to hit the large enemy.

Permanent Passives

Draining Touch
50% Gold generation.

Ward Restoration
35% cooldown bonus to Ward generation.

Mastery of Fate
+2 Banish and +6 Rerolls.

Serpent's skin
Eldritch Wards +2 Maximum.

Passives
Shop Activated Passives
Divination
+15/30% XP gain.
Healing Ward
+10/20/30HP healed when losing a ward. +25/50/75 to Maximum HP.
Normal Passives
Ancient Knowledge
Collecting Range increased by 30% / 60%.
Essence Expansion
All buffs cast on the Seeress last 50% longer. +15% damage to Class skills.
Extraction
30% chance to draw in all nearby XP crystal when losing a Ward.
Ill Omen
+10 damage on Enemies inflicted by Curse, Slow, Freeze and Root.
NOTE: This effect is not pre-emptive. By example Briar Thorn only does base damage, then apply Root.
Malediction
Attack Critical Hit increased by 10%. 100% chance to inflict Curse on Critical Hit. Curse increase damage received by 30%.
Premonition
30% chance to create a Ward when a Ward is lost.
Primeval Current
Damage increased by 20% / 40% for all Skills.
Soul Reaper
5% chance to reset a Random Skill when picking up an XP. 0.5s cooldown.
Spiteful Pace
+2% Movement Speed for every enemy currently afflicted with a non-damage dealing buff.
Ward Effectiveness
Eldritch Ward Invulnerability duration Increased by 50/85/120%.
Winter Raven
Raven does 16 damage in a 1.5m radius. 100% chance to Freeze for 3s. 7s Cooldown.

Minimum level 8
Bone Chill
When losing a Ward: Freeze nearby enemies for 5s in a 3m radius.
Dark Tidings
Attack Radius +35% and Damage +5%.
Minimum level 15.
Time Manipulation
For each ward active: Attack Speed +10%. Cooldowns improved by 7%. Stacking.

Revenant
This class has access to Lichborn (a +35% Class damage shop Permanent passive) not accounted for below.

Autocasts
Focus Fire: 32 DPS. 16 missiles doing 8 damage are fired at random targets, every 4 seconds; multiple enemies can be hit multiple time as no missiles are wasted. Missiles are fired in the span of ~1 second; averaged over 4 second one arrow is fired per 0.25 second.

Evolution: 83 DPS. One arrow is fired every 0.12 second.

Skull Shot: 18.8 DPS. A magical Skull is launched at a nearby target causing it 32 damage, every 2.5 seconds. The target itself as well as enemies in a 90° cone behind it receive an additional 15 damage.

Evolution: 25.6. The primary targets is stunned. Secondary damage increased to 26 and is now an AoE around the primary target.

Necrotic Rain 15 DPS. 3 rapid waves of 12 damage arrows rain in a random 3m radius zone, every 4 seconds.
Evolution: 34.3 DPS. A random target is hit by Necrotic Rain every 0.7 seconds. Damage doubled to 24 and now has a 20% chance to Curse enemies.

Grappling Web 6.7 DPS. 4 enemies are targeted with Web zones every 3 seconds, dealing them 10 damage/second for 2 seconds. Root all enemies in the initial web range and Slow any that traverse it with a 75% chance. (If there is less enemies than Webs, extra Webs target random spots instead.)

Evolution: 10 DPS. Now applies as a round pattern of 6 webs. Damage increased to 15.

Heart Seeker: 3.75 DPS. Seeking magic arrow hunt and pierce up to 9 enemies for 15 damages, every 4 second. 25% chance to inflict Bleed. (Cannot hit the same enemy twice; if there is not enough targets the arrow simply disappear.)

Evolution: 5 DPS. Now fires 6 straight arrow in a circle pattern. Any of the 6 straight arrow which hit an enemy then become a seeking arrow for up to 2 targets. Damage increased to 15.

Permanent Passives
Rapid Fire
+25% Attack Speed.

Lichborn
+35% damage to Class Skills.

Intangible
Ghostwalk duration + 0.6s

Wild Hearth
A stacking +10% Attack Damage bonus for every active Haunting Wolf.
Passives
Shop Activated Passives
Aimed Shot
+15 / 30% Attack Damage
Soul Shards
Release 3 / 5 / 7 arrows when Dashing.
Normal Passives
Vampirism
25% chance to Heal 10HP whenever a Wolf return to the Hero. 2s cooldown.
Wolf Pack
Summons a pack of 5 Haunting Wolves on Level Up.
Light-Footed
Movement Speed increased by 12%.
Through & Through
Increase Passthrough Chance of Ethereal Arrow from 15% to 20/25/30%.
Accuracy
+15% Critical Hit Chance with Attacks and Class Skills.
Apparition
A frosty 3m aura surrounds the hero during Ghostwalk, dealing 12 damage.
Rank 2: Gain 25% chance to Freeze for 1.5s.
Chilling Bite
Haunting Wolf has a 25% chance to slow for 3s On Hit.
Life Trap
Healing Increased by 30%
Blighted Tips
Ethereal Arrows have a 15% chance to inflict Disease on targets.
Note: Disease reduce Movement by 20% and Recovery(?) by 50%. Last 3 seconds.
Volley
Gain 2/4 extra arrows, losing 20%/30% damage instead.
Shattered Spirit
35% chance to release Haunting Wolf after Ghostwalk fades.

Minimum level 8
Ectoplasm
Damage Reduction from Ghostwalk is increased from 50% to 100%.
Cold Embrace
15% chance to Freeze Enemy for 1s for each non-Ethereal Arrow hit. Minimum Level 8.
Dire Wolf
Haunting Wolf has a 10% chance to instantly Slay non-elite enemies. Note: This passive works but does not trigger "Slay" text on top of enemies it kills.
Minimum level 15.
No such skills exist for now for the Revevant.

Flame Sister
Autocasts
Sisterhood Incarnates: 50 DPS. Create a clone of yourself which can block enemy movement and attract and block enemy attacks such as projectiles, fireballs and cannon shots. The clone will attack 5 times with either Inferno for 20 damage or three quick-attack of 20 for a total of 60 damage. 4.5 second cooldown.

Evolution: 90 DPS. Now summon 5 decoys; each decoy attack twice.

Note: Can apply Attack-based procs (apply X On Hit). Does not scale with Attack, Class or God increased damage but does scale with All Damage such as Thor's "Power".

Shrapnel Pot 7.50 DPS. Place an exploding device in-place that explode after 1 second for 30 damage, every 4 seconds. 30% chance to Poison enemies.

Evolution: 1 second after the main explosion will now fire 6 mini-explosions in a semi-random circle with VERY small Area of Effects. Shrapnel do 20 damage and can also Poison enemies. Cooldown reduced to 3 seconds.

Dance of Dagger 8.50 DPS. Fire 13 Daggers causing 10 damage in a 240° zone. 3.5 CD. Daggers can shotgun and 3 daggers can be expected to hit any one enemy at close range, even Jotunns. All daggers can potentially hit when fired from the inside of a giant enemy's hitbox.

Evolution: 14.4. Now fire 37 daggers doing 12 damage in two counter-clockwise circles; expect 6 daggers to hit any close enemies. CD increased from 3.5 to 5s.

Flaming Ray: A 4.5m fire ray circle the Hero twice doing 18 damage to any one enemy in range, every 4 seconds. 20% chance to Burn enemies.

Evolution: 20 DPS. 3 rays now circle the player hitting any one enemy in range roughly 4 times. Damage increased from 18 to 20 but chance to Burn decreased from 20% to 10%.

Fire Dart: 59.65 DPS. Fire 7 missiles at nearby enemies dealing 14 damage each, every 2.3 seconds; multiple missiles can hit the same enemies. 20% chance to deal AoE is a rather wide ~3m radius.

Evolved: Fire 1 missile. 100 chance to explode (twice) and 50% chance to bounce. Guaranteed to bounce sometimes; unclear exactly when but always bounce once on Jotunns (bosses) and I suspect at least one extra bounce on enemies that survive it.

(Note: Currently might be bugged in that the explosions apply twice. The DPS number account for this.)
Permanent Passives trained at the Skill Shop
Vital Spot
+15% to Critical Hit Chance.

Scorching Heat
+50% Blazing Soul Burn Chance. The burn itself does a base of 4 damage at 0.5 interval for 3 seconds.
Counter Attack
20% chance that a random Skill (Auto-cast) is reset on Evasion.

Chain Reaction
30% chance that Blazing Soul explode twice.
Passives
Shop Activated Passives
Spring
+8/16 Movement SPeed
Unseen Blade
+12/24/36% Critical Hit Damage
Normal Passives
Discipline
Increase Class Skill damage by +20/40%.
Fire Trail
Dash has a 35% chance to create a 3x1m Burn zone which inflict Burn for 3s.
Forbidden Technique
Attack Speed +10/20/30%.
Incineration
Enemies dying while Burning have a 25% to create a 1m radius Burn zone which inflict Burn for 3s.
Master Assassin
+15% Slay Chance on Critical Hit Attacks. 20% chance to heal 5HP on a 0.3s cooldown.
Fiery Touch
Inferno burn chance increased from 15% to 30% and Damage increased by 35%.
Sadist
+10% Critical Hit Chance against enemies inflicted with Bleed, Burn, Shock or Poison.
Iron Fan
Throw 4 knives in all directions doing 15 damage when Evading an attack. 0.6s cooldown.
Supernova
Blazing Soul cooldown reduced by 30%.
Elusive
Evasion +10/20%.

Minimum level 8
Torment
Additional +15% Damage to enemies inflicted with Burn or Poison.
Burning Rush
Stackable -3% Cooldown for each enemy afflicted with Burn.
Long Knife
Attack Range +30% for both base attack and Inferno version.
Minimum level 15.
Kindling
Heal 1HP each time you inflict Burn.
Thor
God of Lightning, Thunder and Strength
Autocasts

Mjolnir: 11DPS. Throw a hammer 12m in the Aimed direction and coming back back to the player, doing 30 damage each time. 5.5s CD. 30% chance to shock on hit.

Evolution: Up to 40DPS. In addition, now creates 2 explosion (at hammer's max length, then when it join back with the player). This explosion can also Shock enemies. Damage increased to 40, CD reduced to 4. Shock chance increased to 50% but range reduced to 9m.

Ball Lighting: 12DPS. Fire a ball of lightning in the general direction of a random enemy doing 20 damage. 1.75s CD.

Evolution: Up to 43DPS. Ball Lightning damage increased to 25; now fires 4 Chain Lightnings over 3 seconds doing 10 damage, hitting up to 4 targets. CD reduced to 1.5s.

Thunderstorm: 3DPS. 10 lightning bolts hit random targets in a wide radius each doing 20 damage. 6s CD. 1m radius bolts.

Evolution: 45DPS. 1 big lightning bolt hit a random enemy doing 45 damage twice*, every 2 seconds. 4m radius. (*hitbox bug? not all enemies?)

Lightning Strike: 6DPS. 4 lightning bolts fired in an X pattern doing 20 damage. 3.25s CD.

Evolution: 20DPS (one direction). Now fires lightning bolts individually in a counter-clockwise X pattern roughly every 1/3s. Damage increased to 24.


Sentinel: 12DPS. Summon a standing ally attacking random enemies for 35 damage every 0.40 seconds. 9s CD.

Evolution: 60DPS. Now fires directly from the Hero. Cooldown removed. Damaged reduced to 24.

Shop Bought Permanent Passives.
Power +25% All Damage.
Sturdiness +150 HP.
Recovery Heal 3HP/second.
Massacre +15% chance to Slay on Attack(?)

Shop Passives
Discharge
On Dash: 10/20/30% chance to Stun for 3 second, as well as 8/12/16 damage in a 2 meter radius.
Overwhelming Potential
20/40% increased Lightning damage of all Thor skills.
Passive
Lightning Nova
Inflict 100 damage in a 10m radius on Level Up.
Devastating Hit
Critical Hit Chance +10% and Critical Hit Damage +30%. Minimum level 8.
Static Charge
25% chance of Chain Lighting upon being hit; 5 damage on 5 targets. Does not trigger on evasion.
Might of Megingjord
Increase God Skills damage by 12% / 24% / 36%.
Goat Feast
Increases Maximum Health by 100 / 200.
Blows of Jarngreipr
15% to Stun and Medium Knockback enemies with each Attack. Both effect apply at once.
Explosive Nature
15% chance of Chain Lighting on each Attack Target Hit; 5 damage on 5 targets. (0.3s CD)

Freya
Freya
Autocasts

Divine Wave: 3 DPS. The Hero emits a 10 damage wave in a 10m zone around themselves every 3.5s.

Evolution: 12 DPS. Cooldown improved to 0.5s, Damage reduced to 7 and Range reduced to 6.

Gambanteinn: 13/15/16 DPS. A giant holy sword attack random enemies 2/3/4 times for 20 damage. 3/4/5s CD.

Evolution: 15DPS. Freya's sword launch 1 Fiery Ray for 45 damage, every 3s. 35% chance to inflict Burn.

Golden Discs: Throw 3 disc in an inverse Y pattern. Does 20 damage.

Evolution: Discs now stop in place then return to the Hero.

Valkyrie Descent: Valkyrie comet strike a random target on the field for 30 damage, every 2.5 seconds. Creates a small Damage over Time zone doing 6 damage every 1/3 second, and Slowing them while in the Zone.

Evolution: After landing, now launches 3 comets at once in random directions, each doing 30 damage but not leaving any AoE zones like the original. Duration of original increased increased from 5 to 6 seconds, cooldown improved from 2.5s to 2s.

Seidr Blessing: Every 24 seconds spawn a 2.5m radius Healing zone; standing inside restores 5% HP every second. 6 second duration.

Evolution: The zone now inflict 8 damage / second to enemies within. Cooldown reduced to 20s, Radius increased to 3m, duration increased by 1sec.

Shop Bought Permanent Passives
Wisdom +50% Collecting Range
Resolution +25% Attack Speed
Defense Damage Reduction +20%
Revival Revive +1

Shop Passives

Last Stand
Increase Critical Hit Chance by 5 / 10 / 15% when Standing Still at least 0.4 / 0.3 / 0.2s.
Heroic Hymn
Healing Power +20 / 40%

Passives

Clairvoyance
+17% Experience Gained from all sources including Chest +50% XP.
Radiant Echo
7% / 14% / 21% to Double Cast skill on a single cooldown. Minimum level 8.
Golden Cure
Heal 10 HP every time a Gold piece is collected (not earned through level up, as of typing). Minimum level 8.
Guidance
Increases damage infliced by Class Skills by 30% / 60%.
Brisingamen
Receive a reward of gold each time the Hero levels up. (Averages to 35 gold at level 30.) [Affected by modifiers?]
Auric Charm
20% Chance to Stun the attacking enemy for 4s when the Hero is Hit.
Godlike Appeal
Collecting range is increased by 50%. Minimum level 8.
Skadi
Goddess of Winter, Mountains, and Bowhunting

Autocasts
Snowflake: Launch an Ice Ball at an enemy, which in turn, launches Ice Shards toward enemies.

Evolution: Ice Shards are now fired in an X shape, but no longer seems to be aimed toward enemies.

Artic Arrow: Fires an Artic Arrow at an enemy, which breaks in 2 toward the left and right.

Evolution: Now breaks in 4 arrows which spin in a moderate area of effect.

Crystal Comet: A comet falls from the sky toward a random enemy.

Evolution: Now creates an additional 8 smaller damage zones in a V shape behind the initial hit.

Frost Ring: Wave of frost surround the character, freezing enemies by chance in a large area.

Evolution: Now fires 3 consecutive waves. Starts smaller but ends with a bigger area of effect on the third wave.

Ice Surface: Creates a large, stationary zone where the Hero move faster and can Dash more often.

Evolution: This zones explode in a large amount of damage at the end of its duration.

Shop Bought Permanent Passives.
Calmness -15% CD
Northern Winds +7 Rerolls
Misdirection +25% Reflect chance (some or all reflects might be broken as of writing)
Permafrosts +3 Seals (lock a level up choice for one level)

Shop Passives

Ice Block
4 / 7 seconds of invincibility on Level Up.
Snow Fight
Throw one snowball doing 8 / 11 / 15 every 1.5 / 1.1 / 0.7s. Weak Knockback.

Passives

Hypothermia
Class skills Cooldown and damage improved by 20% when under 20% HP.
Wintergrasp
12% chance to Freeze enemy on Attack for 2 seconds.
Frost Armor
8 / 16 / 24% Damage Reduction.
Cold Feet
Every 25m travelled (including dash): Create 2m Slow zone lasting 4s.
Frostbite
35 / 70% chance to Heal 12HP when killing Frozen enemies.
Cool Running
Weapon Skill Cooldown improved by 30%. Level 8.
Fimbulwinter
Decrease movement of all enemies around the hero by 15%. 50m range. Lvl 15.
Njord
God of Sea, Wind and Wealth
Autocasts
Vortex: Creates a whirl which pulls enemies in a medium area of effect; deals damage near its center on expiry. (Small bug as of typing: Works correctly but isn't counted on the end screen.)

Evolution: 3 vortexes are launched from the Hero in an aimed manner: 1 in front of, and then 2 on the sides, of the hero. Each vortex pulls enemies (away from a hero if they remain stationery) and pulses three times (every 1 second) in its area for a lesser amount of damage. The pulling effect lingers for the duration of the spell even when the vortex has moved on past enemies.

Leviathan: A shark erupt from one random monster jumping to another, dealing damage in a small area of effect each time. (The second monster to be targeted might move out of the way during the animation.)

Evolution: 50% chance to jump again (and again, and again...) as well as a new base 25% chance to apply Bleed.

Lost Drakkar: A giant ghost ship travel toward the targeted direction, damaging and knocking back enemies. Up to 50% Curse chance (+30% damage to enemies).

Evolution: Now also blankets the left and right side of the ship with 20 lesser-damaging arrows randomly; arrows cannot Curse enemies.

Krakken: Up to 4 stationary tentacles erupts from the ground attacking in cardinal directions, with each tentacle attacking forward twice.

Evolution: Bigger tentacles, 1 more tentacle and 5 barrels are now launched at random enemies, exploding in small area of effects.

Water Bubble: Bless the Hero with Fortify (-30% Damage Taken) for a few seconds, then erupt in fishes damaging random spots nearby in a short range.

Evolution: Now also grant +30 Reflect chance, fishes can now randomly hit enemies (instead of random spots) and more fishes are thrown during the bubble duration.

Shop Bought Permanent Passives.
Ancient Mariner +10% Critical Hit Chance
Grave Goods -50% Revive Penalty
Prosperity +80% Resource Bonus
Sunken Wares +20% Chance of a Normal Chest appearing on Level up
Sunken Treasure +5% Chance of a Rare Chest appearing on Level up

Shop Passives
Mighty Oars
Every 30/20m travelled: Circle attack (two "arms" from behind the Hero closing in the aimed direction) dealing 22 damage. Medium knockback.
Torrents
Decreases God and Class Skills Cooldown by 8 / 16 / 24%.
Passives
Bottomless Wealth
15% chance on Gold Pickup to create 1 to 3 extra gold coin.
Salted Wounds
Deal +25% Damage against enemies below 50% Health.
Crashing Wave
100% chance to Stun upon Using a Weapon Skill.
Fish Dinner
Heal 30 / 60HP on Level Up.
Downpour of Fish
Fishes fall from the sky, damaging 1 / 2 / 3 random enemies for 10 damage when Casting a Class or God Skill. Combines extremely well with short cooldown skills / most skills which are permanently active.
Ebb & Swell
Hero's stats oscillate (cycle) between an extra 20% Movement Speed and an extra +3 HP Regeneration every 10 seconds. Requires level 8.
Sea Legs
Increase Attack Damage by 2% for each 1% of Movement Speed Bonus. Requires level 15.

Guides and Google Sheets
A google sheet in progress with more info than the guide can be found here[docs.google.com].

Extra guides (some requires Discord[discord.com]):
UPDATED: Gold farming guide by iNterp[discord.com]
Seeress build for Insane + Mods by iNterp[discord.com]
Builds guide by Sudhanyo Chatterjee[progameguides.com]
Beginner's guide by Praharsh Kashyap[progameguides.com]
Classes Tier List by Irfan Ansari[primagames.com]
Notable ongoing bug(s)
Moved to the sheets[docs.google.com].
Loki WIP
Loki
Autocasts

Flammable Wall



Jörmungandr



Spark



Vipers



Parasite


Shop Passives
Last Stand
Increase Critical Hit Chance by 5 / 10 / 15% when Standing Still at least 0.4 / 0.3 / 0.2s.
Heroic Hymn
Healing Power +20 / 40%
Passive
Tricks of the Trade
Increases Double Cast chance by 15%. Minimum level 8.
Risk: 5% that the Cast will Fail.
Gambler's Luck
Critical Hit Damage +30%
Risk: Critical Hit buff the enemy hit with Haste for 4s.
Special Delivery
Every 30 meter travelled: Create a Random Debuffs area in a 2m radius for 4s.
Risk: 10% chance to create a Random Buff Area instead.
[/tr]
Elusive Trickster
"Dash Cooldown -30%
Risk: Dash has a 5% chance to Slow the player for 3s."
Nasty Tricks
On Attack: 12% chance to inflict Burn, Shock, Poison, or Bleed for 4s.
Risk: On attack there is a 0.5% chance to heal the enemy by 333 HP.
Stacked & Loaded
15% / 30% Bonus Chest Reward and Skill Choice.
Risk: 5% / 10% chance to remove one choice instead.
Jotunn's Blood
HP Regeneration +1/2/3.
Risk: 10% chance to only heal 1 HP from food.
[/table]




Odin WIP
Odin, The All-Father. God of War, Sorcery and Death.[/h2]Autocasts

Runic Boulder



Huginn & Munnin



Gungnir



Einherjar



Local Ragnarok



Shop Passives
Discharge
On Dash: 10/20/30% chance to Stun for 3 second, as well as 8/12/16 damage in a 2 meter radius.
Overwhelming Potential
20/40% increased Lightning damage of all Thor skills.
Passive
Rune Mastery
+5% Double Cast and Heal 7 HP on Double Cast.
Overlord
3% / 6% increased Attack Damage per 100 HP.
Blood Ritual
Attack Critical Hits have 25% Chance to apply Bleed in a 2m Radius.
Worthy Opponent
Increases all damage by 5% and Damage vs. Elites by 25%.
Kings of Gods
+10/20/30% damage and +5/10/15% Critical Hit Chance with God Skills.
Concentration
Decrease Cooldown of your Skills by 20% when standing still. Minimum level 8.
Self-Sacrifice
+1 Revive




Ongoing Testing
Moved to the sheets[docs.google.com].
Questions / Required testing.
Moved to the sheets[docs.google.com].
21 Comments
Vorotila Vashego o4ka 25 Apr @ 10:27am 
Amazing work! All this info is exactly what the game itself is missing — knowing who has which skills and when they unlock.
P.S. I actually made a guide on how to beat any difficulty with all mods enabled, and funnily enough, you only really need one skill. So no need to rush filling all the slots right away ;)
游客9527ty 10 Mar @ 9:44am 
跪求中文翻译
Toecutter 2 Mar @ 7:13am 
I beat second map on insanity with a seeress finally... The trick is to stay in the temporal trap, stay in the middle. Multicast from Odin and Freya are needed. Pick up as much damage as you can get from skill and god percentage. I've failed many times because i ran out of time so speed is required.
UlTiMaToM 18 Feb @ 7:33am 
nice, if yes, i'll buy the game, is on my wishlist, thanks for info, have fun gaming
Jean  [author] 18 Feb @ 7:17am 
@UlTiMaToM Achievements has to be one of the most, if not the most, requested feature (alongside with more content in general). Devs have taken note and I would guesstimate that they will come with the first content update on the roadmap at best, and before the second update at worst. We'll see!
UlTiMaToM 18 Feb @ 4:46am 
for Hunters like me it would be more exciting with achievements, but looks cool :)
Jean  [author] 1 Feb @ 4:50pm 
@IndiePoppinOff Thanks, it's done :)
IndiePoppinOff 1 Feb @ 4:35pm 
Please generate a new discord invite link. The current embeds are not working.
rhkd4751 31 Jan @ 5:44pm 
👏👏👏
Jean  [author] 29 Jan @ 12:43am 
@FPDevilTech You might already have figured this out but it gives you an option on level up to banish a God.