Reference / Life skills
Deskrawl life skills
The life skills are the town’s non-combat tree: the nodes that automate a run — auto-sell, the carriage’s own filter, auto-refill — and the ones that raise a number the run depends on, from carriage capacity to gold find. A node stores what it costs, what it needs first and what it unlocks; the thing it unlocks is where the game keeps the name and the sentence.
- Nodes in the tree
- 77
- Open in the demo
- 26
- Named skills
- 15
- Gold cost band
- 50–20000
What the tree unlocks
One row per node that unlocks something, cheapest first. The build gives a node no name of its own, so the row is keyed by the skill it unlocks — and where five nodes unlock the same skill, the table prints five rows, because that is what the tree stores.
What the tree unlocks
27 rows · 26/27 open in the demo
| Unlocks | What the game says it does | Gold cost | Needs first | In the demo |
|---|---|---|---|---|
| Auto Recovery | Automatically recover to full health when returning to town. | 50 | nothing | Available in the demo |
| Gold Find I 4 nodes unlock it | Increase Gold Find by — | 150 | Auto Recovery | Available in the demo |
| Magic Find I 2 nodes unlock it | Increase Magic Find by — | 150 | Auto Recovery | Available in the demo |
| Revive Cooldown Reduction 2 nodes unlock it | Decrease Auto Revive cooldown by 1 second. | 150 | Auto Recovery | Available in the demo |
| XP Gain I 3 nodes unlock it | Increase XP Gain by — | 150 | Auto Recovery | Available in the demo |
| Auto Refill | Automatically refill potion charges after returning to town or being revived from death. | 500 | Revive Cooldown Reduction | Available in the demo |
| Capacity I 5 nodes unlock it | Increase Carriage Capacity by — | 500 | Gold Find I | Available in the demo |
| Capacity I 5 nodes unlock it | Increase Carriage Capacity by — | 500 | XP Gain I | Available in the demo |
| Capacity I 5 nodes unlock it | Increase Carriage Capacity by — | 500 | Magic Find I | Available in the demo |
| Auto-Fill Inventory | When Carriage is full, automatically fill your inventory from the Carriage. | 750 | XP Gain I | Available in the demo |
| Equipment Auto-Filter | Enable Carriage Equipment Auto-Filter, so that it can collect equipment matching the selected rarities and leaves the rest on the ground. | 1000 | Magic Find I | Available in the demo |
| Equipment Auto-Sell | Enable Carriage Equipment Auto-Selling, which will automatically sell equipment of the selected rarities from your carriage and inventory when returning to town. | 1500 | Gold Find I | Available in the demo |
| Combat Potion Auto-Use Slot | Unlock a slot for a combat potion, which is used automatically during combat whenever its buff is not active. | 2500 | Revive Cooldown Reduction | Available in the demo |
| Capacity I 5 nodes unlock it | Increase Carriage Capacity by — | 5000 | Combat Potion Auto-Use Slot | Available in the demo |
| Capacity I 5 nodes unlock it | Increase Carriage Capacity by — | 5000 | — | Locked in the demo |
| Gold Find I 4 nodes unlock it | Increase Gold Find by — | 5000 | Auto-Fill Inventory | Available in the demo |
| Gold Find I 4 nodes unlock it | Increase Gold Find by — | 5000 | Combat Potion Auto-Use Slot | Available in the demo |
| Gold Find I 4 nodes unlock it | Increase Gold Find by — | 5000 | Capacity I | Available in the demo |
| Magic Find I 2 nodes unlock it | Increase Magic Find by — | 5000 | Auto-Fill Inventory | Available in the demo |
| Material Find I 3 nodes unlock it | Increase Material Find by — | 5000 | Auto-Fill Inventory | Available in the demo |
| Material Find I 3 nodes unlock it | Increase Material Find by — | 5000 | Combat Potion Auto-Use Slot | Available in the demo |
| Material Find I 3 nodes unlock it | Increase Material Find by — | 5000 | Capacity I | Available in the demo |
| Revive Cooldown Reduction 2 nodes unlock it | Decrease Auto Revive cooldown by 1 second. | 5000 | Capacity I | Available in the demo |
| XP Gain I 3 nodes unlock it | Increase XP Gain by — | 5000 | Capacity I | Available in the demo |
| XP Gain I 3 nodes unlock it | Increase XP Gain by — | 5000 | Capacity I | Available in the demo |
| Storage Page 2 nodes unlock it | Unlock an additional storage page. | 20000 | Capacity I | Available in the demo |
| Storage Page 2 nodes unlock it | Unlock an additional storage page. | 20000 | Capacity I | Available in the demo |
Two readings the table makes plain. Every node stores a ceiling of one level, so nothing in this tree is repeatable, and one node’s prerequisite is a node that stores no effect of its own — its row prints an em dash for that reason rather than because the data is missing.
The half of the tree the build never finished
The half of the tree the build never finished
Fifty of the seventy-seven nodes store no effect at all, and every one of them is locked in the demo: forty-one carry the same 100 gold price and the other nine carry 5000. Two skills run the other way — the game names and describes them, but no node in the tree unlocks them. And seven sentences print an em dash where the game would show a number, because the build keeps those values encrypted rather than in plain text.
Named, but unlocked by nothing
| Unlocks | What the game says it does |
|---|---|
| Potion Charge I | Increase Potion Charges by — |
| Potion Find I | Increase Potion Find by — |
These two skills carry a name and a sentence in the game’s own strings, and no node in the tree grants them.
Where these are used
The tree is the automation half of the game; the pages below are where its effects land.
- Chests and auto-sell The run the auto-sell and filter nodes are for, with the loop they shorten.
- Minions Carriage capacity, which the capacity nodes raise, and what unlocks each creature.
- Equipments The rarities the carriage filter sorts by, with every piece the build stores.
- Progression The gold sinks the tree sits beside, printed from the build’s own configuration.
- Zones and maps Where the find skills pay off, with each zone’s spawns and gatherables.