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Skill Cards

Skill cards are dropped items that improve a specific skill's performance. Each card can be equipped by carrying it in your inventory and double-clicking it to activate the E mark. Cards can be enhanced up to +10 by combining two of the same level with a Skill Cube, though the process carries a significant risk of losing both cards.

Skill Cards
8 Nov 2026

What Skill Cards Do

A skill card improves the performance of a single skill in one or more of these ways: lowering the mana cost per use, increasing the value of a Battle Ability (such as a stat buff or damage multiplier), extending the duration of a buff, or decreasing the cooldown of a skill. Each card is named after the specific skill it benefits and can only be equipped by a character who has that skill unlocked in their Skills and the Skill Tree. Enchanting the card amplifies whichever benefit it provides. Skill cards are obtained from mob drops or traded through the Auction House or player-run selling shops.

Equipping a Skill Card

To equip a skill card, place it in your character's carried inventory — not the warehouse. Then double-click the card icon. The letter E will appear as a watermark over the card's icon to show it is active. Opening the skill inventory (Alt+S) will confirm the effect is applied: the skill's description will show a +1 in front of it. Only one card for each skill can be active at a time.

Enchanting Skill Cards

Open the Enhance window by typing /union in chat or pressing Alt+I and clicking Enhance. Place two skill cards of the same enchantment level and one Skill Cube (labeled Cube-Skill in game) into the slots, then confirm. On success, the two cards combine into one card at the next higher enchantment level (two +1 cards become a +2 card). On failure, all three items — both cards and the cube — are permanently lost. The probability of success using a plain Skill Cube is not published by the developer; player reports range from 10% to 60%. Using an Ancient Skill Cube instead increases the success chance by 30%. Starting in Epic VII, the S-Protect Card can be used during an enhance attempt to protect one of the two cards from destruction on failure.

Minimum Cards Required for Each Level

Because each enhancement attempt either succeeds or permanently destroys both source cards, the minimum number of +1 cards needed to reach each enchantment level (assuming all attempts succeed) doubles with every step: reaching +2 requires 2 cards, +3 requires 4, +4 requires 8, +5 requires 16, +6 requires 32, +7 requires 64, +8 requires 128, +9 requires 256, and +10 requires 512 original +1 cards with 511 Skill Cubes. In practice, with failure rates of 40%–90% at higher levels, the real cost is far greater. The S-Protect Card, introduced in Epic VII, helps at the highest tiers but is itself a rare and expensive item.

Tips and Market Advice

Because failure at higher enchantment levels loses all materials, it is advisable to have at least three copies of the same card before combining the first two. This way, a failed attempt at +2 still leaves one backup +1 card. Compare prices on the Auction House and in blue Selling shops before buying skill cards; NPC buy-back prices are not a useful guide. Be aware of a common scam where yellow Buying shops offer deeply discounted prices to inexperienced players — always check market rates first. At lower enchantment levels where the success rate is higher, plain Skill Cubes are cost-effective. At +7 and above, the Ancient Skill Cube's +30% bonus becomes more impactful.

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