The Kepler wiki
Race. Class. Gear. Seven keys.
How Kepler plays, from the first character you make to a Mythic skill at level 100: the ten biome races, the fifteen classes, elements that combine into combos, and skills that grow only by being used.
- biome races
- 10biome races
- classes
- 15classes
- skill slots
- 7skill slots
- race & class skills
- 149race & class skills
- levels per skill
- 100levels per skill
- stage previews
- 745stage previews
01 / How Kepler plays
Gear first, then who you are
Kepler is a sandbox: what you wear is what you are, everything worn was crafted by a player, and in red and black ground it can all be lost.
Power comes from gear. Item power and the Destiny Board are the long grind; a full tier step of gear is worth far more than anything your race or class gives. Race and class are flavour with trade-offs: they decide how you fight, not whether you can.
When you make a character you pick a race, then a class. Both are permanent for that character, every pairing is allowed, and a different combination is simply another character on the same account.
Race gives the two keys you have from minute one, your elemental identity. Class gives the two highest-impact keys. The weapon in your hand gives the other three.
- 01GatherOre, wood, fibre, hide, stone and fish, with tiered tools. Richer nodes sit in riskier tiles.
- 02RefineBars, planks, cloth, leather and blocks at city stations. Each city refines one thing best.
- 03CraftGear, tools, food and potions, with a quality roll from Normal to Masterpiece.
- 04TradeOrder-book markets in every city. Prices differ, so hauling goods pays.
- 05RiskWear it into yellow, red and black tiles, dungeons and sieges. Win and loot. Lose and replace.
Race
10 biome races. Two skills in the race's two elements, four passives, one knack.
Class
15 classes. A signature skill, an ultimate, a stat profile, weapon rules and talents.
Weapon
Whatever you hold. A strike, the weapon's signature, and one technique or armour skill.
02 / The skill bar
Seven slots: Q E R T Z X C
A Paper server never sees the keyboard, so skill mode turns the hotbar into the skill bar: keys 1 to 7 cast, the weapon stays in slot 9.
- 1QRacerace skill, primary element
- 2ERacerace skill, secondary element
- 3RClassclass signature skill
- 4TClassclass ultimate
- 5ZWeaponweapon strike
- 6XWeaponweapon signature
- 7CWeaponweapon technique (C option)
- 8PotFirst potion; sneak + 8 eats food
- 9WpnYour weapon, always selected; left click attacks
What goes in each slot
- Q race skill in the primary element, cooldown 8–12 s; E race utility in the secondary element, 20–30 s. Both work with any item or an empty hand.
- R the class signature, 12–18 s, from class level 1. T the ultimate, from class level 20, needs 100 charge.
- Z a strike (pick 1 of the family’s 3), X the held weapon’s fixed signature, C one pick from your worn armour skills and the family’s techniques. Class weapons fix Z and X.
Gesture mode
No hotbar takeover: the same casts from mouse and keys, with the weapon held.
- Slot Q
- Drop key
- Slot E
- Sneak + drop
- Slot R
- Sneak + swap-hands
- Slot T
- Sneak + left click
- Slot Z
- Right click
- Slot X
- Sneak + right click
- Slot C
- Swap-hands key
Fallback: /cast q|e|r|t|z|x|c
03 / Races
Ten races, one per biome
A race is an element pair and a homeland. No race is strictly better: each has one combat passive, one defensive or utility passive and two economy or travel passives.
Home ground
- Standing in a tile of your home biome, your passives use their home value (about 1.5× the base) and Q and E cooldowns are 10 % shorter.
- The home bonus switches off in arenas and duels, inside dungeons, and on any tile at Blight level 2 or higher: to get it back, cleanse your homeland.
- The racial track (0 to 50) raises passives by up to 50 %; track XP is ×1.5 when earned at home.
- Race skills are openers and utilities, not nukes: a Q deals 70–130 coef. The 20 race skills split evenly: 5 Water, 5 Fire, 5 Air, 5 Earth.
The knack
Every race also has one out-of-combat helper, cast with /race knack. It takes no slot, has no element and does not level: a pack ox for the Galeward, for example.
- PlainsGalewardAirFireRider, trader, skirmisherQ Gust LanceE Grassfire Run
- ForestRootkinEarthWaterGatherer, sustain fighterQ Bramble SnareE Sapwell
- DesertDunestriderFireAirMobile skirmisher, openerQ Scorch DartE Dust Step
- SnowFrostveinWaterAirControl caster, energy-rich mageQ Rime SpikeE Whiteout
- MountainsCragbornEarthFireTank, front line, minerQ StonefistE Forge Heart
- SwampMirefolkWaterEarthDamage over time, alchemistQ Bog SpitE Sinkhole
- JungleVinereachAirWaterAmbusher, assassin, hunterQ Canopy LeapE Mist Veil
- OceanTideswornWaterAirHealer, support, fisherQ Tide LashE Squall Call
- BadlandsOchrehideEarthFireCrafter, durable bruiserQ Mesa SlamE Kiln Skin
- VolcanicCinderbornFireEarthAggressive caster, burst damageQ Cinder BurstE Obsidian Shell
04 / Classes
Fifteen permanent classes
A class is an order with a hall in one of the cities. It brings a stat profile, rules for every weapon family, two or three exclusive weapons, an R signature skill, a T ultimate and a talent tree.
The stat profile
Every class has buffs worth about +30 points and debuffs worth about −18 on a shared price list, so each is roughly +6 % stronger in its niche and weaker outside it. The profile multiplies on top of gear, so a debuff costs exactly what it says.
Buffs scale from 70 % at class level 1 to 100 % at level 21; debuffs are always 100 %. Race + class + talents are capped at +35 % on any one core stat (the synergy ceiling, not built yet).
Levels 1 to 60, then Paragon
Weapon families: four rules
Each class sorts the 15 general weapon families (swords to cursed staffs) into Allowed, Penalized and Forbidden. Another class’s exclusive weapon is always Forbidden.
Exclusive
The class's own weapons: full kit, class passive on, class item-power bonus, 100 % class XP.
Allowed
No penalty; +0.2 IP per class level (max +12); 100 % class XP; profile fully active.
Penalized
−15 % damage and healing, +15 % cooldowns on its Z, X and C, 50 % class XP, profile buffs at 50 %.
Forbidden
Can be held, but its Z, X and C cannot be cast, nor R and T while it is held; auto-attack −50 %, no XP, no charge.
- WardenTank / anchorSlot R Bulwark Stone EarthSlot T Citadel EarthBulwark Lance · Tower Maul
- BerserkerMelee bruiser / lifestealSlot R Blood Boil FireSlot T Red Mist FireRage Cleaver · Twin Hatchets
- DuelistSingle-target melee skirmisherSlot R Zephyr Feint AirSlot T Thousand Cuts AirRapier · Twinblade
- ShadowbladeAssassin / stealth burstSlot R Smoke Slip AirSlot T Nightfall WaterFang Knives · Shadow Kris
- RangerSustained ranged DPS / PvE hunterSlot R Gale Arrow AirSlot T Rain of the Hunt WaterComposite Bow · Skirmish Javelins · Snare Bow
- ArbalistRanged burst / armor breaker / siegeSlot R Stonepiercer EarthSlot T Bombardment FireSiege Arbalest · Repeater
- PyromancerAoE magic DPSSlot R Flame Lash FireSlot T Cataclysm FireCinder Rod · Ember Censer
- CryomancerControl mageSlot R Frost Bind WaterSlot T Deep Winter WaterRime Wand · Glacier Staff
- HexerDoT / anti-heal mageSlot R Black Tide WaterSlot T Blight Field EarthBone Sceptre · Hex Scythe
- ClericBurst healerSlot R Clear Spring WaterSlot T Ascension FireRadiant Scepter · Beacon Staff
- DruidHoT healer / off-tank formSlot R Root Lattice EarthSlot T Grove Awakening EarthGrove Staff · Seed Pouch
- WarcallerGroup support / bufferSlot R Gale Chorus AirSlot T Anthem of War AirWar Horn · Banner Spear · Battle Drum
- SpellbladeMelee-magic hybridSlot R Brand Edge FireSlot T Arcane Ascendance AirRuneblade · Arc Halberd · Warding Glaive
- VanguardEngage tank / diverSlot R Ram Quake EarthSlot T Juggernaut Rush EarthSiege Gauntlets · Ram Shield
- MonkEvasive skirmisherSlot R Flowing Palm WaterSlot T Enlightenment AirIron Knuckles · Prayer Staff
05 / Elements
Four Currents, four statuses
Every Q, E, R and T has exactly one element. Elements leave statuses, and the next hit reacts to what is already there, including another player's hit.
- Waterleaves
Soaked
6 s. −10 % move speed. A Soaked target cannot gain Burning.
Breaks Fire · fuses with Earth
- Fireleaves
Burning
4 s. 30 coef per second, −15 % healing received. Refreshed, not stacked (Pyromancer stacks to 3).
Breaks Earth · fuses with Air
- Earthleaves
Rooted
Cannot move, can still attack and cast. Duration per skill. Hard CC.
Breaks Air · fuses with Water
- Airleaves
Airborne
Lifted off the ground, cannot act. 0.5–0.8 s per skill. Hard CC.
Breaks Water · fuses with Fire
The wheel
WaterFireEarthAirWater
Opposites fuse into combos: Water + Earth and Fire + Air. One named combo can hit the same target once every 6 s.
The interaction table
Rows: the element of the skill that hits. Columns: the status already on the target. At most one reaction per hit, by priority break, fuse, weak, same.
| Hit ↓ / On target → | Soaked | Burning | Rooted | Airborne |
|---|---|---|---|---|
| Water | RefreshsameSoaked duration is refreshed. | DousebreakBurning is removed. On an ally or yourself this is a cleanse. | OvergrowthfuseRooted lasts +0.5 s (once per root). | Scatteredweak−20 % damage, no Soaked applied. |
| Fire | Quenchweak−25 % damage, no Burning. Soaked is consumed. | RefreshsameBurning duration is refreshed. | Brushfirebreak+20 % damage. The roots burn away: Rooted ends. | Skyfirefuse+15 % damage; the Burning it applies lasts +2 s. |
| Earth | MirefuseSlowed 40 % for 2 s. Soaked is consumed. | Bakedweak−20 % damage. Burning stays. | RefreshsameNo extension; normal CC diminishing returns. | Slambreak+25 % damage. Airborne ends, knocked down 0.5 s. |
| Air | Stormshockbreak+20 % damage and a 0.4 s stun. Soaked is consumed. | WildfirefuseBurning spreads to enemies within 3 blocks, refreshed on all. | Anchoredweak−20 % damage; cannot lift or knock back. | JugglesameNo new lift. +10 % damage. |
- break: the hitting element wins, bonus and the status is removed
- fuse: opposite elements combine
- weak: the hitting element is the one that breaks, the hit is reduced
- same: refresh only
- Friendly use cleanses: a friendly Water effect removes Burning, Fire removes Rooted, Earth ends Airborne, Air removes Soaked.
- Combos work between players: one player's Soaked plus another player's Air skill is a Stormshock. That is the group-play hook.
- Most weapon skills are Neutral and never react; the Fire, Frost and Nature staffs and the Pyromancer, Cryomancer and Druid class weapons carry their element.
- Calamity aspects bend the table: Ashen Hollowborn are Burning-immune, Drowned ones are permanently Soaked, Thorned ones cannot be Rooted.
06 / Skill growth
Skills grow by being used
Every skill, all seven slots, has its own level from 1 to 100 and a tier from Common to Mythic, per character. It levels only from real use in a real fight.
Skill XP
XP = 10 × cooldown × target × repeat × cap × blight
- Long-cooldown skills earn more per cast (√(cooldown / 10), 0.5–3; ultimates 4), so every skill levels at a similar pace.
- Only targets that can fight back count: no training dummies, passive or spawner mobs, nothing in a city or your own town.
- Hitting the same target again gives 100, 70, 40, 20, then 0 %. A daily soft cap per skill halves XP after 4,000.
- Blighted land trains faster: +10 % per Blight level from level 2.
- Level 100 takes 199,485 XP, about 55–60 hours of active use of that one skill.
What a level gives
- Per level
- +0.25 % effect
- damage, healing, shields, buffs: +24.75 % at 100
- Per level
- −0.1 % cooldown
- −9.9 % at 100; energy cost never changes
- Never
- CC durations do not scale. Against players, level and tier bonuses count 50 %.
Five tiers, Common to Mythic
From its gate level on, a skill rolls to evolve into the next tier, four rolls per level. Every level above the gate and every failed roll raise the chance; the 60th roll always succeeds. A skill never drops a tier.
from level 1
Common
- Effect
- ×1.00
- Cooldown
- ×1.00
- Chance per roll at the gate
- —
The skill as written.
Base visuals as designed.
rolls from level 20
Rare
- Effect
- ×1.05
- Cooldown
- ×1.00
- Chance per roll at the gate
- 5 %
Its Soaked or Burning lasts 20 % longer.
Blue glowing outline on every moving block, a ring of sparks.
rolls from level 40
Epic
- Effect
- ×1.10
- Cooldown
- ×1.00
- Chance per roll at the gate
- 3 %
Epic form: a new name and one extra mechanic.
A purple tier helix, more and bigger blocks.
rolls from level 60
Legendary
- Effect
- ×1.16
- Cooldown
- ×0.95
- Chance per roll at the gate
- 2 %
−5 % cooldown, an extra milestone-modifier slot.
An orange double shockwave and an end-rod sphere.
rolls from level 80
Mythic
- Effect
- ×1.22
- Cooldown
- ×0.90
- Chance per roll at the gate
- 1.2 %
−10 % cooldown, Mythic form: a second extra mechanic.
A crimson orbiting aura, totem sparkle and fireworks.
chance = base × (1 + 0.05 × levels past gate) × (1 + 0.10 × failed rolls)· Mythic L100 = ×1.52 of base effect in PvE
Epic and Mythic forms
At Epic a skill takes a new name and one extra mechanic; at Mythic a second one. Race skills and class R skills have their own forms, ultimates use their “rank 2” numbers at Epic and a shorter lockout after, and weapon skills take a generic form by kind (a damage strike gains 20 % splash at Epic and a guaranteed crit every third cast at Mythic).
Visuals grow too. Every cast carries a visual power from its level and tier: more and denser particles, more and bigger moving blocks, element rings at levels 25, 50 and 75. Tiers add their layer: Rare a blue glowing outline, Epic a purple helix, Legendary an orange double shockwave, Mythic a crimson aura. Only visuals scale; hitboxes do not.
See every skill at all five stages →Milestone modifiers
At four levels you pick one of two. At Legendary an extra slot lets you hold both choices of one milestone.
| Level | Choice A | Choice B |
|---|---|---|
| 10 | Reach: +15 % range or radius | Thrift: −20 % energy cost |
| 25 | Haste: −8 % cooldown | Force: +6 % effect |
| 50 | Depth: its status lasts +1 s, combos +5 pp | Echo: 15 % chance a cast refunds 30 % of its cooldown |
| 75 | Resolve: cannot be interrupted or lifted while casting it | Surge: +10 % move speed for 3 s after it triggers a combo |
07 / Ultimates & characters
Charge the T, play many lives
The ultimate is earned in the fight; the character is a whole second life on the same account.
Ultimate charge
- Charge runs 0 to 100. Each class charges from its own job: damage dealt, damage taken, healing, crowd control or buffs on allies.
- Tuned for one ultimate per ~90 s of continuous fighting, with a hard lockout of 60 s (Legendary 55 s, Mythic 50 s).
- Charge decays 2 per second after 15 s out of combat and resets on death. PvP charge gain ×0.75; weak mobs give none.
Several characters per account
Three free slots; a fourth for 1,000,000 silver and a fifth for 5,000,000. Each character has its own name, race, class, inventory, skill levels and quests.
Per character
- Race, class, talents
- Inventory, bank, silver
- Skill levels and tiers
- Quests, guild, town
Per account
- Focus and daily bonus
- Account Vault per city
- Cosmetics and titles
- One vote in elections
Switching is allowed in a city, your own town or an inn, out of combat, with a 10 s channel and a 5 minute cooldown, so characters cannot scout or dodge a fight.
08 / Roadmap
What is built, and what is not
Kepler is not playable yet. Only the first column is built; everything else is designed and waiting.
Done
7Built, and exercised on the local demo server.
KeplerCore
Characters, the skill framework, elements and statuses, the shared Fx visual library and the recorder.
kepler-races rework
10 biome races, 20 race skills, knacks and racial talents.
kepler-classes
15 classes, 129 skills, talents, class levels 1–60 plus Paragon, ultimate charge, weapon-family rules and the GUIs.
Skill growth
Levels, tiers and evolution rolls, in the core.
Skill visuals
Moving blocks, particles, and visuals that scale with level and tier.
Demo tooling and bot test
Showcase commands and an automated bot: 149 skills cast, 0 errors.
Ability wiki
This wiki: 149 abilities with 745 stage previews.
In progress
8The rest of the approved rework (REWORK §7), addon by addon.
kepler-combat
The C picker for class weapon techniques in /kc spells.
kepler-zones
A biome type per tile and the homeBiome query that turns on home passives.
kepler-calamity
Home bonus off in Blight, skill XP bonus in Blight, racial hooks, aspect immunities.
kepler-mobs
Flags for valid training targets, tier exposure for the XP rule, status immunities.
kepler-progression
Fame, Destiny Board and Learning Points per character.
kepler-items
Ghost-item models for the seven slots, element and tier glyphs.
Quests and dialogue
Quest and dialogue state per character; racial lines re-keyed to the 10 races.
Guilds, war, towns, market
Membership, residency and orders per character; votes and slots per account.
Next
6The class content around the skills, then real players.
Class quest lines
Class I to V for all fifteen classes.
Class Halls and trainers
Hall areas and trainer NPCs in the five cities.
Class weapon recipes
Crafting recipes for the 33 class weapons.
Destiny Board nodes
Tier chain, Family Mastery and spec nodes for every class weapon.
Synergy ceiling
Race + class + talents capped at +35 % on any one core stat.
First live playtest
Every plugin on one server with real players.
Later
3Polish and comfort, after the playtest.
Resource pack art
Class weapon models and skill icons.
Optional client mod
Real Q E R T Z X C keybinds; comfort only, no advantage.
Seasons
Season pass and per-character seasonal leaderboards.
✓ done means built and run on the local demo server with the bot test. Nothing has met real players yet.
Go deeper
Every skill at every stage
Filter all 149 abilities by class, race, slot and element, and watch each one grow from Common to Mythic.



