Skills

Combat Skills Database - Soul's Remnant

Quick answer

The community wiki lists 53 skill pages and sample scaling data for combat skills such as Heavy Strike, Grapple Strike, Soul Shot, and Nova.

Review record
Published: Last reviewed: Patch-sensitive facts are marked for recheck

Soul's Remnant uses a classless skill system with melee, range, magic, faith, hybrid, and life-skill progression. The community wiki lists 53 skill pages and example combat-skill scaling data. Treat this page as a conservative combat-skill index: it tracks documented names, broad roles, and verification status without freezing patch-sensitive numbers.

Documented Combat Skills Working Index

This working index is intentionally cautious. A verified row means the skill name and broad role appeared in checked community or official-facing references. An example row means the skill is used here as a representative planning entry, not as a complete tooltip record. A WIP row means the page still needs current in-game tooltip checks before exact build math, calculator fields, or route recommendations should rely on it.

SkillPath / familyBroad roleStatusNotes for database work
Heavy StrikeMeleeBasic close-range attack exampleverifiedGood candidate for a starter melee entry; keep numeric scaling out until the current tooltip is captured.
Grapple StrikeMelee / hybrid candidateSingle-target attack with multiple documented scaling linesverifiedUseful for testing multi-line scaling schema; do not infer cooldown, animation lock, or best-in-slot usage.
Upward StrikeMeleeClose-range attack exampleexampleNeeds current tooltip confirmation before assigning exact unlock, cost, or damage fields.
Dash StrikeMelee / Range candidateMovement-style attackexampleTrack as mobility plus damage until the live tree confirms path placement and requirements.
Soul ShotRange / Magic candidateProjectile or ranged-magic attack exampleexampleKeep path labels provisional where sources disagree or omit the current tree location.
NovaFaith candidateFaith-related attack exampleexampleTreat as a skill-page entry, not a complete healer or support recommendation.
Flame BarrageMagic / Faith candidateRepeated or barrage-style magic exampleverifiedDocumented as a rare skill-book target elsewhere on the site; exact damage ticks and timing remain WIP.
Gravity WellMagicControl-style magic exampleverifiedIndex as crowd-control or grouping utility only after current tooltip review.
Ninja ThrowRange / throwingRanged or throwing skill exampleverifiedDocumented as a skill-book target elsewhere on the site; build priority depends on live requirements.

Index Fields To Keep

Use these fields when turning a skill page into a real database row. They are deliberately descriptive rather than numerical until the current game client or an up-to-date wiki page verifies the details.

FieldWhat to recordVerification rule
Skill nameExact displayed skill nameverified only from current wiki page, screenshot, or in-game tooltip
Path / familyMelee, Range, Magic, Faith, hybrid, or provisional candidatemark WIP if path placement is inferred from scaling or item drops
Broad roleAttack, movement, control, sustain, buff, passive, or utilityavoid ranking unless tested in current content
RequirementsSkill path level, stat, item, or quest gateleave blank or WIP if not visible in the source
Resource costMP, stamina, charge, or other cost wordingdo not normalize into exact formulas without tooltip evidence
Scaling linesAttribute or damage-family wordingrecord the line text first; calculators can come later
Cooldown / durationCurrent tooltip value onlynever backfill from memory, old comments, or old videos
Source statusverified, example, or WIPupdate every time the source date changes

Path Buckets

The current public structure uses four primary combat paths plus planned hybrids. This table is a navigation aid for editors and players, not a final balance ranking.

BucketWhat belongs hereCurrent index entries
MeleeClose-range attacks and frontline toolsHeavy Strike, Grapple Strike, Upward Strike, Dash Strike
RangeRanged, projectile, or throwing toolsSoul Shot, Dash Strike, Ninja Throw
MagicSpell damage, area pressure, movement, or controlSoul Shot, Flame Barrage, Gravity Well
FaithSustain, support, faith damage, or hybrid utilityNova, Flame Barrage
Hybrid / provisionalSkills whose path depends on multiple requirements or unclear current dataGrapple Strike, Dash Strike, Soul Shot, Flame Barrage

Database Status

Coverage areaCurrent statusNext verification step
Skill namespartial verified indexCheck every linked skill page from the Skills category and capture names exactly.
Path labelsmixed verified and example labelsCompare current in-game tree placement against wiki category pages.
Scaling textsample data onlyPreserve raw tooltip wording before designing any formulas.
Costs and cooldownsWIPAdd only after current tooltip screenshots or current wiki revisions confirm values.
Build recommendationsout of scope for this pageLink to build guides instead of turning this index into a tier list.

August 28 Magic Changes

The August 28 update changed four Magic tools that affect real build testing:

SkillCurrent changePractical test
Gravity WellCan pull monsters from other platforms when the well is large enoughTest it on multi-level maps instead of only against enemies on one platform
BlinkGrants 0.25 seconds of invulnerabilityTest whether the timing consistently avoids a known attack before relying on it in a dungeon
Star FallSlowly drifts toward nearby monstersCompare hit consistency before and after enemies move away from the original cast point
Arcane SurgeLocks onto monsters vertically as well as horizontallyTest targets above, below and beside the character

These changes make Magic worth retesting, but they do not establish one permanent best build. Record the patch date, skill level, Stats, equipment and target whenever publishing a numerical comparison.

How to Test Skills with Training Dummies

Training Dummies are now available in every market hub. Use them to compare a rotation under controlled conditions:

  1. Keep the same Stats, equipment, Echoes and skill levels.
  2. Use the same test duration and starting resources.
  3. Record ordinary attacks, skill cooldowns and resource downtime separately.
  4. Run several attempts instead of publishing one critical hit.
  5. Test the same setup against moving enemies before treating dummy performance as dungeon performance.

Use a Training Dummy to isolate execution and resource changes. It cannot reproduce platform movement, enemy resistance, incoming damage or party utility.

Skill Point Notes

The wiki describes level-ups as granting stat points and skill points, with additional skill-point gains on certain level intervals. Active combat skills can be leveled, while passive and life skills follow their own progression rules.

Combo Notes

Older references may describe this system as macros, but the current player-facing term is Combos after the August 20 update. This matters for practical builds because skill usability depends on keybinds, timing and loadouts as much as raw scaling. Use the Combos guide before publishing or copying a fixed rotation.

Sources / Verification

Sources checked on 2026-09-01: the official August 28 patch notes, Category:Skills, and Steam. Local site cross-checks also cover Heavy Strike, Ninja Throw, Gravity Well, Flame Barrage, Nova, path planning and Combos. Wiki data is WIP and patch-sensitive; exact scaling values should be checked before publishing calculators.