Skills
Heroes permanently learn Skills by consuming Skill Scrolls

📍 Jump in: Open Hero Management in Pawtato Land
Learning Skills
Heroes learn Skills permanently by consuming Skill Scrolls. A Skill Scroll is a tradeable item: consuming it destroys the Scroll, but the Hero remembers the Skill forever — there is no limit to how many Skills a Hero can learn.
Some Skills have a class requirement and a level requirement — both are checked when learning.
Learning is possible any time the Hero is staked, even while it is in a dungeon or on an assignment.
Pounce is pre-learned — no Scroll needed. Every Hero automatically knows the basic Skill Pounce (bonus physical damage every 2 Basic Attacks) the moment it is staked, and re-learns it for free on every re-stake. There is no Pounce Skill Scroll — it's the one Skill nobody ever has to buy.
Learned Skills cannot leave the game. When a Hero NFT is withdrawn to your wallet, all its learned Skills are permanently removed — consumed Skill Scrolls are not refunded. Cancelling an unstake during the Unstaking Period keeps all Skills; the loss only happens when the withdrawal completes. A re-staked Hero starts fresh with Pounce.
Selling a Hero on the in-game Marketplace is different: the Hero stays in the game, so its learned Skills transfer to the buyer — a Hero that knows more Skills is worth more.

Skill Slots
Heroes select their learned Skills into up to 6 Slots, depending on Level and Rarity Tier of the Hero. Only selected Skills are active in combat.
Every Hero starts with 1 Skill Slot at level 1 and unlocks further slots as it levels up. A slot only opens once the Hero has reached both the required level and a high enough Rarity Tier - a Hero can use whichever is the smaller of the two limits.
Level unlocks a slot at:
1
1
2
2
5
3
10
4
15
5
20
6
Rarity Tier caps the total number of slots at: Common (1), Uncommon (2), Rare (3), Epic (4), Legendary (5), Mythic (6).
For example, a Mythic Hero unlocks its 6th and final slot at level 20, while a Rare Hero is capped at 3 slots no matter how high it levels.

Skill Slots can hold active or passive Skills - it is up to the player to decide how to distribute them.
How to learn a new Skill (step by step)
Open Hero Management by clicking your Hero's portrait in the top-left corner of the screen (this opens that Hero's details directly). Alternatively, open your Player Profile (your profile picture in the top-left corner) and click Manage Heroes on the Selected Hero card.
Scroll to the Skills card and click Unlock new Skill via Skill Scroll below the slots.
The selector lists every Skill Scroll in your inventory this Hero can learn from — Scrolls for Skills the Hero already knows, or that don't match its class or level, are filtered out. If nothing qualifies it reads No valid Skill Scrolls for this Hero available.
Click a Scroll's Learn button and confirm. ⚠️ The Scroll is consumed and destroyed — this cannot be undone. The Skill is now permanently learned and ready to be selected.
How to select a Skill (step by step)
In the Skills card, tap an unlocked slot. Unlocked empty slots read Skill (empty); locked slots show either the level required or an Ascension requirement (see Skill Slots for how many slots each level and rarity tier unlocks).
The Skills selector opens, listing every Skill the Hero has learned. The header shows which Slot you are editing.
Tap a Skill's Select button to make it active in this slot. If the Skill is already active in another slot, the button reads Switch and moves it here.
To clear a slot: tap the slot and press Deselect on the active Skill (marked with the green Selected badge), or on desktop hover the slot and click Deselect in its tooltip.
Switching Skills is free and instant — there is no cooldown. It even works while the Hero is in a dungeon (adapt your loadout between rooms!) or on an assignment. Only patrolling, unstaking and marketplace-listed Heroes cannot change their selection.
Active Skills
Active Skills are charged during combat via specific triggers, after which they become active and execute automatically. The number of charges needed depends on the respective Skill and its rarity tier.
Current Triggers
Charge > Successful Basic Attack
Pain > Hero suffers damage
Time > A turn passes
Counter > Hero evades/blocks an Attack
If one or more active Skills are charged on your Hero's turn, only one activates instead of the next Basic Attack: the fully-charged Skill in the leftmost (lowest-numbered) slot. When it executes, only the charges it needed are spent — any surplus charges carry over instead of being wasted. Any other Skills that were also ready are held back and keep their charges for a future turn. If you select two active Skills that charge on the same trigger (for example two Charge Skills), they share that trigger's counter and build up together, but still fire one at a time — leftmost first — on successive turns. Charges built up beyond a Skill's requirement are shown as an overcharge highlight on its charge bar in combat.
Examples for active Skills:
Heal: At X Pain stacks heal for Y% of maximum HP.
Magic Missile: At X Charge stacks, deal INT * Y magic damage.
Snare: At 3 Time stacks, deal X Damage and slow the Enemy by Y % for Z Turns.
Passive Skills
Passive Skills provide ongoing effects during combat with no need for charging.
Examples for passive Skills:
Steady Paw: Increase Hit Chance by X
Thorns: Reflect X % of physical damage taken back at the attacker
Aegis: Cap any single incoming hit at X % of the Hero's maximum HP
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