Divinum Skills: All 11 Skills, Masteries and Abilities
Three Separate Progression Tracks
It is easy to mix these up, because all three are “unlock a thing and get stronger”. The achievement list keeps them cleanly apart:
| Track | Completion achievement | What it is |
|---|---|---|
| Skills | Arcane Potential — unlock every Skill | 11 active abilities, spend Mana |
| Masteries | Trained to Perfection — unlock all Masteries | A separate upgrade layer |
| Core abilities | Warden Legacy — unlock a new core ability | Named abilities, some gate traversal |
If you are asking “what should I unlock first in Divinum”, the answer depends on which of these three you are actually looking at.
All 11 Divinum Skills
Skills are the active layer. They consume Mana, which is why Manastone shards matter — each one raises maximum Mana, and Warden Spirit fires on your first. There are 19 Manastone shards in total; the collectibles guide has the routing.
Here is the complete skill list, in the order a full unlock run picks them up. The names and order come from a post-release capture of the Arcane Potential run — the achievement for unlocking every Skill.
| # | Skill | Unlocked around |
|---|---|---|
| 1 | Impale | Opening |
| 2 | Flame Reave | Opening |
| 3 | Eruption | Early |
| 4 | Barrage | Early |
| 5 | Astral Ward | Early |
| 6 | Fury | Mid |
| 7 | Blade Echo | Mid |
| 8 | Apotheosis | Mid |
| 9 | Ascend | Late |
| 10 | Thunderbolt | Late |
| 11 | Blaze Edge | Final |
Reading the list:
- Fury appears at position 6, roughly halfway. It has its own achievement (Furious), and its second slot is gated behind the Crucible (Unstoppable) — so Fury is a mid-game unlock with a late-game upgrade, not a starting tool.
- Elemental spread is deliberate. Flame Reave, Eruption, Thunderbolt and Blaze Edge cover fire and lightning; Astral Ward and Apotheosis read as the light/defensive side. That maps directly onto the Elementalist rune set achievement — runes and skills are built to be themed together.
- Ascend at position 9 is the kind of name that usually doubles as traversal. Worth watching for on your run if you have a gap you cannot cross.
- Per-skill Mana costs and damage numbers are not published anywhere official, and this page does not invent them.
Two skill-adjacent facts worth building around:
- Spiritualist is a rune achievement for equipping a set of Skill-focused runes. Skills and runes are designed to be built together, not chosen between.
- Arcane Potential requires unlocking every Skill, so nothing is mutually exclusive — this is not a branching tree where you lose access to one path.
Masteries
Masteries are their own completion track (Trained to Perfection: unlock all Masteries). Sigil Games has not published a Mastery table, and there is no reliable community list in launch week, so this site does not print one. What the achievement structure tells you:
- Masteries are finite and completable — “all Masteries” is a reachable state.
- They are separate from Skills, since each has its own completion achievement.
Core Abilities and Traversal
Core abilities are the metroidvania layer, and two are named directly in the achievement list:
- Radiant Dash — its own achievement (Radiant). A dash is standard traversal-plus-combat currency in this genre.
- Fury — unlocked by Furious, then extended by Unstoppable, which requires conquering the Crucible and unlocking the 2nd Fury slot.
The store page frames the whole progression as harnessing ancestral legacy while walking the path of a Warden, and Ofsakor’s Might (“Receive Ofsakor’s powers”) is a story-gated power grant from a named entity.
Because abilities gate map access, ability unlocks are also the answer to “how do I reach that area I could not get into” — see the walkthrough.
What to Prioritise
Ordered by what the achievement structure and the combat design imply, not by guesswork:
- Defensive core first. Perfect Block and the dodge carry the early game; Flawless Guard (three Perfect Blocks in quick succession) is an early, cheap achievement that also teaches the habit. See combat.
- Radiant Dash as soon as it is available. Traversal ability = map access = everything else.
- Mana capacity before skill breadth. Skills spend Mana; more Manastone shards means more uses per fight. Warden Spirit on the first shard, then keep sweeping.
- Fury after you can survive. Inner Fire wants Furious Surge triggered 100 times, so it accumulates naturally — but the second Fury slot is locked behind the Crucible, which is late-game content.
- Masteries as cleanup. “All Masteries” is a completion goal; there is no evidence it gates progression.
Skills FAQ
How many skills are in Divinum? Eleven, based on a post-release capture of a full Arcane Potential unlock run.
What is Radiant Dash? A named core ability with its own unlock achievement (Radiant). In a 2D metroidvania a dash is usually both a movement upgrade and a combat tool.
How do I get the second Fury slot? Conquer the Crucible — that is the stated requirement for Unstoppable.
Do Skills and Runes compete for the same slots? No. Runes go into rune slots (An Extra Edge, Word of Power), Skills are unlocked separately, and there is a whole rune set themed around Skills.
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