EVILBANE Heavenstone skills
Heavenstone skills are the abilities you equip before an Operation. Every one has a Required Cost, the total you can equip is capped at 10, and each has a Max Uses limit for the run.
Official EVILBANE screenshot: Heavenstone skill screen — Netmarble Monster / Netmarble.
Heavenstone skills are EVILBANE's answer to ultimate abilities. There were 18 of them in the first playtest, split across attack, support and recovery types, and they are the most tightly budgeted system in the game: every skill has a Required Cost, the total you can equip is capped at 10, and each one has a Max Uses limit per Operation.
The budget is the whole system
| Rule | Detail |
|---|---|
| Cost budget | The total Required Cost you can equip is capped at 10 |
| Skill count | 18 in the first playtest, across attack, support and recovery |
| Max Uses | Per skill, per Operation — spend them and that skill is finished for the run |
| Where you swap | Lillian at Headquarters; or press H in the Operation lobby (X on a gamepad) |
| Unlocking | Some skills need account level, materials, or both |
The official skill screen shows a live reading of the budget — one example reads 8 / 10 with two skills equipped, which is the shape of most real loadouts: two or three abilities, not a full bar of them.
Skill data that is officially published
An official screenshot shows one skill's full stat block. Shattering Icefall — cost 5, an attack-and-support type, magic skill type, water element:
| Field | Value |
|---|---|
| Description | Calls down a sharp ice crystal that explodes in mid-air, scattering ice in all directions |
| Effect on hit | Freeze, stopping movement for a set duration |
| Required Cost | 5 |
| Casting Time | 1.00 sec |
| Cooldown | 90.00 sec |
| Max Uses | 6 |
That is the only skill with published numbers. It is also a useful calibration: a cost-5 skill with a ninety-second cooldown in a ten-point budget means picking two expensive skills and living with the gaps.
Two skills that appear in official screenshots
The equipped slots in the official screenshot read Arrow Barrage and Healing Radiance — one offensive, one restorative, which matches the attack/support/recovery split. Their costs were not shown, but their presence alongside a cost-5 skill in an 8/10 budget suggests the two together sit at cost 3.
Building around the budget
Three patterns fall out of the rules rather than out of opinion:
- One big, one small. A cost-5 skill plus a cheap support skill, the arrangement the official screenshot shows. You get a genuine panic button plus a sustain option.
- Two mid-cost skills. Splits the budget evenly and gives you two windows per Operation instead of one big one, at the cost of neither being decisive.
- Recovery-weighted. Skewed to healing and support, which is the natural fit when you are the player keeping a four-player group alive rather than the one pulling damage.
Max Uses changes how you spend them
The mistake that catches new players
Dying to a boss while a full-strength Heavenstone sits unused is the most common way to waste the budget. Because uses are per Operation and do not come back, the correct instinct is the opposite of hoarding: a skill with 6 Max Uses and a 90-second cooldown is designed to be used several times in a run, and a run you fail returns nothing.
Failure has a cost beyond pride, too — the official FAQ states that materials and gold collected inside an Operation are lost if you do not clear it, so a spent Heavenstone is cheap compared to a wiped session.
Swapping mid-run
If you start an Operation and realise the loadout is wrong, you are not stuck:
- Talk to Lillian at Headquarters before you depart to unlock or swap skills.
- If the Operation has already started, press H (X on a gamepad) while waiting in the Operation lobby to change your Heavenstone setup there.
That lobby swap is also the point where a group can deliberately divide roles — one player on recovery, one on attack — before the run begins.
Where the materials come from
Heavenstone unlocks are paid for with materials, and the documented source is Side Missions marked with blue markers inside an Operation. Red markers are the main objectives; blue ones are the optional work that pays for skill unlocks. If you are short on materials, you are skipping blue markers.