The complete current roster

Every class begins differently.

Every class has a distinct combat spine. Its Mastery disciplines culminate in defining Keystones, while skills, equipment, and non-combat choices keep the final character yours.

Class

Conduit

A phase caster who turns offensive pressure into life-saving force.

Conduits build phase pressure on enemies and redirect that force as healing, protection, or exchanged life.

Mastery Keystones

  • Discipline

    Pressure

    Build stress on a target, then collapse it.

    Keystone

    Rupture

    Channel a phase tear that intensifies while you maintain it.

  • Discipline

    Sympathy

    Turn the damage you deal into healing.

    Keystone

    Relay

    Your direct spell damage heals the most injured ally near your attuned anchor.

  • Discipline

    Transference

    Move damage and health between bodies.

    Keystone

    Exchange

    Swap your current Health percentage with one friendly or hostile target.

Class

Defiler

A wielder of decay, fear, and stolen power.

Defilers spread void-born decay, shatter courage, and strip power from enemies to strengthen their allies.

Mastery Keystones

  • Discipline

    Blight

    Spread corruption that kills over time.

    Keystone

    Pestilence

    Turn one enemy into a plague host that damages it and nearby enemies over time.

  • Discipline

    Siphon

    Turn stolen enemy power into a shared advantage.

    Keystone

    Dividend

    Drain one enemy's damage into a short damage increase for you and your nearby party.

  • Discipline

    Dread

    Break enemies with fear and weakened attacks.

    Keystone

    Backlash

    Redirect part of one enemy's direct damage back into itself.

Class

Echocaller

A memory-binder who summons embodied echoes or wields a remembered presence as conjured arms.

Echocallers bind memories into embodied allies, restorative echoes, or conjured weapons they can wield themselves.

Mastery Keystones

  • Discipline

    Binder

    Summon echoes to fight, control, and shield.

    Keystone

    Retinue

    Maintain one Striking, one Mending, and one Support Echo at the same time.

  • Discipline

    Incarnate

    Bind echoes into weapons; trade melee and spells.

    Keystone

    Armament

    Incarnate your Echo as spectral weapons. Direct weapon hits release Echo Spark.

  • Discipline

    Mender

    Place healing echoes that sustain the group.

    Keystone

    Avatar

    Transform your Mending Echo into a floating healer that continuously tends wounded allies.

Class

Herald

A battlefield proclaimer who turns decisive words into power for the whole group.

Heralds issue edicts, raise standards, and recover ancient proclamations that strengthen the entire party.

Mastery Keystones

  • Discipline

    Acclaim

    Turn one decisive moment into a perfect action for every party member.

    Keystone

    Triumph

    Each party member's next direct action critically strikes.

  • Discipline

    Censure

    Condemn one enemy so the party can break through ordinary defenses.

    Keystone

    Anathema

    Your party's direct damage temporarily ignores one enemy's Armor and Resistances.

  • Discipline

    Legacy

    Discover, prepare, and invoke one dramatic Grand Clause at a time.

    Keystone

    Invocation

    Invoke one Grand Clause you discovered and prepared.

Class

Lorekeeper

A master controller who dictates the pace of battle.

Lorekeepers dominate attention, alter combat tempo, and punish enemies for the actions they attempt.

Mastery Keystones

  • Discipline

    Dominion

    Turn one ordinary enemy into a volatile expedition companion.

    Keystone

    Dominion

    Replaces Charm in the same action slot. Dominion keeps one ordinary source creature as a volatile companion for up to one hour; it never becomes a saved pet.

  • Discipline

    Clarity

    Restore the party's primary resources at a decisive moment.

    Keystone

    Lucidity

    Grants Lucidity, an instant party pulse that restores each recipient's own primary resource without Haste, healing, or an enemy slow.

  • Discipline

    Correction

    Mark one enemy for a decisive direct-damage critical window.

    Keystone

    Conclusion

    Replaces Expose Error with one brief public mark. Direct damage from you and your party against the marked enemy critically strikes.

Class

Monk

A disciplined martial artist who turns precision and motion into offense or healing.

Monks train body and mind into a weapon, choosing empty-hand combat, swift blades, or mobile healing.

Mastery Keystones

  • Discipline

    Pugilist

    Fight unarmed with strikes that disrupt.

    Keystone

    Cinderfist

    While unarmed, your critical strikes erupt in Flame around their target.

  • Discipline

    Wind

    Press with fast blades, footwork, and ripostes.

    Keystone

    Crosswind

    Dashes forward and strikes every enemy crossed with both weapons.

  • Discipline

    Harmony

    Heal between martial strikes, always moving.

    Keystone

    Manifold

    Releases three healing palms. The first mends your target, or you if none is selected; each remaining palm seeks the most injured nearby ally.

Class

Necromancer

A death-worker who commands the dead and weaponizes fallen remains.

Necromancers harvest battlefield remains to shape bone, raise configurable undead, and bind the living with mortal curses.

Mastery Keystones

  • Discipline

    Bone

    Shape remains into blades, cages, and armor.

    Keystone

    Bone Spear

    Hurl a massive bone projectile that pierces enemies in its path.

  • Discipline

    Legion

    Raise an undead host, swarm or single elite.

    Keystone

    Revive

    Return one slain enemy as your permanent source-shaped Spectre.

  • Discipline

    Doom

    Curse enemies toward escalating, lethal ends.

    Keystone

    Life Tap

    Direct damage against one cursed enemy heals its attacker.

Class

Primal

A wild guardian who chooses beast bond, animal shape, or restorative growth.

Primals command tooth, bark, and living growth, then commit their Mastery to a lifelong companion, true animal shapes, or renewing support.

Mastery Keystones

  • Discipline

    Bonded

    Hone the instincts that can culminate in one lasting companion.

    Keystone

    Lifebond

    Gain one lifelong companion with its own growth and equipment.

  • Discipline

    Wildform

    Build the resilience and speed that can culminate in guardian and predator shapes.

    Keystone

    Direform

    Gain Guardian and Predator Shapes.

  • Discipline

    Regrowth

    Grow lasting heals that spread and shield.

    Keystone

    Canopy

    When Roaming Regrowth completes, it renews once on the most injured eligible party member.

Class

Reaver

A weapon master who turns punishment into momentum.

Reavers master brutal weapons, shield defense, and war cries, building Rage through contact and punishment.

Mastery Keystones

  • Discipline

    Arsenal

    Rage techniques erupt into heavy two-handed repeats or rapid paired flurries.

    Keystone

    Onslaught

    Arsenal techniques trigger a weapon-style follow-through: one heavy swing with a two-handed weapon, or paired strikes while dual wielding.

  • Discipline

    Juggernaut

    Brace behind a shield and spend Rage before enemy damage reaches Health.

    Keystone

    Defiance

    Raise a brief shield brace. While it holds, enemy damage spends Rage before it can reach your Health.

  • Discipline

    Warcry

    Incite the party into brief, shared bursts of combat speed.

    Keystone

    Incite

    Drive your nearby party into a brief burst of Haste. The shared exhaustion prevents another Incite until it fades.

Class

Restorer

A dedicated healer who rescues allies and prevents incoming harm.

Restorers specialize in direct recovery, protective barriers, and suppressing enemy attacks before they land.

Mastery Keystones

  • Discipline

    Triage

    Heal fast, wherever the danger is greatest.

    Keystone

    Stabilize

    One ally cannot be reduced below 1 Health for a brief window.

  • Discipline

    Aegis

    Shield damage before it ever lands.

    Keystone

    Aegis

    Your overhealing becomes an absorb shield on one chosen ally.

  • Discipline

    Suppression

    Weaken an enemy; turn its attacks into healing.

    Keystone

    Restitution

    For 4 seconds, direct damage dealt by one cursed enemy heals its victims instead.

Class

Shade

A melee infiltrator who strikes from openings and dismantles priority targets.

Shades exploit melee openings, evade committed attacks, and disable the most dangerous enemy at close range.

Mastery Keystones

  • Discipline

    Assassin

    Open from stealth and burst a single target.

    Keystone

    Assassinate

    Consume Nightmark with a lethal strike and return to stealth.

  • Discipline

    Phantom

    Survive melee with evasion and counters.

    Keystone

    Wraith

    While Phantom Veil is active, dodging or parrying a hostile auto-attack makes that attacker's next auto-attack against you miss.

  • Discipline

    Saboteur

    Lock a target down with stuns and silences.

    Keystone

    Breach

    Replaces Black Sting. Strike for heavy Pierce damage; consuming Nightmark leaves the target Breached.

Class

Shaper

A golem sculptor who commands and reshapes one awakened creation.

Shapers awaken one golem from inert matter, command and reshape it at range, and shape the battlefield around it.

Mastery Keystones

  • Discipline

    Awakener

    Command, mend, position, and reshape one external golem.

    Keystone

    Rampart

    Your current golem becomes a massive layered Rampart with 90% more maximum Health. It keeps its identity, stance, target, commands, cooldowns, and latest ordinary reshape.

  • Discipline

    Artifice

    Shape pins, braces, wards, and waystones that control the ground.

    Keystone

    Nullstone

    Three wardstones orbit your current golem. One shatters to block a direct damaging spell action against you or a party member within 8 meters when its damage before reductions is no more than 35% of that ally's maximum Health; one stone reforms every 12 seconds.

  • Discipline

    Colossus

    Commit power to the external golem so its chosen body becomes the fight's decisive mass.

    Keystone

    Titan

    Your current golem becomes a towering Titan. Its attacks are 40% slower and each successful swing erupts for 6 Impact damage plus 22% of the Titan's Attack Power in a 4-meter shockwave at the target.

Class

Warden

An armored oath-knight who protects, restores, or wields broken vows.

Wardens bind martial skill to sacred oaths, guarding allies, healing through combat, or embracing broken vows.

Mastery Keystones

  • Discipline

    Bulwark

    Block attacks and intercept damage for allies.

    Keystone

    Sanctuary

    Carries Sanctum with you. Enemies within deal 30% less damage to everyone except you.

  • Discipline

    Mercy

    Heal your group with two-handed strikes.

    Keystone

    Intercession

    Two-handed oath strikes route their mending to your selected party member, or to the most wounded nearby ally.

  • Discipline

    Forsworn

    Accept danger and convert it into damage.

    Keystone

    Penance

    Pays 30% of your current Health for 12 seconds of power against your sentenced target. Oath strikes against that exact target can repay the Health paid.

Class

Wayfinder

A patient bow scout who commands distance, movement, and prepared ground.

Wayfinders use bows, movement, and prepared ground to control how an engagement begins and ends.

Mastery Keystones

  • Discipline

    Deadeye

    Take deliberate long shots from held angles.

    Keystone

    Snipe

    Take Cover replaces Roadshot with Snipe, a 3-second fragile draw that fires one 175% ranged-weapon shot plus 12 damage. Moving ends Cover.

  • Discipline

    Trailblazer

    Move the group for pursuit, escape, and travel.

    Keystone

    Breakaway

    Foxpath becomes a nearby-party sprint that immediately breaks roots and snares, then prevents both for its duration.

  • Discipline

    Trapper

    Set traps and snares to control ground.

    Keystone

    Ironjaw

    Binding Shot becomes one heavy jaw trap. Its victim is parked immediately and carries an attached wound that tears every 4 m moved, up to five times.

Class

Weaver

A battlefield mage who combines flame, frost, and arcane power.

Weavers study flame, frost, and arcane power to destroy, control, and reshape a battlefield.

Mastery Keystones

  • Discipline

    Catalyst

    Commit to deliberate, overwhelming tri-school destruction.

    Keystone

    Cataclysm

    Hurl a triune spell after a very long cast, dealing enormous damage.

  • Discipline

    Stasis

    Suspend threats and survive through absolute magical stillness.

    Keystone

    Cryostasis

    Cryostasis is a separate self-defense action and never changes Crystal Effigy.

  • Discipline

    Prism

    Study spell structure and deliberately repeat decisive damage.

    Keystone

    Refraction

    Records only the most recent Weaver spell with a direct damage effect; Refraction copies damage and delivery only.

Your first choice, not your last

Pick a direction. Keep making it yours.

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