Classes & Skills
Warrior (21 skills)
The Shieldwall. Steel, defiance and a talent for being hit so others aren’t. Branches: Vanguard (onslaught), Bulwark (the wall), Warlord (the voice that holds the line).
<b>Strong Hit Lvl {LEVEL}</b>
Hits the target very hard!
Damage: {DAMAGE}
Stun Chance: {STUNCHANCE}%
Stun Time: {STUNTIME}s
Cast Time: {CASTTIME}
Cooldown: {COOLDOWN}
Cast Range: {CASTRANGE}
Mana Costs: {MANACOSTS}
A wide, honest arc. Everything in reach learns respect
for the edge.
Become the argument. Steel in every direction until
the field clears.
Drop the shield-sense entirely: hit far harder, guard
far worse. The Vanguard's bargain.
Old northern blood remembers the Quarrel Years. More
harm given, more life to spend.
A blow aimed at buckles and rivets. Leaves the target
Sundered - armor split for a while.
The finishing lesson. Slow to wind up, unforgettable
to receive.
<b>Health Aura Lvl {LEVEL}</b>
Increases maximum health for a while.
Cast
Time: {CASTTIME}
Cooldown: {COOLDOWN}
Buff Time: {BUFFTIME}
Buffs
max Health: {HEALTHMAXBONUS}
Mana Costs: {MANACOSTS}
<b>Health Aura Advanced Lvl {LEVEL}</b>
Increases maximum health of all surrounding
Players for a while.
Cast Time: {CASTTIME}
Cooldown: {COOLDOWN}
Cast
Range: {CASTRANGE}
Buff Time: {BUFFTIME}
Buffs max Health: {HEALTHMAXBONUS}
Mana
Costs: {MANACOSTS}
<b>Hard Shell Lvl {LEVEL}</b>
Permanently increases Block chance.
Bonus
Block: {BLOCKCHANCEBONUS}%
Breathe out, set the feet, let the blows ring off.
Briefly become the wall.
When the line must hold, the Shieldwall holds it alone
if it has to.
Endurance drilled until it is anatomy.
Reading a blow before it lands is half of blocking
it.
The shield is also a weapon; ask anyone it has met.
Rings the skull like Torva's bell.
A voice that has carried across shield-walls. Nearby
allies hit harder for it.
Wounds close a little when someone worth following
says get up.
Some fights end when the other side remembers somewhere
else to be.
Survivors stand near survivors. It rubs off.
Archer (19 skills)
The Farstrider. Death at a distance and footwork the Weald taught. Branches: Marksman (the perfect shot), Skirmisher (cripple and vanish), Stormrain (the falling sky).
<b>Precise Shot Lvl {LEVEL}</b>
Hits the enemy hard with a chance of stunning
it.
Damage: {DAMAGE}
Stun Chance: {STUNCHANCE}%
Stun Time: {STUNTIME}s
Cast
Time: {CASTTIME}
Cooldown: {COOLDOWN}
Cast Range: {CASTRANGE}
Mana
Costs: {MANACOSTS}
One breath in, hold, loose. The extra heartbeat of
aim pays for itself.
A bodkin head through the weak seam. Leaves armor
Sundered behind it.
The Farstrider's brand: once Marked, the trail never
cools and armor never quite sits right.
Ten thousand arrows of practice, distilled.
Where the seams are. When the wind holds. Why hesitation
kills.
<b>Blessing Lvl {LEVEL}</b>
Heals a Player
Cast Time: {CASTTIME}
Cooldown:
{COOLDOWN}
Cast Range: {CASTRANGE}
Heals Health: {HEALSHEALTH}
Mana
Costs: {MANACOSTS}
<b>Therapy Lvl {LEVEL}</b>
Heals all surrounding Players
Cast
Time: {CASTTIME}
Cooldown: {COOLDOWN}
Cast Range: {CASTRANGE}
Heals
Health: {HEALSHEALTH}
Mana Costs: {MANACOSTS}
<b>Windwalk Lvl {LEVEL}</b>
Increases movement speed for a while.
Cast
Time: {CASTTIME}
Cooldown: {COOLDOWN}
Buff Time: {BUFFTIME}
Buffs
speed: {SPEEDBONUS}
Mana Costs: {MANACOSTS}
<b>Focus Lvl {LEVEL}</b>
Permanently increases Critical chance.
Bonus
Critical: {CRITICALCHANCEBONUS}%
Two arrows, one breath. The second learns from the
first.
Loose high and let the sky do the rest. Falls hardest
where the target stands.
The Stormrain answer to being outnumbered: stop being
outnumbered.
An arrow saved is an arrow loosed later, better.
Low, mean, and aimed at the tendon. Hamstrung quarry
argues less.
A Frontier trick: thick smoke, bad decisions. Whatever
is inside panics out of it.
The Weald teaches footwork to everyone who survives
it.
Mage (20 skills)
The Riftcaller. Borrowed fire, patient ice, ordered thought. Branches: Pyromancy, Cryomancy, Arcanum.
Hurl a bolt of fire at your target.
Deals {DAMAGE} damage.
The fire stays when the spell leaves. Ignited things
remember being lit.
The target becomes the kindling. Everything nearby
becomes the fire.
The Riftcaller's argument for keeping the peace.
Cited widely. Once each.
A healthy professional interest in combustion outcomes.
A blade wreathed in arcane force.
Deals {DAMAGE} damage in melee
range.
Quick, cheap, unerring. The cantrip that pays the
rent.
A syllable the Weave declines to carry. The target's
next spell stays unspoken.
An ordered mind wastes nothing.
Genius, reproducible.
Erupt in flames, searing everything nearby.
Deals {DAMAGE} damage
around you.
The polite radius, doubled. The polite warning, skipped.
A shimmering ward of protection.
+{DEFENSEBONUS} defense, +{HEALTHMAXBONUS}
max health for {BUFFTIME}.
The same shield, drawn by a steadier hand and twice
the will.
Cold with a point on it. Chilled targets make slower
decisions.
Winter, compressed and thrown. Sometimes the target
simply stops.
The room drops ten degrees and every ambition in it
slows.
Cold is patient. Its students learn to be.
Druid (17 skills)
The Wealdkeeper. The green that mends, the storm that answers, the shape that hunts. Branches: Growth, Storm, Wild.
Take the form of a savage werewolf.
+{DAMAGEBONUS} damage, faster
movement for {BUFFTIME}.
Claws honest about their intentions. The Bleeding
lingers.
The hunt feeds the hunt: faster, harder, hungrier.
The wild does not tire first.
Mend wounds with living energy.
Heals {HEALSHEALTH} health.
Set the green to work and let it knit. Slow medicine,
sure medicine.
One breath of spring, shared with everyone standing
close enough to matter.
The Weald keeps its keepers.
Take the form of a mighty werebear.
+{HEALTHMAXBONUS} max health,
+{DEFENSEBONUS} defense for {BUFFTIME}.
Winter tried. Winter failed.
The roots that hold also squeeze, and the sap they
share back is not kind.
The storm on a short leash. It bites where pointed.
The air goes sharp and everything conductive regrets
its choices.
The sound arrives as an opinion. Knees buckle agreeing
with it.
Calm enough to aim the sky.
Artificer (16 skills)
The Cogwright. Reach engineering with the safety interlocks filed off. Branches: Ballistics, Gadgetry, Overdrive.
Assemble your arc-powered suit.
+{HEALTHMAXBONUS} max health, +{DEFENSEBONUS}
defense, +{DAMAGEBONUS} damage for {BUFFTIME}.
Run everything past the red line. The suit complains;
the suit complies.
Some margins exist to be spent.
Bolt-on armor, deployed with a thump you feel in your
teeth.
Overbuilt is a compliment where the Cogwright trained.
Fire a crackling bolt from your gauntlet.
Deals {DAMAGE} damage.
Industrial fastening, weaponized. High rate of persuasion.
For when the problem is 'several directions at once.'
A tidy package with untidy contents. The Bleeding
is a design feature.
The Reach's engineering manuals survived. Unfortunately
for everyone downrange.
A coil that overwrites the target's train of thought.
Spellwork included.
Rope, weights, spite. Deployment is instantaneous;
dignity is not recovered.
Vent the coolant, chill the neighborhood. The warranty
voids itself.
Every problem is a device that hasn't been fixed
at yet.
Beast Tamer (18 skills)
The Packlord. Fights alongside summoned beasts and is never truly alone. Branches: Pack Bond, Savagery, Warden.
Call a loyal wolf to fight at your side.
The
wolf matches your level.
Mana: {MANACOSTS}
Cast Time: {CASTTIME}
Cooldown:
{COOLDOWN}
The pack hears it in the spine, not the ears. Everyone
nearby bares teeth.
Rough medicine, warm fur, no arguing with the process.
What the beast survives, the bond shares.
Two sets of eyes agree on the killing moment.
Call a thick-hided boar that matches your level.
Requires
level 10.
Mana: {MANACOSTS}
Cast Time: {CASTTIME}
Cooldown: {COOLDOWN}
Call a mighty grizzly that matches your level.
Requires
level 20.
Mana: {MANACOSTS}
Cast Time: {CASTTIME}
Cooldown: {COOLDOWN}
<b>Therapy Lvl {LEVEL}</b>
Heals all surrounding Players
Cast
Time: {CASTTIME}
Cooldown: {COOLDOWN}
Cast Range: {CASTRANGE}
Heals
Health: {HEALSHEALTH}
Mana Costs: {MANACOSTS}
Lean close and let something older than language do
the talking.
Wear the wild's patience like a second skin.
The oldest protection: be more trouble than the meal
is worth.
Scar tissue is just experience, worn externally.
Learned from the pack, taught to the enemy. The Bleeding
takes notes.
Prey theory, chapter one: nothing outruns the pack
on a cut tendon.
Take the hit back out of them. The Packlord wastes
nothing - Broa would approve.
Softness is a rumor out past the palisade.
Necromancer (20 skills)
The Gravecaller. Poison on the wind, the dead in ranks, and a straw in the world’s oldest drink. Branches: Plague (rot and blight), Dominion (the skeleton retinue), Siphon (lifedrain and terror).
Cold from under the hill, thrown overhand.
A dart of green regret. It keeps working long after
it lands.
The air above the target forgets it ever carried anything
but grave-damp.
Generosity, of a kind. There is enough for everyone.
Your poisons study their hosts and take notes.
Not a wound. A decision the flesh makes to leave early.
Everything green within reach turns its face away.
Whistle down into the ground. Something dutiful answers.
Raise a soldier who has already died for a cause once
and found it habit-forming.
The Warlord's old second, on loan. It remembers command
and little else.
You have opinions about femurs that concern the living.
Dead eyes never water, never blink, never miss twice.
Borrowed ribs lattice over your own. The dead are
lousy tailors but generous ones.
Terms: everything. Compensation: everything. The retinue
signs eagerly.
A straw in the world's oldest drink.
Pull until you taste what they were going to be.
Open the account entirely. Leave a tip.
Refuse the body's resignation letter. It can be resubmitted
later.
Speak the word for 'brittle' in a language bones
understand.
Show them, briefly and completely, where everyone
is going.