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History — Stances, Instincts & Last Resorts

27 Aug 2026, 23:09 · installer · Ability OverhaulView
Showing revision from 27 Aug 2026, 23:09 by installer.

Every class now carries four more layers beneath its abilities: a Stance you hold, Instincts that watch the fight for you, a Last Resort for the blow that would end you, and — for six classes — a Resource that builds as you fight. Five classes also gain a piece of utility that has nothing to do with combat at all.

None of it is on a nine-minute cooldown. Stances and Instincts are simply always there, which is the whole point: they shape how your class feels in the fights you actually have, not the one fight an hour where a long cooldown happens to be ready.

Where to find it: Combat → Stances. The same screen lists your Instincts, your Resource, your Last Resort and your utility, and shows which stance you are holding.

Stances

A stance is a toggle, not a cooldown. You hold one at a time and it lasts until you change it — there is no timer and nothing to re-apply. Every stance is a straight exchange: what it grants you in damage dealt it charges you in damage taken, at exactly the same rate, and the reverse for the defensive ones. The extra stat on each is what gives the stance its character.

Both stances unlock at Level 10.

ClassStanceThe trade
FighterShield Wall
Set your feet behind the shield. You take far less punishment, and give far less back.
-22% damage dealt · -22% damage taken
Breakthrough
Walk through the guard instead of around it. Everything hits harder — including what hits you.
+18% damage dealt · +18% damage taken
GladiatorOpen Guard
Drop the guard entirely and play to the crowd. Enormous damage, and no protection whatsoever.
+25% damage dealt · +25% damage taken
Crowd Work
Fight for the roar rather than the kill. Blows land softer, but the fury builds far faster.
-12% damage dealt · -12% damage taken · +8% SPI
PaladinOathkeeper
Stand as the oath demands. Blows glance from you; your own strikes are measured, not cruel.
-20% damage dealt · -20% damage taken · +8% DEF
Zealot
Judgement before mercy. You strike far harder, and the light no longer stops to mend you.
+16% damage dealt · +16% damage taken · -15% SPI
LancerSkyward Guard
Keep the lance high and the feet light. Harder to pin down, slower to commit.
-15% damage dealt · -15% damage taken · +8% DEX
Impaler
Set the lance and drive. Devastating on the way in, and you cannot turn aside.
+20% damage dealt · +20% damage taken · -12% DEX
RogueShadow Work
Patience over force. Ordinary strikes are feeble; the ones that find the gap are ruinous.
-15% damage dealt · -15% damage taken · +6% critical chance · +25 critical damage
Cutthroat
No patience at all. Fast, loud and entirely unprotected.
+20% damage dealt · +20% damage taken · +8% ACC
ArcherSteady Aim
Breathe, hold, release. Every arrow is placed rather than loosed.
-12% damage dealt · -12% damage taken · +15% ACC · +5% critical chance
Rapid Loose
Empty the quiver. Nothing is aimed, and a great deal of it lands anyway.
+18% damage dealt · +18% damage taken · -15% ACC
PugilistIron Body
Take the hit on purpose. Very little gets through, and very little goes out.
-25% damage dealt · -25% damage taken
Reckless Palm
Every strike thrown from the shoulder with nothing held back for defence.
+22% damage dealt · +22% damage taken · -15% DEF
MagicianFocused Casting
Every syllable placed exactly. Slower, and it does not go astray.
-12% damage dealt · -12% damage taken · +15% ACC · +8% DEF
Wild Channelling
Let it run. More power reaches the target, and far less of it stays under control.
+18% damage dealt · +18% damage taken · -15% ACC · +8% DEX
WarlockSlow Burn
Let the curse do the work. Your own blows are weak; what you leave behind is not.
-15% damage dealt · -15% damage taken · +12% SPI
Blood Price
Pay in the only currency that never runs out. Power comes easily; so does harm.
+20% damage dealt · +20% damage taken · +8% INT
NecromancerPlague Bearer
Spread rather than strike. Little force behind the hand, a great deal behind the rot.
-15% damage dealt · -15% damage taken · +12% DEF
Grave Hunger
Take greedily and hold nothing back. The dead are impatient and so are you.
+18% damage dealt · +18% damage taken · +8% INT
Death KnightUnliving
Stop pretending to be alive. Very hard to put down, and slow to do the putting.
-25% damage dealt · -25% damage taken · -12% ACC
Grave Pact
Spend yourself instead of your strength. Enormous force, bought at your own expense.
+25% damage dealt · +25% damage taken
TamerPack Leader
Let the beast lead. You hang back and direct, and you are much harder to reach.
-20% damage dealt · -20% damage taken · +8% SPI
Lone Hunter
Hunt at the front yourself. Far more dangerous, and nothing between you and the teeth.
+22% damage dealt · +22% damage taken · +8% STR
MinstrelSustain
Hold the note. Everything you weave lasts, and your own hand grows idle.
-18% damage dealt · -18% damage taken · +12% SPI
Crescendo
Play it all at once. Brief, enormous, and utterly exposed.
+22% damage dealt · +22% damage taken · +8% INT
HexbladeHexweave
Mark first, cut later. The blade is an afterthought while the hex gathers.
-15% damage dealt · -15% damage taken · +12% DEF
Blade Trance
Forget the marks and simply cut. Nothing gathers, and nothing needs to.
+18% damage dealt · +18% damage taken · +8% STR
MimicPerfect Copy
Study before you steal. What you take is flawless; taking it leaves you open.
-15% damage dealt · -15% damage taken · +15% ACC
Improvise
Do not study at all. Rougher, faster, and it hits like something borrowed in a hurry.
+18% damage dealt · +18% damage taken · -8% DEX
RunesmithDeep Etching
Cut the rune properly. Slow work, and what it holds is worth the wait.
-18% damage dealt · -18% damage taken · +12% DEF
Quickmark
Scratch it and go. Shallow, hasty marks, laid down faster than they can be read.
+20% damage dealt · +20% damage taken · -10% DEF
SkypirateBatten Down
Close the hatches and ride it out. Nothing much reaches you, and you reach nothing much.
-22% damage dealt · -22% damage taken
Full Sail
Everything to the wind. Tremendous speed, and not a plank between you and the sea.
+22% damage dealt · +22% damage taken · +8% ACC
AstromancerFixed Star
Hold to one point of the sky. Patient, immovable, and slow to strike.
-20% damage dealt · -20% damage taken · +12% DEF
Wandering
Follow whichever star is brightest tonight. Unpredictable, unanchored, dangerous.
+20% damage dealt · +20% damage taken · +8% INT · -10% DEF

Instincts

Instincts need no button. They watch the state of the fight and pay out the moment their condition holds — no cooldown, nothing to remember. Each class has two, and no two classes share the same pairing of condition and reward. The first unlocks at Level 12, the second at Level 30.

ClassInstinctWhenWhat you gain
FighterOpening Strike (Lv12)against a foe still at full healththe blow always lands as a critical
Second Wind (Lv30)while you are below a quarter of your healthyou take 20% less damage
GladiatorCrowd's Favour (Lv12)while you are below a quarter of your health+20% damage
Killing Blow (Lv30)against a foe near death+120 TP
PaladinTrial of Faith (Lv12)against a foe above your levelyou take 20% less damage
Righteous Stand (Lv30)while you are below a quarter of your healthrestores 6% of your health
LancerFirst Lance (Lv12)against a foe still at full healthignores 30% of their defence
Dragonsbane (Lv30)against a foe above your level+20% damage
RogueAmbush (Lv12)against a foe still at full health+25% critical chance
Finish It (Lv30)against a foe near death+20% damage
ArcherSteady Hand (Lv12)while you are above nine tenths of your health+25% critical chance
Clean Kill (Lv30)against a foe below your levelignores 30% of their defence
PugilistCornered (Lv12)while you are below a quarter of your health+25% critical chance
Flow (Lv30)while you are above nine tenths of your health+20% damage
MagicianDeep Reserves (Lv12)while your power is three quarters full+20% damage
Desperate Theory (Lv30)while your power is nearly spent+25% critical chance
WarlockDebtor's End (Lv12)against a foe near deathrestores 6% of your health
Last Bargain (Lv30)while your power is nearly spent+20% damage
NecromancerGrave Certainty (Lv12)against a foe near deaththe blow always lands as a critical
Home Ground (Lv30)while you are in the Underworld+20% damage
Death KnightUnyielding (Lv12)while you are below a quarter of your health+20% damage
Doom Sight (Lv30)against a foe above your levelignores 30% of their defence
TamerRun It Down (Lv12)against a foe below your level+20% damage
Flush It Out (Lv30)against a foe still at full health+120 TP
MinstrelSteady Measure (Lv12)while you are above nine tenths of your healthyou take 20% less damage
Final Verse (Lv30)against a foe near death+25% critical chance
HexbladeFirst Mark (Lv12)against a foe still at full health+20% damage
Spite (Lv30)while your power is nearly spentignores 30% of their defence
MimicQuick Study (Lv12)against a foe below your level+25% critical chance
Borrowed Nerve (Lv30)while you are above nine tenths of your health+120 TP
RunesmithEtched True (Lv12)while your power is three quarters fullignores 30% of their defence
The Ward Holds (Lv30)against a foe below your levelyou take 20% less damage
SkypirateHome Winds (Lv12)while you are in the Sky+20% damage
No Quarter (Lv30)against a foe near deathignores 30% of their defence
AstromancerClear Skies (Lv12)while you are in the Sky+25% critical chance
Written Ending (Lv30)while your power is three quarters fullthe blow always lands as a critical

Class Resources

Six classes had nothing that built up as they fought. Each now has a counter that fills through ordinary play and discharges by itself when it reaches its cap — there is no button to press and nothing to spend. The next action after it fills carries the payoff. Unlocks at Level 15.

ClassResourceBuilds onAt its cap
MagicianCharge
Every spell you cast leaves a little of itself behind. The fifth one comes out all at once.
each spell you cast, 5 times×1.6 damage on your next action
WarlockDebt
Power is borrowed, never given. The fifth loan comes due whether you are ready or not.
each spell you cast, 5 times×1.7 damage on your next action, and it costs you 8% of your health
NecromancerRemnants
Something is left behind by everything you strike, and you have never been squeamish about keeping it.
each blow you land, 4 times×1.5 damage on your next action
Death KnightRunes
Three runes cut into the armour. Each one drinks a blow, and the third gives it all back.
each blow you take, 3 times×1.45 damage on your next action
TamerBond
The longer the two of you fight together, the less either of you needs to be told.
each blow you land, 6 times×1.6 damage on your next action
MinstrelVerses
Three verses and a finale. You have never once written it any other way.
each blow you land, 4 times×1.5 damage on your next action, plus +20% STR for 30s

Last Resorts

Gear lowers your chance of dying. A Last Resort changes what happens when you would have. Every class has one and no two work the same way — some refuse the blow, some answer it, some put you back on your feet. It fires by itself the moment a blow would kill you. Unlocks at Level 40.

ClassLast ResortWhat happensRecharge
FighterHold the Line
The line does not break while you are standing on it.
for 20 seconds nothing can reduce you below 1 health — you still take the blows, you simply do not die90 minutes
GladiatorBlood in the Sand
A crowd did not come to watch you lose, and neither did you.
you live at 1 health, and the enemy loses half of its remaining health120 minutes
PaladinUnbreakable Oath
The oath is not finished, so neither are you.
you are restored to full health and every affliction on you is burned away90 minutes
LancerSkyfall
You go up off the end of the lance and come back down through them.
you live at 1 health and strike immediately for 8× your Strength, leaving the enemy Weakened60 minutes
RoguePerfect Dodge
The one that would have killed you is the one you were watching for.
the blow does not land at all, and the next blow misses completely60 minutes
ArcherBreak Away
The whole point of a bow is not being where the fighting is.
you live at 1 health and the enemy is Dazed for 20 seconds60 minutes
PugilistInner Gate
There is a door in you that is not supposed to be opened.
your maximum health doubles for 30 seconds and you are filled to the new maximum90 minutes
MagicianRewind
A half-second, taken back. Everything that was spent is unspent.
you live at 1 health and every ability cooldown is cleared90 minutes
WarlockSoul Anchor
Power is only ever borrowed. Spending all of it at once buys one thing.
spends all your power to live, and the enemy takes damage equal to what was spent. No recharge — but it needs at least 40% of your power to fire at allNone — but it needs at least 40% of your power
NecromancerThe Debt Falls Due
You know precisely what death costs, and you have arranged for someone else to pay.
you live at 1 health and the attacker takes the entire blow meant for you60 minutes
Death KnightRefuse the Grave
You have declined this invitation before. Someone still has to accept it.
you tear 25% of your maximum health out of the attacker and keep it45 minutes
TamerBetween You And It
The beast has never once needed to be told to do this.
the blow does not reach you at all — but your Bond is spent to nothing60 minutes
MinstrelFinal Movement
The piece is not over. You simply go back to the beginning of the bar.
you live at 50% health and every buff on you is refreshed to full duration60 minutes
HexbladeEvery Mark At Once
Everything you carry is a mark waiting for a reason.
you live at 1 health and every affliction on the enemy detonates60 minutes
MimicCopy That
You have spent your whole life learning things by having them done to you.
you live at 1 health and every Echo slot recharges instantly60 minutes
RunesmithThe Ward Breaks
A rune cut long ago, for exactly this, breaks instead of you.
you live at 1 health, take half damage for 20 seconds, and the enemy is left Sundered60 minutes
SkypirateCut and Run
You have never once been too proud to be somewhere else instead.
you live at 1 health with your Tactical Points filled60 minutes
AstromancerStar Shower
Something very old and very far away notices, briefly, that you were about to stop existing.
you are restored to full health and full power90 minutes

Utility

Five classes gain something that has nothing to do with fighting at all. Unlocks at Level 20.

ClassAbilityWhat it doesUse
SkypirateField Salvage
You have never once carried a broken thing to a shop to have it broken properly.
Break items down anywhere, without standing in a Smash Shop.Always in effect
TamerForager's Eye
The beast casts about and comes back knowing which way to go.
Points to the nearest gathering node even when it is off your map.Once every 2 minutes
RogueAppraise
A long look at something before deciding whether it is worth the trouble.
Names what can actually drop around your level, and how often.Once every 3 minutes
AstromancerDivining
The sky is quite willing to say where a thing is, if asked precisely.
Name a set you are collecting; it marks where the missing pieces fall.Once every 10 minutes
RunesmithReforge
Back into the fire it goes. What comes out is not always better.
Reroll one held item's rarity. It can come out worse — that is the wager.Once every 30 minutes

Notes

  • Stances, Instincts and Resources apply everywhere you fight — the overworld, dungeons, raids, the Labyrinth and the Arena.
  • A stance belongs to the class that learned it. Switch character and you are simply not holding one until you pick that class's own.
  • A Resource resets if you change class; a Death Knight's Runes do not become a Minstrel's Verses.
  • Your Last Resort fires on its own. There is nothing to activate and nothing to time.