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History — Stances, Instincts & Last Resorts

3 Oct 2026, 20:40 · Arkius · Installer: wiki_instincts_sync.phpView
3 Oct 2026, 20:40 · Arkius · Installer: wiki_bushin.phpView
2 Oct 2026, 00:19 · Arkius · Installer: wiki_class_paths.phpView
21 Sep 2026, 17:21 · Arkius · Installer: wiki_instincts_sync.phpView
21 Sep 2026, 14:42 · Arkius · Installer sequence (Elementalist stances, Instincts, Last Resort; cooldown wording) — final pageView
21 Sep 2026, 14:42 · Arkius · Installer: wiki_stances_141.phpView
20 Sep 2026, 16:14 · Arkius · Recorded retrospectively — installer editView
27 Aug 2026, 23:09 · installer · Ability OverhaulView
Showing revision from 21 Sep 2026, 14:42 by Arkius.

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. It is the one piece of your class that is present in every fight rather than one fight an hour.

Every stance is a genuine exchange, and there are two halves to it. The first is the damage trade: what a stance grants you in damage dealt it charges you in damage taken at exactly the same rate, and the reverse for the careful ones. The second is what actually separates the classes — each pair is built on the mechanic that belongs to that class. A Hexblade chooses how deep the hex gathers. A Tamer chooses whether the beast fights or they do. A Minstrel chooses whether the song lasts or lands all at once. A Runesmith chooses between a rune cut deep and a rune scratched in a hurry.

Because of that, the two stances of a class are not a safety dial with the numbers reversed. They are two ways to play the class, and neither is the beginner option.

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. Both stances unlock at Level 10.
ClassStanceThe trade
FighterDrillmaster
Short forms, repeated without pause. The gauge fills constantly and no single blow is worth much.
+25% TP gained · -20% Weapon Arte damage
Executioner’s Rhythm
One form, practised to the exclusion of all others. It comes rarely, and it finishes what it starts.
+20% Weapon Arte damage · -25% TP gained
GladiatorOpen Guard
Drop the guard entirely and play to the crowd. Openings everywhere — yours and theirs.
+18% damage dealt · +18% damage taken · +6% crit chance · -6% dodge
Crowd Work
Fight for the roar rather than the kill. Nothing lands cleanly, and the fury builds far faster.
-12% damage dealt · -12% damage taken · +25% TP gained · -25 crit damage
PaladinOathkeeper
Stand as the oath demands. The light stays with you and your strikes are measured, not cruel.
-18% damage dealt · -18% damage taken · +5% lifesteal · -20% Weapon Arte damage
Zealot
Judgement before mercy. Every form lands like a verdict, and the light no longer stops to mend you.
+18% damage dealt · +18% damage taken · +20% Weapon Arte damage · -5% lifesteal
LancerSkyward Guard
Keep the lance high and the feet light. Hard to pin down, and slow to commit to anything.
-15% damage dealt · -15% damage taken · +6% dodge · -25 crit damage
Impaler
Set the lance and drive. Devastating on the way in, and you cannot turn aside once committed.
+20% damage dealt · +20% damage taken · +25 crit damage · -6% dodge
RogueShadow Work
Patience over force. Ordinary strikes are feeble; the ones that find the gap are ruinous.
-15% damage dealt · -15% damage taken · +6% crit chance · +25 crit damage · -25% TP gained
Cutthroat
No patience at all. Fast, loud, entirely unprotected, and never waiting for the gap.
+20% damage dealt · +20% damage taken · +25% TP gained · -5% crit chance
ArcherSteady Aim
Breathe, hold, release. Every arrow is placed rather than loosed, and placing takes time.
-12% damage dealt · -12% damage taken · +15% ACC · +5% crit chance · -25% TP gained
Rapid Loose
Empty the quiver. Nothing is aimed, a great deal of it lands anyway, and the gauge never rests.
+18% damage dealt · +18% damage taken · -15% ACC · +25% TP gained
PugilistIron Body
Take the hit on purpose. Very little gets through, very little goes out, and nothing comes back quickly.
-22% damage dealt · -22% damage taken · +6% dodge · +15% ability cooldowns
Reckless Palm
Every strike thrown from the shoulder with nothing held back for defence — and thrown again sooner.
+22% damage dealt · +22% damage taken · -15% DEF · −15% ability cooldowns
MagicianFocused Casting
Every syllable placed exactly. Slower, cheaper, and it does not go astray.
-12% damage dealt · -12% damage taken · +15% ACC · −20% spell MP cost
Wild Channelling
Let it run. More power reaches the target, far less stays under control, and it drinks the pool dry.
+18% damage dealt · +18% damage taken · +8% DEX · +20% spell MP cost
WarlockSlow Burn
Let the curse do the work. Your own blows are weak; what you leave behind lingers far longer.
-15% damage dealt · -15% damage taken · +25% buff & song duration · +20% spell MP cost
Blood Price
Pay in the only currency that never runs out. Power comes easily, and nothing you cast outlasts the moment.
+20% damage dealt · +20% damage taken · +6% lifesteal · -25% buff & song duration
NecromancerPlague Bearer
Spread rather than strike. Little force behind the hand, a great deal behind the rot, and nothing returns to you.
-15% damage dealt · -15% damage taken · +25% buff & song duration · -6% mana steal
Grave Hunger
Take greedily and hold nothing back. The dead are impatient, and nothing you sow is left to grow.
+18% damage dealt · +18% damage taken · +6% lifesteal · +6% mana steal · -25% buff & song duration
Death KnightUnliving
Stop pretending to be alive. Very hard to put down, slow to do the putting, and nothing sustains you.
-22% damage dealt · -22% damage taken · +6% dodge · -6% lifesteal
Grave Pact
Spend yourself instead of your strength. Enormous force, bought at your own expense and repaid in blood.
+25% damage dealt · +25% damage taken · +6% lifesteal · -6% dodge
TamerPack Leader
Let the beast lead. You hang back and direct, and what you have raised does the work.
-20% damage dealt · -20% damage taken · +20% pet damage
Lone Hunter
Hunt at the front yourself. Far more dangerous, and the beast is left trailing behind you.
+22% damage dealt · +22% damage taken · +8% STR · -20% pet damage
MinstrelSustain
Hold the note. Everything you weave lasts far longer, and your own hand grows idle.
-18% damage dealt · -18% damage taken · +25% buff & song duration · -25% TP gained
Crescendo
Play it all at once. Brief, enormous, utterly exposed, and gone before the bar ends.
+22% damage dealt · +22% damage taken · -25% buff & song duration · +25% TP gained
HexbladeHexweave
Let the marks do the killing. The hex gathers deeper than it should, and answers to the mind rather than the arm.
+15% damage dealt · +15% damage taken · +12% INT · -12% STR · +2 max Hex Stacks · -20% Weapon Arte damage
Blade Trance
Forget the marks and simply cut. Fewer gather, and the arm has never needed them.
+15% damage dealt · +15% damage taken · +12% STR · -12% INT · +20% Weapon Arte damage · -2 max Hex Stacks
MimicPerfect Copy
Study before you steal. What you take is flawless; taking it leaves you open, and it takes time.
-15% damage dealt · -15% damage taken · +10% echo absorption · +10% echo quality · -25% TP gained
Improvise
Do not study at all. Rougher, faster, and it hits like something borrowed in a hurry.
+18% damage dealt · +18% damage taken · -10% echo absorption · -10% echo quality · +25% TP gained
RunesmithDeep Etching
Cut the rune properly. Slow work, and what it releases is worth the wait.
-18% damage dealt · -18% damage taken · +25% Detonate damage · +15% ability cooldowns
Quickmark
Scratch it and go. Shallow, hasty marks, laid down faster than they can be read.
+20% damage dealt · +20% damage taken · -25% Detonate damage · −15% ability cooldowns
SkypirateBatten Down
Close the hatches and ride it out. Nothing much reaches you, and you reach nothing much.
-22% damage dealt · -22% damage taken · +6% dodge · -25% TP gained
Full Sail
Everything to the wind. Tremendous speed, and not a plank between you and the sea.
+22% damage dealt · +22% damage taken · -6% dodge · +25% TP gained
AstromancerFixed Star
Hold to one point of the sky. Patient, immovable, and what you read there stays true far longer.
-20% damage dealt · -20% damage taken · +25% buff & song duration · -5% crit chance
Wandering
Follow whichever star is brightest tonight. Unpredictable, unanchored, and nothing you read outlasts it.
+20% damage dealt · +20% damage taken · +6% crit chance · -25% buff & song duration
ElementalistSlow Study
Let each element settle before you reach for the next. Every spell costs less, and nothing comes round quickly.
-18% damage dealt · -18% damage taken · −20% spell MP cost · +15% ability cooldowns
Flashpoint
Throw the next element before the last one lands. Everything comes round faster, and all of it costs more.
+20% damage dealt · +20% damage taken · −15% ability cooldowns · +20% spell MP cost

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.

Where an Instinct pays out. On your weapon swing. An Instinct that adds damage pays out on what you cast as well — your spells and your fusions — and it is judged as the cast begins, before the spell takes its price: cast from three quarters of your pool and Deep Reserves is with that spell, even though the spell itself takes you under the line. The other rewards (a sure critical, critical chance, ignored defence, TP, mending) belong to the swing. Weapon Artes and class abilities are techniques of their own and are not moved by an Instinct; an Instinct that lowers the damage you take works whatever you are doing.

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.

Paths — the third slot

A stance is how you stand: a quick trade you change freely. A path is how you fight. It sits in the same panel, under your stances, from level 50, and it does three things: it asks for something in your hands, it charges a trade of its own — and it breaks one rule of the world.

  • Worn, or dormant. A path is live only while what it needs is in your hands. Take the shield off and the path lies dormant: no trade is charged and no rule is broken until it is back.
  • Free once, paid after. Your first path for a class is free. Leaving a path — for another, or for none — costs 1,000 gold per level. Each class remembers its own path.
  • Your Support Class lends the rule — and only the rule. If the class behind you walks a path, you receive its rulebreak at the lower value in the last column, while what it needs is in your hands. You never receive its trade, and never its instinct.
A rule of the worldFor everyoneWhat it means
Block chance cap35%No shield, however skilled the arm, blocks more often than this.
Life leeched per hit2% of your lifeOne blow never restores more than this share of your life.
Two-handed weapon damagex1.20A weapon held in both hands strikes this much harder than one held in one.
Chance to answer a blow0%Nobody strikes back at the blow that hits them, unless an ability says so.
A weapon in each handnot allowedOne weapon and an off-hand, or one weapon in both hands. Two weapons are for the classes born to them.
A blow that finds a weaknessx1.35An element the foe is weak to lands this much harder.
How full leeching fills you75% of the poolStolen life and mana stop flowing once the pool is this full. (The dark classes already stand at 90.)
The least a foe can hit you50%However quick you are, a foe lands its blow at least this often. (A spell is not a blow: magic is resisted, not dodged, and keeps its own law.)
Follow-up strikes2 strikesA Barrage or the Hundred Fists adds this many strikes to the round, and no more.
Wounds past the limit0 stacksBleeding and Sundered stack five deep, and no deeper.
Martial reservex1.00Momentum, Rage, Aegis, Marks, Combo, Chi and Fortune fill to the brim and stop.
Hex Stacks held5 stacksA blade holds five Hex Stacks.
Echo left behind15%A fallen foe leaves an echo this often.
Detonate charge100 chargeThe runes burst when the charge is full, and full is this much.
Rounds past the magazine0 roundsA Flintlock holds what its make allows: two rounds in a common piece, eight in a masterwork.
Conjunction, per Star Sign40%Each Star Sign overhead adds this much to a Conjunction.
Grand Opus, per song35%Each song still playing adds this much to the Grand Opus.
An Elementalist's reaction25%A reaction pays what it pays; an Elementalist draws a quarter more from it.
What a foe's level resists50%A foe past level 100 shrugs off half of every spell.
The price of a fusionx1.00A fusion costs the mana of both its spells, in full.
A pet's blowx1.00A pet strikes as a pet: it never takes the premium a player's blow does.
A pet's criticalx2.00A pet's critical strike doubles its blow. Nothing more.
A Dive from the skyx1.00A Dive lands as hard as the leap was high, and no harder.
How loud an echo soundsx1.00An echo is as loud as its quality, and never louder than the voice it came from.
Last Resort recoveryx1.00A Last Resort answers once, then sleeps its whole cooldown.

Gladiator

PathNeedsThe tradeThe rule it breaksAs your Support Class
Reaver
One great weapon in both hands and nothing held back. It simply hurts, and the blood it draws keeps you standing.
a two-handed weapon+15% damage taken · +25 crit damage · +3% lifesteal · -6% dodgeTwo-handed weapon damage: x1.20 → x1.40x1.30
Bloodletter
A sword, and patience. Open them, keep them open, and drink from what runs out; the killing stroke comes when they are already dying.
a Sword or Hand Axe in the main hand-10% damage dealt · +4% lifesteal · -25 crit damage · Open Vein: Against a foe that is already bleeding, every blow lands harder and what runs out is yours.Life leeched per hit: 2% of your life → 4% of your life3% of your life
Shieldbearer
Shield first. Turn the blow, and answer it before they have their balance back.
a shield-15% damage dealt · +15% TP gained · -6% crit chanceChance to answer a blow: 0% → 100%50%

Fighter

PathNeedsThe tradeThe rule it breaksAs your Support Class
Ironwall
Nothing gets past the shield. Very little gets past you, either — in any direction.
a shield-25% damage dealt · +15% DEF · -25% TP gainedBlock chance cap: 35% → 75%
and +40 points of block chance with it (no shield reaches the old cap on its own)
55% · +20 points of block chance
Weapon Master
Every weapon in the yard, and a second one in the other hand. Two blades leave no room for a guard, or for mercy on yourself.
nothing+15% damage taken · +15% TP gained · -6% dodge · -6% lifestealA weapon in each hand: not allowed → allowedallowed
Spellblade
A fighter who learned what the weapon is weak against, and had it answered in the steel. Not the hardest blow in the yard; the right one.
nothing-10% damage dealt · +15% INT · -10% STR · −20% spell MP cost · you name the element your weapon strikes with (free, any time; an Elemental Oil still comes first)A blow that finds a weakness: x1.35 → x1.60x1.47

Paladin

PathNeedsThe tradeThe rule it breaksAs your Support Class
Bastion
The shield is the oath. Stand where the blow will land, and let it land on iron.
a shield-20% damage dealt · +10% DEF · -15% TP gainedBlock chance cap: 35% → 65%
and +30 points of block chance with it (no shield reaches the old cap on its own)
50% · +15 points of block chance
Aegis Bearer
Every blow you take is banked, and the vault is deeper than they told you. Let them fill it.
a Sword or Club in the main hand+10% damage taken · +15% TP gained · -6% dodgeMartial reserve: x1.00 → x1.50 (Aegis 100 to 150)x1.20
Martyr
You have fallen for them before and you will again. It comes back quicker every time, and it never stops hurting.
nothing+15% damage taken · +10% SPI · Not Yet: Below a quarter of your life, a quarter of every blow is turned aside.Last Resort recovery: x1.00 → x0.50x0.75

Lancer

PathNeedsThe tradeThe rule it breaksAs your Support Class
Dragoon
The whole body behind one point. There is no guard in it, only the arrival.
a Spear in the main hand+12% damage taken · +15% Weapon Arte damage · -6% dodgeTwo-handed weapon damage: x1.20 → x1.38x1.29
Spearwall
Set the butt in the dirt and let them come. Whatever reaches you has already been answered.
a Spear in the main hand-15% damage dealt · +10% DEF · -6% crit chanceChance to answer a blow: 0% → 60%30%
Cloudbreaker
Higher than the others dare, and straight down. Between the leaps you are only someone holding a long stick.
a Spear in the main hand-10% damage dealt · +10% ability cooldowns · -20 crit damageA Dive from the sky: x1.00 → x1.39not lent

Rogue

PathNeedsThe tradeThe rule it breaksAs your Support Class
Ghost
Never where the blow lands. It costs you the weight behind your own.
nothing-15% damage dealt · +6% dodge · -20 crit damageThe least a foe can hit you: 50% → 35%43%
Seven Moves
Five moves ahead is for amateurs. Two knives, seven moves, and one very bad moment for somebody.
a weapon in each hand+10% damage taken · +15 crit damage · -15% TP gainedMartial reserve: x1.00 → x1.50 (Combo 5 to 7)x1.20
Venomer
The knife is only how the oil gets in. Know what the thing in front of you cannot stand, and coat the blade in it.
a Dagger in the main hand-10% damage dealt · +20% buff & song duration · -4% crit chanceA blow that finds a weakness: x1.35 → x1.60x1.47

Archer

PathNeedsThe tradeThe rule it breaksAs your Support Class
Stormbow
Three arrows on the string where the world allows two. None of them is the careful one.
a Bow in the main hand-10% damage dealt · +15% TP gained · -20 crit damageFollow-up strikes: 2 strikes → 3 strikesnot lent
Sharpshooter
Mark them, and mark them again, long past the point the others let fly. Standing still that long has a price.
a Bow in the main hand+10% damage taken · +4% crit chance · -6% dodge · First Arrow: Against a foe nobody has touched yet, your blows are likelier to strike true.Martial reserve: x1.00 → x1.50 (Marks 5 to 7)x1.20
Skirmisher
Loose and move, loose and move. They hit where you were.
nothing-12% damage dealt · +6% dodge · -10% Weapon Arte damageThe least a foe can hit you: 50% → 38%44%

Pugilist

PathNeedsThe tradeThe rule it breaksAs your Support Class
Hundred Hands
They said a hundred was a figure of speech. Count them.
a Knuckles in the main hand-10% damage dealt · +15% TP gained · -20 crit damageFollow-up strikes: 2 strikes → 3 strikesnot lent
Counterpuncher
Let them swing. The opening is inside the swing, and you live there.
a Knuckles in the main hand-15% damage dealt · +4% dodge · -10% TP gainedChance to answer a blow: 0% → 75%40%
Long Breath
The breath goes deeper than ten. Holding that much of it leaves the skin thin.
nothing+10% damage taken · +10% ability cooldowns · -4% lifestealMartial reserve: x1.00 → x1.50 (Chi 10 to 15)x1.20

Magician

PathNeedsThe tradeThe rule it breaksAs your Support Class
Archmage
The great beasts shrug off half of every spell. Half of yours, no longer. The mana it takes is not a small matter, and neither is the robe.
nothing+15% damage taken · +20% spell MP costWhat a foe's level resists: 50% → 35%42%
Weaver
Two spells braided into one, for well under the price of two. The braid takes both hands and most of your attention.
nothing-10% DEF · +15% buff & song duration · -10% ability cooldownsThe price of a fusion: x1.00 → x0.65x0.80
Savant
You read the foe before the first word is spoken. The right spell, not the large one.
nothing+10% damage taken · −10% spell MP cost · -25 crit damageA blow that finds a weakness: x1.35 → x1.60x1.47

Warlock

PathNeedsThe tradeThe rule it breaksAs your Support Class
Hemomancer
What you drink from them fills you nearly to the brim, where others must stop at three parts in four. The thirst shows.
nothing+12% damage taken · +4% lifesteal · +15% spell MP cost · Red Tide: Below a quarter of your life, every blow that lands gives a little of it back.How full leeching fills you: 75% of the pool → 95% of the pool85% of the pool
Siphoner
A deeper draught from every wound. It is a slow way to kill and a very good way not to die.
nothing+3% lifesteal · -25 crit damage · +15% spell MP costLife leeched per hit: 2% of your life → 4% of your life3% of your life
Voidcaller
Size is no defence against what comes from nowhere. It is no friend of yours, either.
nothing+15% damage taken · -4% lifestealWhat a foe's level resists: 50% → 36%43%

Necromancer

PathNeedsThe tradeThe rule it breaksAs your Support Class
Lich
There is no brim. What you take from them fills you to the top, and the flesh you keep it in grows thin.
nothing+15% damage taken · +4% mana steal · -6% dodgeHow full leeching fills you: 90% of the pool → 100% of the pool85% of the pool
Deathless
Death is a door you have the key to. Using it this often leaves less of you on either side.
nothing-10% DEF · +10% ability cooldownsLast Resort recovery: x1.00 → x0.50x0.75
Rotcaller
Everything living has the place where it has already begun to die. You can see it from here.
nothing+10% damage taken · +3% mana steal · -20 crit damageA blow that finds a weakness: x1.35 → x1.60x1.47

Death Knight

PathNeedsThe tradeThe rule it breaksAs your Support Class
Dreadblade
The great sword, and the dead weight of it. You stopped stepping aside a long time ago.
a two-handed weapon+12% damage taken · +20 crit damage · -6% dodgeTwo-handed weapon damage: x1.20 → x1.40x1.30
Blood Knight
The blade drinks, and passes the cup. It is a poor weapon for finishing anything quickly.
nothing-10% damage dealt · +4% lifesteal · -25 crit damageLife leeched per hit: 2% of your life → 4% of your life3% of your life
Festering Edge
A cut from this blade does not close, and the next one lands beside it. Seven deep, where the world says five.
a Great Sword, Sword or Hand Axe in the main hand-10% damage dealt · +10% Weapon Arte damage · -4% lifesteal · Rot Sets In: Against a foe that is already bleeding, every blow lands harder.Wounds past the limit: 0 stacks → 2 stacks1 stacks

Tamer

PathNeedsThe tradeThe rule it breaksAs your Support Class
Beastlord
The beast is the weapon; you are the hand on its collar. Your own blows are an afterthought.
nothing-15% damage dealt · +10% TP gainedA pet's blow: x1.00 → x1.30not lent
Red Fang
You taught it where the throat is. A beast that goes for the throat does not come back to guard you.
nothing+10% damage taken · +5% pet crit · -4% dodgeA pet's critical: x2.00 → x2.75not lent
Lasher
The whip opens them, and opens them again in the same place. The beast learns to wait its turn.
a Whip in the main hand-8% damage dealt · +10% Weapon Arte damage · -15% pet damageWounds past the limit: 0 stacks → 2 stacks1 stacks

Minstrel

PathNeedsThe tradeThe rule it breaksAs your Support Class
Maestro
Every song still in the air is an instrument, and the Opus is written for all of them at once. A conductor cannot also duck.
a Harp in the main hand+10% damage taken · +15% buff & song duration · -4% dodgeGrand Opus, per song: 35% → 50%not lent
Dissonance
There is a note that big things cannot shrug off. Holding it is hard on the voice, and on the songs that come after.
nothing+10% damage taken · -20% buff & song durationWhat a foe's level resists: 50% → 38%44%
Encore
The crowd will not let you leave the stage. Neither, it turns out, will death; but the second performance is never as strong.
nothing-10% damage dealt · +10% TP gainedLast Resort recovery: x1.00 → x0.50x0.75

Hexblade

PathNeedsThe tradeThe rule it breaksAs your Support Class
Doomsayer
The blade holds five curses. Yours holds eight, and hums with them, and the hum is not good for you.
a Crystal Blade in the main hand+10% damage taken · +10% spell MP costHex Stacks held: 5 stacks → 8 stacks6 stacks
Cursed Edge
The crystal takes the colour of what the foe fears. It is a narrow edge: against anything else it is only glass.
a Crystal Blade in the main hand-10% damage dealt · +10% Weapon Arte damage · -20 crit damageA blow that finds a weakness: x1.35 → x1.60x1.47
Hexguard
A shield, and a ward cut into its face. The ward is paid for out of the blade.
a shield-15% damage dealt · +10% DEF · -1 max Hex StacksBlock chance cap: 35% → 60%
and +25 points of block chance with it (no shield reaches the old cap on its own)
47% · +12 points of block chance

Mimic

PathNeedsThe tradeThe rule it breaksAs your Support Class
Archivist
Most of what dies leaves nothing behind. For you, twice as often, it leaves its voice. Listening that closely is not fighting.
nothing-10% damage dealt · +5% echo qualityEcho left behind: 15% → 30%not lent
Resounder
What comes back from the glass is louder than what went in. Glass, however, is glass.
an Echo Shard in the main hand+12% damage taken · -4% crit chanceHow loud an echo sounds: x1.00 → x1.25not lent
Changeling
Never quite the shape they aimed at. Never quite any shape long enough to hit hard, either.
nothing-12% damage dealt · +4% dodge · -5% echo absorptionThe least a foe can hit you: 50% → 40%45%

Runesmith

PathNeedsThe tradeThe rule it breaksAs your Support Class
Sapper
A shorter fuse. The runes burst long before anyone sensible would call them full, and each burst is the smaller for it.
nothing-5% damage dealt · -15% Detonate damage · +10% TP gainedDetonate charge: 100 charge → 70 chargenot lent
Forgehammer
Before it was a focus for runes it was a hammer. Swing it like one, and stand there like an anvil.
a Rune Hammer in the main hand+12% damage taken · +15 crit damage · -6% dodgeTwo-handed weapon damage: x1.20 → x1.38x1.29
Keyed Runes
A rune cut for the foe in front of you, not for every foe. When the key fits, the door comes off.
nothing-10% damage dealt · +10% Detonate damage · -6% crit chanceA blow that finds a weakness: x1.35 → x1.60x1.47

Skypirate

PathNeedsThe tradeThe rule it breaksAs your Support Class
Gunslinger
Three more rounds than the maker swore the piece could hold. You stand still to reload like everyone else.
a Flintlock in the main hand+10% damage taken · +4% crit chance · -10% TP gainedRounds past the magazine: 0 rounds → 3 rounds1 rounds
Corsair
A blade in each hand and a deck that will not hold still. Nobody lands a clean blow on a Corsair, the Corsair included.
a weapon in each hand-12% damage dealt · +6% dodge · -15 crit damageThe least a foe can hit you: 50% → 38%44%
High Roller
The table has a limit. You were never good with limits. Fortune this large draws attention.
nothing+12% damage taken · +10% TP gained · -6% dodgeMartial reserve: x1.00 → x1.50 (Fortune 100 to 150)x1.20

Astromancer

PathNeedsThe tradeThe rule it breaksAs your Support Class
Convergence
Four Signs overhead, and every one of them pulls harder for you. Keeping them all lit leaves nothing for haste.
an Astrolabe in the main hand+10% damage taken · +15% buff & song duration · -10% ability cooldownsConjunction, per Star Sign: 40% → 55%not lent
Eclipse
When the light goes out, size protects nothing. It is dark for you as well.
nothing+15% damage taken · +15% spell MP costWhat a foe's level resists: 50% → 35%42%
Syzygy
Two lights in one line. Two spells for the price of one and a little more, if you can stand still long enough to line them up.
nothing+10% ability cooldowns · -6% dodge · +10% spell MP costThe price of a fusion: x1.00 → x0.65x0.80

Elementalist

PathNeedsThe tradeThe rule it breaksAs your Support Class
Catalyst
The spell is only the match. What you came for is what happens when it meets the thing already burning.
nothing+12% damage taken · +10% buff & song durationAn Elementalist's reaction: 25% → 45%not lent
Prism
Every foe is weak to one colour. You split the light until you find it, and the splitting is thirsty work.
nothing+12% damage taken · +15% spell MP costA blow that finds a weakness: x1.35 → x1.60x1.47
Conflux
Where two elements meet, you are standing. Fusions cost you far less than they cost anyone; standing there costs the rest.
nothing-10% DEF · -10% ability cooldownsThe price of a fusion: x1.00 → x0.60x0.80

Every class walks three paths of its own — 19 classes, 57 paths. The rules of the world are the same for everyone until a path breaks one.