History — Stances, Instincts & Last Resorts
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.
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.
What “damage dealt” covers. Everything you strike by hand: weapon swings, Weapon Artes, spells, fusions and ability strikes such as a Dive or a Smite. A pet, a Detonate and an echo answer to their own lines in a stance — that is why Pack Leader can lower your own damage and raise your pet’s — and what follows a blow on its own (follow-up strikes, weapon procs, counters, reactions and burns) is not moved by a stance. The careful half works exactly as the reckless one does: a stance that reads −12% damage dealt takes that 12% from every swing and every spell, and gives it back in every blow you take.
| Class | Stance | The trade |
|---|---|---|
| Fighter | Drillmaster 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 | |
| Gladiator | Open 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 | |
| Paladin | Oathkeeper 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 | |
| Lancer | Skyward 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 | |
| Rogue | Shadow 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 | |
| Archer | Steady 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 | |
| Pugilist | Iron 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 | |
| Magician | Focused 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 | |
| Warlock | Slow 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 | |
| Necromancer | Plague 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 Knight | Unliving 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 | |
| Tamer | Pack 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 | |
| Minstrel | Sustain 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 | |
| Hexblade | Hexweave 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 | |
| Mimic | Perfect 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 | |
| Runesmith | Deep 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 | |
| Skypirate | Batten 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 | |
| Astromancer | Fixed 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 | |
| Elementalist | Slow 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.
| Class | Instinct | When | What you gain |
|---|---|---|---|
| Fighter | Opening Strike (Lv12) | against a foe still at full health | the blow always lands as a critical |
| Second Wind (Lv30) | while you are below a quarter of your health | you take 20% less damage | |
| Gladiator | Crowd's Favour (Lv12) | while you are below a quarter of your health | ignores 30% of their defence |
| Killing Blow (Lv30) | against a foe near death | +120 TP | |
| Paladin | Trial of Faith (Lv12) | against a foe above your level | you take 20% less damage |
| Righteous Stand (Lv30) | while you are below a quarter of your health | restores 6% of your health | |
| Lancer | First Lance (Lv12) | against a foe still at full health | ignores 30% of their defence |
| Dragonsbane (Lv30) | against a foe above your level | +20% damage | |
| Rogue | Ambush (Lv12) | against a foe still at full health | +25% critical chance |
| Finish It (Lv30) | against a foe near death | +20% damage | |
| Archer | Steady Hand (Lv12) | while you are above nine tenths of your health | +25% critical chance |
| Clean Kill (Lv30) | against a foe below your level | ignores 30% of their defence | |
| Pugilist | Cornered (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 | |
| Magician | Deep Reserves (Lv12) | while your power is three quarters full | +20% damage |
| Desperate Theory (Lv30) | while your power is nearly spent | +25% critical chance | |
| Warlock | Debtor's End (Lv12) | against a foe near death | restores 6% of your health |
| Last Bargain (Lv30) | while your power is nearly spent | +20% damage | |
| Necromancer | Grave Certainty (Lv12) | against a foe near death | the blow always lands as a critical |
| Home Ground (Lv30) | while you are in the Underworld | +20% damage | |
| Death Knight | Unyielding (Lv12) | while you are below a quarter of your health | +20% damage |
| Doom Sight (Lv30) | against a foe above your level | ignores 30% of their defence | |
| Tamer | Run It Down (Lv12) | against a foe below your level | +20% damage |
| Flush It Out (Lv30) | against a foe still at full health | +120 TP | |
| Minstrel | Steady Measure (Lv12) | while you are above nine tenths of your health | you take 20% less damage |
| Final Verse (Lv30) | against a foe near death | +25% critical chance | |
| Hexblade | First Mark (Lv12) | against a foe still at full health | +20% damage |
| Spite (Lv30) | while your power is nearly spent | ignores 30% of their defence | |
| Mimic | Quick 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 | |
| Runesmith | Etched True (Lv12) | while your power is three quarters full | ignores 30% of their defence |
| The Ward Holds (Lv30) | against a foe below your level | you take 20% less damage | |
| Skypirate | Home Winds (Lv12) | while you are in the Sky | +20% damage |
| No Quarter (Lv30) | against a foe near death | ignores 30% of their defence | |
| Astromancer | Clear Skies (Lv12) | while you are in the Sky | +25% critical chance |
| Written Ending (Lv30) | while your power is three quarters full | the blow always lands as a critical | |
| Elementalist | Last Reagent (Lv12) | while your power is nearly spent | the blow always lands as a critical |
| Backdraft (Lv30) | while you are below a quarter of your health | the blow always lands as a critical | |
| Bushin | Unbroken Form (Lv12) | while you are above nine tenths of your health | ignores 20% of their defence |
| Cornered Blade (Lv30) | while you are below a quarter of your health | +80 TP |
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.
| Class | Resource | Builds on | At its cap |
|---|---|---|---|
| Magician | Charge 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 |
| Warlock | Debt 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 |
| Necromancer | Remnants 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 Knight | Runes 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 |
| Tamer | Bond 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 |
| Minstrel | Verses 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.
| Class | Last Resort | What happens | Recharge |
|---|---|---|---|
| Fighter | Hold 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 die | 90 minutes |
| Gladiator | Blood 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 health | 120 minutes |
| Paladin | Unbreakable Oath The oath is not finished, so neither are you. | you are restored to full health and every affliction on you is burned away | 90 minutes |
| Lancer | Skyfall 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 Weakened | 60 minutes |
| Rogue | Perfect 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 completely | 60 minutes |
| Archer | Break 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 seconds | 60 minutes |
| Pugilist | Inner 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 maximum | 90 minutes |
| Magician | Rewind A half-second, taken back. Everything that was spent is unspent. | you live at 1 health and every ability cooldown is cleared | 90 minutes |
| Warlock | Soul 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 all | None — but it needs at least 40% of your power |
| Necromancer | The 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 you | 60 minutes |
| Death Knight | Refuse 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 it | 45 minutes |
| Tamer | Between 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 nothing | 60 minutes |
| Minstrel | Final 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 duration | 60 minutes |
| Hexblade | Every Mark At Once Everything you carry is a mark waiting for a reason. | you live at 1 health and every affliction on the enemy detonates | 60 minutes |
| Mimic | Copy 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 instantly | 60 minutes |
| Runesmith | The 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 Sundered | 60 minutes |
| Skypirate | Cut and Run You have never once been too proud to be somewhere else instead. | you live at 1 health with your Tactical Points filled | 60 minutes |
| Astromancer | Star 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 power | 90 minutes |
| Elementalist | Sheet of Frost Water held very still is a wall. You have always known which element to reach for. | the blow never lands and the attacker is left Chilled for 20 seconds | 60 minutes |
| Bushin | Answering Cut The cut that would have killed you is the opening you were waiting for. | you are left standing at 1 health, and the next attack you land within 30 seconds is a certain critical | 60 minutes |
Utility
Five classes gain something that has nothing to do with fighting at all. Unlocks at Level 20.
| Class | Ability | What it does | Use |
|---|---|---|---|
| Skypirate | Field 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 |
| Tamer | Forager'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 |
| Rogue | Appraise 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 |
| Astromancer | Divining 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 |
| Runesmith | Reforge 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 world | For everyone | What it means |
|---|---|---|
| Block chance cap | 35% | No shield, however skilled the arm, blocks more often than this. |
| Lifesteal and mana steal limit per hit | 2% of max HP/MP | One blow never restores more than this share of your life. |
| Two-handed weapon damage | x1.20 | A weapon held in both hands strikes this much harder than one held in one. |
| Counter-attack chance when hit | 0% | Nobody strikes back at the blow that hits them, unless an ability says so. |
| Dual wielding | not allowed | One weapon and an off-hand, or one weapon in both hands. Two weapons are for the classes born to them. |
| Damage to an elemental weakness | x1.35 | An element the foe is weak to lands this much harder. |
| Lifesteal and mana steal recovery limit | 75% of max HP/MP | Stolen life and mana stop flowing once the pool is this full. (The dark classes already stand at 90.) |
| Maximum evasion chance | 50% | However quick you are, you avoid a foe's blows no more often than this. (A spell is not a blow: magic is resisted, not dodged, and keeps its own law.) |
| Extra strikes from Barrage and Hundred Fists | 2 strikes | A Barrage or the Hundred Fists adds this many strikes to the round, and no more. |
| Extra stacks of Bleeding and Sundered on a foe | 0 stacks | Bleeding and Sundered stack five deep, and no deeper. |
| Class resource maximum | x1.00 | Momentum, Rage, Aegis, Marks, Combo, Chi and Fortune fill to the brim and stop. |
| Base maximum Hex Stacks | 5 stacks | A blade holds five Hex Stacks. |
| Base echo absorption chance | 15% | A fallen foe leaves an echo this often. |
| Base charge needed to Detonate | 100 charge | The runes burst when the charge is full, and full is this much. |
| Extra Flintlock magazine rounds | 0 rounds | A Flintlock holds what its make allows: two rounds in a common piece, eight in a masterwork. |
| Conjunction damage per active Star Sign | 40% | Each Star Sign overhead adds this much to a Conjunction. |
| Grand Opus and Apotheosis Aria damage per active song | 35% | Each song still playing adds this much to the Grand Opus. |
| Elementalist base bonus to reaction damage | 25% | A reaction pays what it pays; an Elementalist draws a quarter more from it. |
| Cap on spell damage resisted by enemy level | 50% | A foe past level 100 shrugs off half of every spell. |
| Fusion Spell MP cost | x1.00 | A fusion costs the mana of both its spells, in full. |
| Pet damage | x1.00 | A pet strikes as a pet: it never takes the premium a player's blow does. |
| Pet critical damage | x2.00 | A pet's critical strike doubles its blow. Nothing more. |
| Dive damage | x1.00 | A Dive lands as hard as the leap was high, and no harder. |
| Echo damage | x1.00 | An echo is as loud as its quality, and never louder than the voice it came from. |
| Last Resort cooldown | x1.00 | A Last Resort answers once, then sleeps its whole cooldown. |
Gladiator
| Path | Needs | The trade | The rule it breaks | As 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% dodge | Two-handed weapon damage: x1.20 → x1.40 | x1.30 |
| 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. | Lifesteal and mana steal limit per hit: 2% of max HP/MP → 4% of max HP/MP | 3% of max HP/MP |
| 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 chance | Counter-attack chance when hit: 0% → 100% | 50% |
Fighter
| Path | Needs | The trade | The rule it breaks | As 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 gained | Block 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% lifesteal | Dual wielding: not allowed → allowed | allowed |
| 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) | Damage to an elemental weakness: x1.35 → x1.60 | x1.47 |
Paladin
| Path | Needs | The trade | The rule it breaks | As 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 gained | Block 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% dodge | Class resource maximum: 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 cooldown: x1.00 → x0.50 | x0.75 |
Lancer
| Path | Needs | The trade | The rule it breaks | As 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% dodge | Two-handed weapon damage: x1.20 → x1.38 | x1.29 |
| 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 chance | Counter-attack chance when hit: 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 damage | Dive damage: x1.00 → x1.39 | not lent |
Rogue
| Path | Needs | The trade | The rule it breaks | As 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 damage | Maximum evasion chance: 50% → 65% | 57% |
| 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 gained | Class resource maximum: 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 chance | Damage to an elemental weakness: x1.35 → x1.60 | x1.47 |
Archer
| Path | Needs | The trade | The rule it breaks | As 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 damage | Extra strikes from Barrage and Hundred Fists: 2 strikes → 3 strikes | not 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. | Class resource maximum: 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 damage | Maximum evasion chance: 50% → 62% | 56% |
Pugilist
| Path | Needs | The trade | The rule it breaks | As 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 damage | Extra strikes from Barrage and Hundred Fists: 2 strikes → 3 strikes | not 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 gained | Counter-attack chance when hit: 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% lifesteal | Class resource maximum: x1.00 → x1.50 (Chi 10 to 15) | x1.20 |
Magician
| Path | Needs | The trade | The rule it breaks | As 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 cost | Cap on spell damage resisted by enemy level: 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 cooldowns | Fusion Spell MP cost: x1.00 → x0.65 | x0.80 |
| 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 damage | Damage to an elemental weakness: x1.35 → x1.60 | x1.47 |
Warlock
| Path | Needs | The trade | The rule it breaks | As 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. | Lifesteal and mana steal recovery limit: 75% of max HP/MP → 95% of max HP/MP | 85% of max HP/MP |
| 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 cost | Lifesteal and mana steal limit per hit: 2% of max HP/MP → 4% of max HP/MP | 3% of max HP/MP |
| Voidcaller Size is no defence against what comes from nowhere. It is no friend of yours, either. | nothing | +15% damage taken · -4% lifesteal | Cap on spell damage resisted by enemy level: 50% → 36% | 43% |
Necromancer
| Path | Needs | The trade | The rule it breaks | As 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% dodge | Lifesteal and mana steal recovery limit: 90% of max HP/MP → 100% of max HP/MP | 85% of max HP/MP |
| 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 cooldowns | Last Resort cooldown: x1.00 → x0.50 | x0.75 |
| 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 damage | Damage to an elemental weakness: x1.35 → x1.60 | x1.47 |
Death Knight
| Path | Needs | The trade | The rule it breaks | As 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% dodge | Two-handed weapon damage: x1.20 → x1.40 | x1.30 |
| 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 damage | Lifesteal and mana steal limit per hit: 2% of max HP/MP → 4% of max HP/MP | 3% of max HP/MP |
| 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. | Extra stacks of Bleeding and Sundered on a foe: 0 stacks → 2 stacks | 1 stack |
Tamer
| Path | Needs | The trade | The rule it breaks | As 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 gained | Pet damage: x1.00 → x1.30 | not 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% dodge | Pet critical damage: x2.00 → x2.75 | not 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 damage | Extra stacks of Bleeding and Sundered on a foe: 0 stacks → 2 stacks | 1 stack |
Minstrel
| Path | Needs | The trade | The rule it breaks | As 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% dodge | Grand Opus and Apotheosis Aria damage per active 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 duration | Cap on spell damage resisted by enemy level: 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 gained | Last Resort cooldown: x1.00 → x0.50 | x0.75 |
Hexblade
| Path | Needs | The trade | The rule it breaks | As 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 cost | Base maximum Hex Stacks: 5 stacks → 8 stacks | 6 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 damage | Damage to an elemental weakness: x1.35 → x1.60 | x1.47 |
| 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 Stacks | Block 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
| Path | Needs | The trade | The rule it breaks | As 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 quality | Base echo absorption chance: 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 chance | Echo damage: x1.00 → x1.25 | not 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 absorption | Maximum evasion chance: 50% → 60% | 55% |
Runesmith
| Path | Needs | The trade | The rule it breaks | As 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 gained | Base charge needed to Detonate: 100 charge → 70 charge | not 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% dodge | Two-handed weapon damage: x1.20 → x1.38 | x1.29 |
| 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 chance | Damage to an elemental weakness: x1.35 → x1.60 | x1.47 |
Skypirate
| Path | Needs | The trade | The rule it breaks | As 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 gained | Extra Flintlock magazine rounds: 0 rounds → 3 rounds | 1 round |
| 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 damage | Maximum evasion chance: 50% → 62% | 56% |
| 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% dodge | Class resource maximum: x1.00 → x1.50 (Fortune 100 to 150) | x1.20 |
Astromancer
| Path | Needs | The trade | The rule it breaks | As 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 cooldowns | Conjunction damage per active 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 cost | Cap on spell damage resisted by enemy level: 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 cost | Fusion Spell MP cost: x1.00 → x0.65 | x0.80 |
Elementalist
| Path | Needs | The trade | The rule it breaks | As 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 duration | Elementalist base bonus to reaction damage: 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 cost | Damage to an elemental weakness: x1.35 → x1.60 | x1.47 |
| 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 cooldowns | Fusion Spell MP cost: x1.00 → x0.60 | x0.80 |
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.