Classes
6 of them, 84 skills between them. You pick one when you make a character and you keep it — but every class can reach every part of the world.
Warden · Pyromancer · Druid · Ranger · Revenant · Templar
Warden
Front-line steel. Heavy armour, high health, punishing melee arcs.
Strength 10 skills
| Level | Skill | What it does |
|---|---|---|
| 1 | Strike | A straight sword blow. |
| 3 | Cleave | A sweeping arc that hits everything around you. |
| 6 | Shield Bash | Staggers a foe and forces its attention onto you. |
| 10 | Rally | A war cry: heals and sharpens your blows. |
| 14 | Whirlwind | Spin through every enemy within reach. |
| 16 | Shieldwall | Set your feet. For a while, very little gets through. |
| 40 | Sunder | A blow that opens armour for everything that lands after it. |
| 62 | Earthshaker | Bring the ground up. Everything near you goes down with it. |
| 84 | Last Stand | The lower you are, the harder you swing. |
| 108 | The Long Oath | Everything you have, at once, and still standing afterwards. |
Pyromancer
Ranged fire. Fragile up close, devastating at a distance.
Intellect 11 skills
| Level | Skill | What it does |
|---|---|---|
| 1 | Firebolt | A darting bolt of flame. |
| 4 | Ember Nova | Fire erupts in a ring around you. |
| 7 | Scorch | Sets a target burning for several seconds. |
| 9 | Blink | Step instantly to a spot you can see, wreathed a moment against harm. |
| 15 | Meteor | Calls a burning rock down on a patch of ground. |
| 22 | Cinderstorm | A rain of embers that keeps burning after it lands. |
| 34 | Firewalk | Step into the fire. It stops being a problem and starts being yours. |
| 40 | Immolate | Set one thing alight and let it do the work. |
| 62 | Embershell | The fire turns outward and sits on the skin. Nothing comes through it for a while. |
| 84 | The Long Burn | Everything in reach, burning, for a long time. |
| 108 | Sunfall | Bring something down that was never meant to come down. |
Druid
Nature and mending. Sustains a fight far longer than it should last.
Intellect 30 skills
| Level | Skill | What it does |
|---|---|---|
| 1 | Thorn Lash | A whip of bramble at range. |
| 1 | Tiger Shape | Down onto four feet, and everything gets quieter and faster. |
| 1 | Bear Shape | Bigger, slower, and a great deal harder to move. |
| 1 | Tree Shape | Roots into the ground. Nothing hurries; everything mends. |
| 1 | Rake | Four lines, close together, and something taken back through them. |
| 1 | Shred | Through the hide, and then through what the hide was for. |
| 1 | Pounce | The distance closes before the decision is made. |
| 1 | Frenzy | Nothing careful about it. |
| 1 | Maul | One paw, all of it, and it takes something back. |
| 1 | Swipe | Everything within reach, and the reach is considerable. |
| 1 | Thick Hide | Winter fur, and the winter it was grown for. |
| 1 | Roar | Everything nearby stops what it was doing. |
| 1 | Bough Lash | A branch, swung at something that came too close. |
| 1 | Heartwood Mend | Sap does what blood cannot. |
| 1 | Canopy | Shade, and everything that grows in it. |
| 1 | Root Grasp | The ground takes hold and does not discuss it. |
| 1 | Owl Shape | Up, and everything below becomes a map. |
| 1 | Moonbeam | A cold light, pointed at one thing. |
| 1 | Gale | Wingbeat enough to put everything nearby on its back foot. |
| 1 | Stoop | Silent the whole way down, which is the point of the feathers. |
| 1 | Starfall | What the night sky does when a druid asks it nicely. |
| 2 | Mend | Knits your wounds, or a nearby party member, closed. |
| 5 | Entangle | Roots a foe to the spot. |
| 8 | Spore Cloud | A choking cloud that lingers. |
| 13 | Rejuvenate | Healing that flows over a party member for several seconds. |
| 22 | Bramblewall | Thorns out of the ground. Nothing caught in them is going anywhere. |
| 40 | Wildheart | Borrow from everything growing nearby. |
| 62 | Blight | What grows can also rot, and rot spreads. |
| 84 | The Deep Green | Roots all the way down. Very hard to move, very hard to kill. |
| 108 | Worldroot | Something older than the zone you are standing in takes an interest. |
Ranger
A bow and open ground. Cripples what chases you, and never lets it close.
Agility 11 skills
| Level | Skill | What it does |
|---|---|---|
| 1 | Quick Shot | A loosed arrow, drawn and away in one motion. |
| 3 | Hobbling Shot | An arrow through the leg. It still comes for you, but slowly. |
| 6 | Volley | Arrows into a patch of ground, and everything standing in it. |
| 9 | Roll | Break away to somewhere you can see, and catch your breath. |
| 12 | Hunter's Mark | Steady your aim. Every shot bites deeper for a while. |
| 15 | Arrow Storm | The sky goes dark over a stretch of ground. |
| 22 | Pinning Shot | Puts an arrow through something and then through the floor behind it. |
| 40 | Rain of Arrows | Not aimed at anything in particular. It does not need to be. |
| 62 | The Long Shot | From further away than anything can answer from. |
| 84 | Hunter's Patience | Stop moving. Start hitting a great deal harder. |
| 108 | The Last Arrow | One shot. It is generally enough. |
Revenant
Two knives and no patience. Fights on stolen blood, and leaves before the answer arrives.
Agility 11 skills
| Level | Skill | What it does |
|---|---|---|
| 1 | Rend | A fast opening cut. |
| 4 | Siphon | A cut that closes your own wounds as it opens theirs. |
| 7 | Hemorrhage | A wound that will not close on its own. |
| 9 | Shadowstep | Be somewhere else, before anyone decides otherwise. |
| 12 | Night Veil | The dark closes round you, and your knives find more. |
| 16 | Dance of Knives | Everything within reach, and you walk out of it healthier. |
| 22 | Step Behind | Arrive somewhere behind whatever you were looking at. |
| 40 | Bleed Them | A cut that does not close. |
| 62 | The Quiet Hour | Everything slows down except you. |
| 84 | Exsanguinate | Take what it has and keep some of it. |
| 108 | The Unnamed Cut | The one nobody sees, including the person it lands on. |
Templar
Mace and faith. Holds the line while everyone behind it does the killing.
Strength 11 skills
| Level | Skill | What it does |
|---|---|---|
| 1 | Smite | A mace brought down with intent. |
| 3 | Guard | Set your shield. Blows land softer for a while. |
| 5 | Lay On Hands | Heal, cleanse and briefly shield yourself or a nearby ally. |
| 8 | Hammer of Faith | A blow that leaves a thing standing but not thinking. |
| 11 | Consecrate | The ground around you turns against what stands on it. |
| 15 | Aegis | Nothing gets through, and what already did starts closing. |
| 22 | Hallowed Ground | Ground that does not care for the dead standing on it. |
| 40 | The Held Line | You have been told to hold. You hold. |
| 62 | Judgement | Something considerably larger than you agrees with the swing. |
| 84 | Sanctuary | A circle nothing unclean walks into, for as long as you can hold it. |
| 108 | The Last Vow | The promise you made at the start, kept at the end. |