Walking Your Path

Jobs of Vhael

TODO: chapter intro. What a job is in Second Calamity — main job, subjob, masteries, and why any job can wield any weapon it can lift. Two or three paragraphs, written to be read, not skimmed.

On the Job

The Build Stack

Every character is built in six layers, stacked broadest to narrowest: main job, subjob, masteries, keystones, weapon, and gear. Your main job supplies your engine, your gauge, and the top-half abilities that make it what it is — and that engine flavors every cast you make, sub-granted spells included, so a Mage-granted nuke cast on a Dark Knight main still consumes Dark Knight stacks. Your subjob runs at half your main's level and grants access to nearly everything that job knows — abilities, spell grants, masteries, keystones — subject to that level cap, with frictionless swapping between combinations and no cooldown standing in the way. Masteries are per-job choices made roughly every ten levels, modifying how your engine behaves; they're meant to accumulate into a build you can point to, not vanish as isolated level-up popups, and masteries picked for a subjob persist even after you swap away from it. Keystones sit above masteries as main-only, build-defining choices — the concept is locked but the mechanics are still being forged. TODO: keystone mechanics once decided. Weapon and gear are the outermost layer, skinning your kit and rolling the affixes that shape it.

The Four Roles

Tank, Healer, Support, and DPS describe what a job promises to five other people in a six-player party — not how it deals damage. Every job in Vhael can solo, and every job carries real damage output; a Cleric hunting alone isn't a lesser Cleric, just one not currently making that promise to a group. Roles aren't cages, either: gear and masteries can bend most jobs toward a different function, and tank and healer jobs in particular are built to support a competitive DPS alternative build, so switching between "the job that keeps the party alive" and "the job that kills things" doesn't mean re-rolling.

Your Weapon Is Your Choice

No job owns a weapon type. The weapon in your hands supplies the animation set and VFX skin for your abilities and nothing more — it never gates which of your abilities you can press. Spells carry their own range no matter what you're holding; every other ability is melee-gated unless it specifically declares otherwise, such as a thrown weapon or a shot. The weapon listed next to a job's name in this guide — great-katana for the Samurai, bow for the Bard — is a default rather than a requirement. Find a sword that out-rolls your bow as a Ranger and you keep your entire kit, full auto-attack reach and all, just skinned differently. Ability names in this guide stay weapon-neutral for the same reason — nothing is called an "arrow" or a "bolt," because whatever's in your hands might be neither.

Nor does your job decide it. Anyone can pick up anything. A weapon base carries a level requirement and an attribute requirement — heavy weapons want Strength, finesse and ranged weapons want Dexterity, casting weapons want Intelligence — and that is the whole gate. A Mage who meets the numbers can swing a greatsword, and it will be a bad idea for reasons of damage type and stat allocation rather than because the game refused. The weapon listed beside a job is a recommendation the itemization backs up, not a lock.

Design note

Cut 2026-08-19: the weapon skill system — per-weapon skill values, job skill ranks, use-based skill growth, and skill-gated equipping — is gone. A second progression axis underneath jobs and levels didn't earn its complexity, and it punished exactly the experimentation the weapon-agnostic kit design exists to encourage. Weapon access is level plus attributes. Weaponskills are unaffected: they come off weapon type and level, as they always did.

Design note

Open: a subjob's magic is tempered by spell tier rather than potency — a half-level sub gets the bottom half of the list at full listed strength. Watch item: whether baseline sub-job healing covers too much low-intensity content in playtests.

Stances, Gauges & Procs

Only one stance can be active on you at a time — full stop, no job stacks two. Every ability on your bar sits on the global cooldown (GCD) or off it; off-GCD abilities are generally the instant ones, meant to be woven between your GCD casts rather than replacing them. Every job also carries a triggered proc: a semi-random spark, mostly earned from landing autos, that lights up a single off-GCD response button with room for exactly one charge. Every job's first response arrives at level 2. What that response does is entirely class-flavored — most jobs get one answer, though the Brawler famously gets a choice of four. Gauges follow one hard rule: they enhance, they never gate. A gauge-spending ability is always castable at zero charge; the gauge only scales how big that press lands, never whether you're allowed to press it, and no gauge state can ever mode-swap a job between dealing damage and healing or leave its baseline kit weaker than it started. Spirit is Charisma spent as a reservation on top of all that: sustained effects like a Bard's songs or a Summoner's hexes hold a chunk of your CHR for as long as they're active, which is why CHR quietly caps how many of them you can run at once.

Subjobs at Half Level

Your subjob operates at half your main job's level, full stop — a level 60 main brings a level 30 subjob along, no matter what your subjob's own level might otherwise be. That halving does most of the design work by itself: every job deliberately keeps its identity pieces — signatures, deep grant tiers, capstone abilities — unlocking in the top half of its own level curve, so a subjob naturally never reaches them, leaving only a sparse handful of main-only capstones to worry about. What a sub does bring is real: the bottom-half abilities, spell grants, and masteries of whatever job you've chosen, picked up exactly as if you were leveling it as a main. The one deliberate exception is the engine: a subjob's gauge never activates, so a gauge-spender ability tags along as inert flavor rather than a build pillar, though resource-sustained tools like a Bard's songs or a Summoner's hexes still function normally as a sub. You also only get to keep one proc lit at a time — your main's or your sub's, your choice.

Changing Jobs

One character covers every job. You do not roll a second one to see the other half of the game — you walk into a tavern or an Abode in any major city and change. Main job, subjob, or both, as often as you like. It costs nothing and there is no cooldown, so bringing a tank to a group that's short one is a two-minute errand rather than a week of leveling.

Each job keeps its own level. Swapping to something you've never played puts you back at level one in it, with your old job's level waiting untouched for when you swap back.

Starter and Advanced Jobs

A handful of jobs are open at character creation, covering all four roles, so nobody starts locked out of how they want to play. The rest are advanced jobs, unlocked by quest once you meet their prerequisites. Each starting city has its own advanced jobs to offer, which is one more thing your opening choice colors — and, like everything else about that choice, not permanently.

Design note

Open: which jobs are starters (the list is in playtest), the unlock quest and prerequisites for each advanced job, and the city-to-job mapping (GDD 3.2, Appendix B).

Tanks

Brawler
Brawler portrait render

The Brawler weathers a hit before answering it, turning guards and counters into earth-and-water retaliation. As a tank, the promise is simple: hits land on you, but they're guarded or blocked more often than not, and every counter you throw back is retaliation, never a shield eating the damage for free. Solo, that same loop makes the Brawler self-sufficient — water-aspected magic keeps you patched up, earth keeps you standing, and the charge you're building never stops ticking whether anyone's watching or not.

TODO: recruiter hook?

TODO: in-fiction recruiter voice.
— [NPC], [place]
Brawler at a Glance
RoleStat SoulEngineSignature Weapon (aesthetic)
TankSecond WindFist weapons
Abilities
AbilityLvGCDCostTargetWhat It Does
Rock Punch1GCDEnemyDelivers an attack with a potency of 70. Combo step 1; no cooldown.
Tidal Siphon1OffSelfRestores HP equal to 5% of damage dealt for 8s. Paid by Second Wind, 20%. 10s cooldown.
Gut Check2OffChargeEnemyDelivers an attack with a potency of 70. Greatly increases enmity.
Wave Palm4GCDEnemyDelivers an attack with a potency of 45. Combo action: Rock Punch. Combo potency: 90.
Haymaker5OffChargeEnemyDelivers an attack with a potency of 120.
Cheap Shot6GCDEnemyDelivers an attack with a potency of 70. Greatly increases enmity. 30s cooldown.
Counterstance8OffSelfStance: pure enmity multiplier; the charge loop keeps running regardless.
Jawbreaker10OffChargeEnemyStuns the target for 1s.
Brace10OffSelfIncreases guard chance by 15% for 8s. Paid by Second Wind, 35%. 10s cooldown.
Dig In12OffSelfCounter chance up for 8s. 10s cooldown.
Stonebrace14OffSelfPersonal guard cooldown. 60s.
Wellspring15OffChargeSelfProc response: an instant water heal.
Avalanche18GCDEnemyDelivers an attack with a potency of 60. Combo action: Wave Palm. Combo potency: 120. Combo bonus: lights the charge.
Payback20GCDEnemyHeavy strike, heavier if you countered in the last 3s. 15s cooldown.
High Tide20OffSelfEvery hit you take banks more Second Wind for 15s. 45s cooldown.
Tidepull22GCDEnemyRanged water taunt. The pull and the re-grab. 15s cooldown.
Crushing Kick24GCDAreaArea attack. Situational, never rotational.
Backhand26GCDAreaArea threat: low damage, high enmity. Holds a pack. 20s cooldown.
Cover30OffAllyTakes an ally's hits and the enmity for them. 90s cooldown.
Bulwark34OffPartyNearby allies share a portion of your guard for 10s. 120s cooldown.
Hundred Fists44OffSelfBurst cooldown: attack speed, counter rate, and double attack up for 15s. 120s cooldown.
Unbreakable50OffSelfBig cooldown: your HP cannot drop below 1 for 8s, and your counters keep firing. 300s cooldown.
Spell List

The Brawler's kit is entirely its own — no shared spells, no grants; its water and earth magic live in its abilities alone.

Masteries
LvChoice AChoice B
Traits by Level
TraitLvWhat It Does

Second Wind

Second Wind is the blood in the Brawler's veins: a bar from 0 to 100 that fills only when you get hit, and fills by how much of you the hit took. A punch that costs a quarter of your health banks a quarter of the bar, whether you're a level 1 with a thin bar or a level 50 with a fat one. It never drains on its own. What you bank while tanking waits for you.

You spend it by paying for a buff. Tidal Siphon, Brace, and Dig In are ordinary 8-second buffs you can press any time, even at an empty bar. Press one with something banked and nothing else being paid for, and the bar starts paying that buff's upkeep, five points a second. While the bar pays, the buff is much stronger, and it does not end when its eight seconds are up; it stays as long as the bar keeps paying. Keep getting punched and the bar keeps refilling under the cost, so a Brawler who stays in the exchange holds the buff; step out of the fight and it runs dry in about twenty seconds from full. The bar pays for one buff at a time. Press a second buff while one is being paid for and you get that buff's plain eight seconds; press the paid buff again and the bar stops paying, with whatever's left still banked. The choice each time the bar fills is the job: heal off it, guard off it, or hit off it.

The charge loop is the other half, and it never turns off. Every counter, every auto-attack, and every combo you complete adds a charge — capped at one — and once it's lit, you choose what to do with it: throw an enmity hit to hold aggro, a damage hit to press an advantage, an interrupt to shut a spell down, or a water-aspected heal to patch yourself up mid-fight. Nothing about the choice is timed or forced; it waits for you. The bar and the charge never touch each other. TODO: exact charge windows and follow-up numbers pending.

Spending the Charge

Every counter, auto-attack, and finished combo charges a single trigger, and when it lights up you choose the follow-up yourself — an enmity hit, a damage hit, an interrupt, or a water heal. TODO: expand.

The Four Follow-Ups

The charge caps at one and never expires, so the question is never whether you have it — it's which of four things this fight needs next. That choice is the whole job.

Spending the Charge
Follow-UpUse It When
Enmity hitSomething is drifting off you and Cheap Shot is down.
Damage hitNothing needs holding and nothing needs stopping.
InterruptA cast is going out that you cannot afford to eat.
Water healYou're patching yourself between guards, with no healer to spare.
Recommended Subjobs
SubjobThe Play
ClericSolo sustain on top of your own leech.
SamuraiStack Deflect and Interpose for total defense.
WarriorWarcry windows amp your counter damage.
ReaverPoison uptime riding your counter-hit rate.
RogueSteal strips the boss and buffs the party between counters.
Paladin
Paladin portrait render

The Paladin wears holy law as armor, trading incoming damage for outlasting endurance. In a party, that means holding the line for as long as the fight demands, turning holy damage dealt into the barriers and protections that keep everyone else standing. A shield is the natural fit for the hand not holding a sword, but it's itemization, not a requirement — what makes a Paladin is the holy damage feeding Radiance, not the offhand.

TODO: recruiter hook?

TODO: in-fiction recruiter voice.
— [NPC], [place]
Paladin at a Glance
RoleStat SoulEngineSignature Weapon (aesthetic)
TankRadianceSword & shield
Abilities
AbilityLvGCDCostTargetWhat It Does
True Cut1GCDEnemyDelivers an attack with a potency of 80. Combo step 1; no cooldown.
Vigil1OffSelfStance: pure enmity multiplier. Radiance fills regardless.
Restore2OffSelfProc response: an instant holy self-heal. Every other Paladin heal is casted.
Steady Cut4GCDEnemyDelivers an attack with a potency of 100. Combo action: True Cut.
Flash6GCDEnemyBlinds the target. Greatly increases enmity. 20s cooldown.
Consecrated Blow8GCDEnemyDelivers a holy attack with a potency of 140. Combo action: Steady Cut. Feeds Radiance.
Radiant Arc12GCDAreaArea holy swing that feeds Radiance. Situational, never rotational.
Lightward15OffAllyAbsorb barrier on one ally or yourself. Radiance makes it bigger. 30s cooldown.
Judge20OffEnemyDelivers a holy attack with a potency of 120. Feeds Radiance. 30s cooldown.
Bastion22OffSelfWindow of guaranteed blocks for 8s. 90s cooldown.
Unyielding26OffSelfReduces damage taken for 10s. 60s cooldown.
Condemn28GCDEnemyRanged holy taunt. The pull and the re-grab. Feeds Radiance. 25s cooldown.
Kindle30GCDEnemyDelivers a holy attack with a potency of 55. Cheap filler that feeds Radiance.
Binding Oath34OffEnemyHoly chains: brief stun and interrupt. 30s cooldown.
Aegis35OffAllyProtects an ally from the next few hits. Radiance adds hits. 60s cooldown.
Shared Oath40OffPartyNearby allies take less damage for 15s. 120s cooldown.
Retribution45GCDEnemyDelivers a holy attack with a potency of 200. The largest Radiance deposit. 30s cooldown.
Invincible50OffSelfBig cooldown: immune to physical damage for 8s. 300s cooldown.
Spell List
Granted Spells
SpellLvCast TimeGCDCostTargetWhat It Does
Holy BoltYesSingleHoly nuke; first tier of the Holy line.
HolyYesSingleHoly nuke; mid-tier.
Holy IIYesSingleHoly nuke; high-tier.
EnholyInstantNoSingleBuff that boosts holy damage taken by the target.
Heal IIYesSingleHealing spell; slower than healer-class Heal II.
Masteries
LvChoice AChoice B
Traits by Level
TraitLvWhat It Does

Radiance

Every point of holy damage you land fills Radiance, and it only ever pays for defense — barriers for yourself, Aegis charges you can hand to the party. The framing is deliberate: a Paladin's offense is what funds a Paladin's protection, so pressing your damage rotation harder is never at odds with keeping people alive. TODO: fill rates and Radiance costs pending.

The Free Heal

All your other heals are casted, but landing your trigger fires an instant self-heal for free. TODO: expand.

Recommended Subjobs
SubjobThe Play
ClericPrevention plus self-repair.
RogueSteal and Brace pad the wall; Wards blunt magic phases.
WarriorThreat generation through raw damage.
SummonerMana masteries feed your holy casting.
BrawlerCover and Stonebrace stack for a protection-focused build.
Samurai
Samurai portrait render

The Samurai reads an opponent's swing before it lands, turning a parry into the next opening. This is a tank built on pre-emptive defense rather than raw mitigation: skills exist to line attacks up before they happen, and a successful parry banks resources rather than just avoiding damage. Alone, that same discipline reads as patience rewarded — every clean parry, deliberate or passive off your gear, builds toward the cut that ends the fight.

TODO: recruiter hook?

TODO: in-fiction recruiter voice.
— [NPC], [place]
Samurai at a Glance
RoleStat SoulEngineSignature Weapon (aesthetic)
TankParryChancePoiseGreat-katana
Abilities
AbilityLvGCDCostTargetWhat It Does
Kata Combo
Sweeping CutArea attack.
DeflectAbsorbs the next attack and converts it to Poise.
InterposeTakes an ally's next hit and converts it to Poise.
Execution CutPoise spender; damage scales with Poise spent.
Set CutDeclares a cut that resolves a beat later — timed into an enemy action, it parries and punishes.
Spell List

The Samurai's kit is entirely its own — no shared spells, no grants.

Masteries
LvChoice AChoice B
Traits by Level
TraitLvWhat It Does

Poise

Poise builds from every successful parry or deflect — including passive parries your gear grants on its own, not just abilities you actively time. Bank it and spend it on Execution Cut, whose damage scales directly with how much Poise you cash in, so a patient Samurai who stacks a full bar hits dramatically harder than one who spends on reflex. Set Cut runs alongside the gauge rather than through it: declare the cut, and if you time it into an incoming enemy action, it resolves a beat later as a parry-and-punish rather than a straight attack. TODO: Poise costs and Execution Cut scaling numbers pending.

A Free Bank

Landing your trigger banks an instant chunk of Poise, no parry required. TODO: expand.

Set Cut

Set Cut is the one thing in the Samurai's kit that doesn't touch the gauge. You declare the cut and it resolves a beat later; land that beat on an incoming enemy action and it stops being an attack and becomes a parry-and-punish instead. It rewards reading the fight rather than reading your own bar, which is why it sits alongside Poise rather than inside it.

TODO: the timing window, what counts as an enemy action for the purpose of the punish, and whether a missed read costs anything beyond the damage.

Banking and Spending

Poise builds from every successful parry or deflect, including the passive parries your gear grants on its own — so the bar fills whether or not you're pressing anything. Execution Cut scales directly with what you cash in, which makes patience the whole skill of the job: a full bar hits dramatically harder than two half bars.

Recommended Subjobs
SubjobThe Play
RogueSteal weaves between parries; Wards cover what the blade can't.
BrawlerAn extra layer of guard on top of parries.
WarriorA more aggressive, damage-forward parry tank.
ClericPersonal sustain between parries.
NinjaEnmaku, Blur, and throwing round out the kit.
Ninja
Ninja portrait render

The Ninja survives by not being where the blade arrives, layering evasion until it counts as armor. Throwing weapons and jutsu magic round the kit into a mystic glue that holds evasion tanking together, so a party leaning on a Ninja is trusting speed and misdirection over a shield wall. Solo, the same evasion becomes a genuine safety net once Ward starts absorbing the overflow from your own heals.

TODO: recruiter hook?

TODO: in-fiction recruiter voice.
— [NPC], [place]
Ninja at a Glance
RoleStat SoulEngineSignature Weapon (aesthetic)
TankUtsuKatana
Abilities
AbilityLvGCDCostTargetWhat It Does
Quick Cut1GCDEnemyDelivers an attack with a potency of 60. Combo step 1.
Yonin1OffSelfStance: pure enmity multiplier. Distract and Sleight taunt under it.
Sleight2OffEnemyProc response: a free empowered throw of 100. Provokes under Yonin.
Crescent Sweep4GCDAreaArea attack. Situational, never rotational.
Cross Cut8GCDEnemyDelivers an attack with a potency of 85. Combo action: Quick Cut.
Jutsu: Katon11GCDEnemyFire burst, potency 130. Your main Utsu feed. 16s cooldown.
Bola14OffEnemyThrown bind; holds an add at range. 45s cooldown.
Distract17GCDEnemyThrown strike, potency 90. Taunts under Yonin, plain damage otherwise. The pull and the re-grab. 18s cooldown.
Final Cut20GCDEnemyDelivers an attack with a potency of 115. Combo action: Cross Cut. The finisher.
Quick Throw23OffEnemyThrown strike, potency 110, big threat. The only threat that costs no GCD. 20s cooldown.
Blur25OffSelfEvasion up for 15s; your passive makes that armor too. 60s cooldown.
Substitution28GCDEnemyMelee threat, potency 100. If you dodged in the last 3s, restores 5% of your max Ward. 14s cooldown.
Jutsu: Kekkai30GCDSelfRestores 20% of your max Ward. Feeds Utsu. 30s cooldown.
Star Spray32GCDAreaThrown area threat. Situational only. 16s cooldown.
Jutsu: Hyoton35GCDEnemyIce burst, potency 65; you take less damage for 12s after. Feeds Utsu. 45s cooldown.
Afterimage38OffSelfFor 12s every attack you evade restores 5% of your max Ward. 45s cooldown.
Jutsu: Enmaku40OffAreaSmokescreen: area blind. Builds no Utsu. 60s cooldown.
Kagemusha47OffPartyEvery nearby ally gets a body double: the first attack against each is evaded outright, 10s. 90s cooldown.
Vanish50OffSelfBig cooldown: evade everything, attacks and spells, for 8s. 300s cooldown.
Spell List

The Ninja's kit is entirely its own — jutsu are signature job magic, not shared library spells.

Masteries
LvChoice AChoice B
Traits by Level
TraitLvWhat It Does

Utsu

Every jutsu you cast fills Utsu. When it fills, a shadow image appears on its own — no button — and each one silently eats a single attack that would otherwise have landed, up to two standing at once. It's earned, deterministic mitigation rather than a dodge roll. The Ninja survives on top of that gauge through a passive quirk of the job: your evasion rating counts twice, once as evasion and once as if it were armor, so evasion-based gear becomes real tank stats only in Ninja hands. Overheals spill into Ward, a second HP pool that fills only after your main health caps and drains before it does, giving you a buffer that tops up deliberately slower than a straight heal. TODO: Utsu build/spend rates pending.

Sleight

Landing your trigger readies Sleight: a free, empowered throw — still following the stance-modal rule, so it provokes under Yonin and damages otherwise. TODO: expand.

Shadows

Shadow images are the only thing Utsu buys, and it buys them on its own: fill the gauge and one appears, up to two standing. Each one silently eats a single attack that would otherwise have landed — it doesn't reduce the hit, it deletes it. That makes Ninja mitigation countable in a way no other tank's is: you always know exactly how many more attacks you can ignore.

TODO: whether area attacks strip more than one, and what a jutsu cast is worth in Utsu.

Evasion Counts Twice

A passive quirk of the job does most of the heavy lifting: your evasion rating is counted once as evasion and once again as though it were armor. Evasion gear is dead weight on every other job in Vhael and real tank itemization only in Ninja hands, which is why a Ninja's gear list looks nothing like a Paladin's. Blur stacks a window of extra evasion on top of it.

Ward

Overheals don't spill on the floor. They fill Ward, a second pool that only begins filling once your health is capped and always drains before your health does — a buffer that tops up deliberately slower than a straight heal. Jutsu: Kekkai refills it directly when nobody is overhealing you, and Substitution and Afterimage pay dodges back into it.

Recommended Subjobs
SubjobThe Play
ClericHeals overflow into Ward — the dedicated Ward-stacker.
RogueSteal's debuff churn beside evasion tanking; Slide is one more escape.
SamuraiAn extra layer of Deflect on top of evasion.
MageSpells to round out jutsu.
BrawlerCounters stack with evasion mitigation.

Healers

Cleric
Cleric portrait render

The Cleric is a healer who fights. At range you are a capable spellcaster with the deepest heal list in the game, but the job's heart is in the melee pack: light Immolation and your own body becomes the offering — holy fire burns your health away and charges the Oblation gauge, and every swing of your mace spends that charge to heal everyone around you, yourself included. Keep swinging and the healing outruns the burning. The aura you carry — one at a time, swapped freely — decides what the flame itself does, so a Cleric's loadout is a single ongoing decision rather than a wall of toggles.

TODO: recruiter hook?

TODO: in-fiction recruiter voice.
— [NPC], [place]
Cleric at a Glance
RoleStat SoulEngineSignature Weapon (aesthetic)
HealerCharisma (CHR)OblationMace & shield
Abilities
AbilityLvGCDCostTargetWhat It Does
Holy Strike1YesEnemyMelee strike, potency 100; opens the combo. Spends Oblation to heal the party around you.
Zeal2NoSelfProc response after a landed cast: your active aura is +50% stronger for 10s, and so is the flame if lit.
Smite6YesManaEnemyRanged holy bolt — your filler when you can't be in the pack. Never spends Oblation.
Resist Aura9NoCHRPartyAura of resistance to every element — and it tames your own Immolation burn.
Absolve14YesEnemyCombo finisher, potency 130. Spends a deeper draught of Oblation for a larger party heal.
Clarity Aura18NoCHRPartyAura of mana regeneration and quicker casting.
Dread Aura20NoCHRPartyAnything that strikes an ally inside the field is struck back with Dread, sapping its attack.
Barrier24NoSingleAbsorb shield for one ally. 20s cooldown, 2 charges.
Salvation25YesManaSingleMassive burst heal, hard cast. 30s cooldown.
Crack32YesEnemyPriority melee strike, potency 150, that lowers the target's defense. Spends Oblation. 20s cooldown.
Devotion38NoSelfPersonal damage reduction for 30s — the shield half of mace-and-shield. 120s cooldown.
Immolation40NoOwn HPSelfSets you ablaze. The burn charges Oblation; the flame's gift is set by your active aura. Douses itself at a third of your health — it can never kill you.
Denounce42YesManaEnemyRanged holy cast, potency 200, that applies Dread to targets your field never sees. 20s cooldown.
Protect44NoSingleOne ally takes 25% less damage for 10s — the tankbuster answer. 90s cooldown.
Consecrate47NoPartyBlesses the party to take 15% less damage for 15s. 120s cooldown.
Sanctuary48YesManaPartyWraps the whole party in absorbing bubbles. Hard cast. 90s cooldown.
Miracle50NoPartyFor ten seconds the party resists everything. The encounter answer. 300s cooldown.
Spell List
Granted Spells
SpellLvCast TimeGCDCostTargetWhat It Does
Heal3YesManaSingleEntry-tier healing spell.
Regen12YesManaSingleHeal-over-time buff.
Cleanse16InstantNoManaSingleRemoves status ailments.
Heal II22YesManaSingleMid-tier healing spell.
Prayer27YesManaPartyHeals all nearby party members.
Holy29YesManaSingleLow-tier Holy nuke; ranged utility, not rotation.
Blind35YesManaSingleStrips the target's accuracy.
Heal III45YesManaSingleHigh-tier healing spell; deepest Cleric heal.
ReviveYesManaSingleRaises a fallen ally.
Masteries
LvChoice AChoice B
Traits by Level
TraitLvWhat It Does

Oblation

Oblation has exactly one source: your own burning. Light Immolation and holy fire begins eating your health, and every tick of that sacrifice charges the gauge. Your melee strikes then spend it — each swing that draws on Oblation blooms healing across the whole party, you included, which is how a burning Cleric stays standing. The math is deliberately against you: swinging spends charge faster than burning builds it, so the flame gives you windows of tremendous healing rather than a switch you leave on. When the well runs dry the fire keeps burning anyway, and if your health ever falls to a third, the flame douses itself — the worst a bad window costs you is throughput, never your life. The craft of the job is choosing when to burn, and what aura to burn under: Resist feeds your own sustain, Dread and Clarity give the flame away to the room. TODO: burn, charge, and heal numbers pending balance.

Zeal

Your casts occasionally kindle Zeal: for ten seconds your active aura burns half again as strong — and if Immolation is lit, the flame itself does too. Spend it when the aura matters most: on Resist into heavy magic, on Dread when the pack is surrounded.

The Three Auras

You carry one aura at a time and swap between them freely, and that single standing choice decides who the flame is for. Resist keeps it — it tames your own burn, so you hold the fire longer and the whole party rides your resistance. Dread and Clarity give it away to the room instead, and neither does anything for your own survival while Immolation is eating you.

Auras
AuraFeedsWhat the Field Does
ResistYouResistance to every element — and it tames your own Immolation burn.
DreadThe roomAnything that strikes an ally inside the field is struck back, sapping its attack. Denounce applies it beyond the field.
ClarityThe roomMana regeneration and quicker casting.
Recommended Subjobs
SubjobThe Play
SummonerMana masteries feed the engine.
BardBallad and songs layered on top of healing.
ApothecaryA debuff-medic hybrid.
MageAdds control to a prevention kit.
RogueSteal weaves party buffs between heals; Wards stack onto the resist wall.
Druid
Druid portrait render

The Druid tends a healer's garden through the turning seasons, timing costly magic to the year's favorable windows. In a party, that means reading the season and choosing when to Hold the Sun in a good one or Force of Nature past a weak one, layering heal-over-time and preparation over raw reaction. Alone, the ambient cycle still turns in the background regardless, so even without a party to plan around, a Druid is never without a seasonal edge to lean on.

TODO: recruiter hook?

TODO: in-fiction recruiter voice.
— [NPC], [place]
Druid at a Glance
RoleStat SoulEngineSignature Weapon (aesthetic)
HealerThe YearStaff
Abilities
AbilityLvGCDCostTargetWhat It Does
Earthshake1YesManaEnemyEarth nuke, potency 120, that leaves a tremor ticking on the target. Your damage filler.
Bloom2NoSelfProc response after a DoT tick: a stack that makes your HoTs and DoTs tick 6% faster each, up to 5.
Regrowth11YesManaSingleSignature heal-over-time, bigger than Regen. 90 every 3s for 21s.
Hold the Sun20NoSelfHolds the current season in place for about 10s. 30s cooldown.
Harvest Rain23NoPartyInstant 180 heal on every ally. The only heal with no cast and no setup. 60s cooldown.
Barkskin25NoSelfPersonal damage reduction for 30s. 120s cooldown.
Entangle28YesManaEnemyRoots the target. Bosses immune. 45s cooldown.
Sacred Grove30YesManaGroundParty-wide heal-over-time field on a chosen point. 55 every 3s per ally for 15s. 30s cooldown.
Harvest35YesManaSingleInstant heal of 150, plus 120 per HoT already on the target. Reads the garden without spending it. 20s cooldown.
Wither40YesManaEnemyEarth DoT; the target deals 15% less damage for 30s. 60s cooldown.
Force of Nature44NoSelfAdvances the year to the next season right now. 90s cooldown.
Renew45NoPartyEvery HoT you have out refreshes to full, keeping the season it was cast in. 90s cooldown.
Ironwood47NoPartyEach ally gets a shield worth 3 ticks of their strongest HoT, 15s. 90s cooldown.
Solstice48NoSelfAll four season bonuses at once for 15s. 120s cooldown.
Full Bloom50NoPartyBig cooldown: instant 800 heal on every ally plus a free Regrowth on everyone. 300s cooldown.
Spell List
Granted Spells
SpellLvCast TimeGCDCostTargetWhat It Does
Heal3YesManaSingleEntry-tier healing spell.
Regen4YesManaSingleHeal-over-time buff; granted early to Druids.
Crumble8YesManaSingleEarth damage-over-time. Feeds Bloom.
Cleanse14InstantNoManaSingleRemoves status ailments.
Prayer32YesManaPartyHeals all nearby party members.
Heal II38YesManaSingleMid-tier healing spell.
Crumble II41YesManaAreaEarth area damage-over-time. Situational only.
ReviveYesManaSingleRaises a fallen ally.
Masteries
LvChoice AChoice B
Traits by Level
TraitLvWhat It Does

The Year

An ambient year turns beneath every Druid, cycling roughly every thirty seconds through Spring, Summer, Autumn, and Winter, each pass granting a different passive edge to your healing: Spring makes HoTs stronger and longer, Summer speeds up MP refresh, Autumn cuts the cost of your heals and refunds some of it back, and Winter converts any overheal into shields instead of wasting it. None of it is a downside season — your kit stays fully competent year-round, and the cycle is pure bonus on top. There is no gauge. Two buttons steer the year: Hold the Sun pauses it for about ten seconds, and Force of Nature advances it one season right now. HoTs remember the season they were cast in.

Deeper Ticks

Landing your trigger stacks a buff that makes your HoTs and DoTs tick harder per stack. TODO: expand.

The Four Seasons

The year turns underneath you whether you touch it or not, roughly thirty seconds to a season. None of the four is a bad season — your kit is fully competent in all of them and the cycle is pure bonus on top — so the question is never how to survive a season, only which one you'd rather be standing in when the fight gets loud.

The Turning Year
SeasonThe Edge It Grants
SpringHeal-over-time effects tick stronger and last longer.
SummerMana refreshes faster.
AutumnHeals cost less, and refund some of it back.
WinterOverhealing converts to shields instead of being wasted.
Hold the Sun, Force of Nature

Two buttons steer the year and nothing else does. Hold the Sun pins the current season in place for about ten seconds. Force of Nature advances the year one season, immediately, on a ninety-second cooldown. HoTs snapshot the season they were cast in, so a Spring garden keeps its Spring numbers after the wheel turns.

Recommended Subjobs
SubjobThe Play
SummonerMana masteries feed the engine.
BardSongs layered on top of the seasonal cycle.
ApothecaryA debuff-medic hybrid.
MageAdds control to a HoT-focused kit.
RogueSteal weaves party buffs between heals.
Arbiter
Arbiter portrait render

The Arbiter walks the line between light and dark, never quite settling on either side. A party built around an Arbiter gets a healer whose casts double as damage depending on where the needle sits — dark casts and sanctuary heals both come from the same hands. Solo, the needle still rewards commitment to one side or a deliberate stay in twilight, so how you play alone is a real statement about which side of the balance you favor.

TODO: recruiter hook?

TODO: in-fiction recruiter voice.
— [NPC], [place]
Arbiter at a Glance
RoleStat SoulEngineSignature Weapon (aesthetic)
HealerThe NeedleWand
Abilities
AbilityLvGCDCostTargetWhat It Does
ShadowmendHeal that counts as a dark cast, so it doesn't pull you out of attrition mode.
Radiant LashNuke that counts as a light cast — the mirror of Shadowmend.
JudgmentSimultaneous holy and dark strike; the needle doesn't move.
EquinoxOffPulls the needle one step toward twilight.
TerrorFear crowd control.
Spell List
Granted Spells
SpellLvCast TimeGCDCostTargetWhat It Does
Heal IYesManaSingleEntry-tier healing spell.
Heal IIYesManaSingleMid-tier healing spell.
Party HealYesManaPartyHeals all nearby party members.
CleanseInstantNoManaSingleRemoves status ailments.
ReviveYesManaSingleRaises a fallen ally.
Dark BoltYesManaSingleDark nuke; entry-tier.
DarkYesManaSingleDark nuke; mid-tier.
BioYesManaSingleDark damage-over-time.
Holy BoltYesManaSingleLow-tier Holy nuke for the light side.
SleepYesManaSingleControl spell; induces sleep. TODO: finalize vs Blind.
Masteries
LvChoice AChoice B
Traits by Level
TraitLvWhat It Does

The Needle

Light casts push the needle toward sanctuary and dark casts push it toward attrition, and it never actually rests dead-center — twilight is a band you thread, not a spot you can park in. Where the needle sits changes what every cast does: deep in dark, your casts carry a bonus DoT; in the twilight band, every cast fires an opposite-aspect sliver at your target's target, so healing someone lashes their target with dark and damaging something drops a heal on whoever it's fighting; deep in light, a small ambient heal pulses out to everyone in a large radius around you. There's no dead zone anywhere on the needle — wherever you sit is a playstyle statement, not a mistake. TODO: needle movement rates pending.

A Free Sliver

Landing your trigger makes your next cast fire its opposite-aspect sliver regardless of where the needle sits. TODO: expand.

Where the Needle Sits

There is no dead zone anywhere on the needle. Every position does something, so wherever you end up is a playstyle statement rather than a mistake — and twilight in particular is a band you thread, not a spot you can park in.

The Three Bands
BandWhat Every Cast Does
Deep darkYour casts carry a bonus damage-over-time on top of themselves.
TwilightEvery cast fires an opposite-aspect sliver at your target's target — healing an ally lashes whatever they're fighting, damaging an enemy drops a heal on whoever it's fighting.
Deep lightA small ambient heal pulses to everyone in a large radius around you.
Casting Without Moving the Needle

Light casts push toward sanctuary and dark casts push toward attrition, which would make the needle a cage if the kit didn't include ways out of it. Shadowmend is a heal that counts as a dark cast, so you can top somebody up without surrendering attrition; Radiant Lash is its mirror, a nuke that counts as light. Judgment strikes with both at once and doesn't move the needle at all, and Equinox pulls it one step back toward twilight when you've drifted further than you meant to.

Recommended Subjobs
SubjobThe Play
MageDeeper dark-side damage.
SummonerHexes and mana on top of the needle.
BardSongs layered on top of healing.
ClericPrevention alongside balance.
RogueSteal weaves party buffs between heals.
Apothecary
Apothecary portrait render

The Apothecary throws chemistry at the problem, mixing venom, vitriol, and balm from the same satchel. Every ability is a vial with a reagent tag, so a party can lean on the same kit for healing, debuff support, or poison damage depending on which reagent gets poured most. Solo, that flexibility means never being locked into one lane — the last three pours decide what Release Mix throws, so the kit adapts to whatever the fight in front of you actually needs.

TODO: recruiter hook?

TODO: in-fiction recruiter voice.
— [NPC], [place]
Apothecary at a Glance
RoleStat SoulEngineSignature Weapon (aesthetic)
HealerThe MixThrown vials
Abilities
AbilityLvGCDCostTargetWhat It Does
Venom VialSingle-target damage over time.
Acid VialDamage over time that eats armor.
MiasmaArea damage-over-time cloud.
Mending MistParty heal-over-time cloud.
StimBuffs an ally.
Corrosive VialLowers target defense.
Weakening ToxinLowers target attack.
Leaden GasArea slow cloud.
SedativeSleep-gas crowd control.
Release MixThrows a vial shaped by your last three reagent pours.
Spell List
Granted Spells
SpellLvCast TimeGCDCostTargetWhat It Does
Heal IInstantYesBalm pourSingleHealing vial; thrown-skinned.
Heal IIInstantYesBalm pourSingleMid-tier healing vial; thrown-skinned.
RegenInstantYesBalm pourSingleHeal-over-time buff; thrown-skinned.
CleanseInstantNoBalm pourSingleRemoves status ailments; thrown-skinned.
ReviveInstantYesBalm pourSingleRaises a fallen ally; thrown-skinned.
Masteries
LvChoice AChoice B
Traits by Level
TraitLvWhat It Does

The Mix

The Mix remembers your last three reagent pours — Venom, Vitriol, or Balm — and Release Mix throws whichever the majority calls for: three Venom pours out a heavy spreading DoT, three Vitriol a heavy defense-and-attack debuff, three Balm a big instant heal. A two-and-one mix throws the majority effect plus a minor dose of the leftover reagent, and a perfectly mixed rainbow of all three throws a small dose of everything. There's no wrong way to build a mix — a sloppy pour is always a small boon, never a penalty, so the worst-case outcome of ignoring the Mix entirely is still free value. TODO: exact potency numbers pending.

A Free Throw

Landing your trigger instantly throws a free copy of your current brew at your target, without touching the Mix. TODO: expand.

Reading a Mix

The Mix remembers your last three pours, and Release Mix throws whatever the majority calls for. There is no wrong way to build one: a sloppy pour is always a small boon rather than a penalty, so the worst case of ignoring the Mix entirely is still free value on top of a kit that already works.

Release Mix
Last Three PoursWhat It Throws
Three VenomA heavy spreading damage-over-time.
Three VitriolA heavy defense-and-attack debuff.
Three BalmA big instant heal.
Two and oneThe majority effect, plus a minor dose of the leftover reagent.
One of eachA small dose of everything.
Everything Is a Pour

Every ability in the kit is a vial carrying a reagent tag, and that includes the healing you'd expect to sit outside the system — Heal, Regen, Cleanse and Revive all pour Balm. There is no neutral action. Whatever you were going to do anyway is already loading the next Release Mix, which is why the Apothecary rewards thinking one throw ahead rather than committing to a lane.

Recommended Subjobs
SubjobThe Play
ClericPrevention layered under the Mix.
SummonerAn affliction-medic build.
DruidExtra HoT coverage.
ReaverLeans the Mix toward a Venom build.
RogueSteal churns debuff-and-buff pairs between vials.

Support

Bard
Bard portrait render

The Bard tours the battlefield like a circuit-rider, handing every ally in earshot a verse to carry. In a party, that means physically moving through the formation, painting buffs onto people one at a time rather than blanketing the whole group from a fixed spot. Solo, the songs still buff the Bard directly, so there's no dead weight to performing alone — every verse you play works on you too.

TODO: recruiter hook?

TODO: in-fiction recruiter voice.
— [NPC], [place]
Bard at a Glance
RoleStat SoulEngineSignature Weapon (aesthetic)
SupportCharisma (CHR)VolumeBow
Abilities
AbilityLvGCDCostTargetWhat It Does
Chord1GCDEnemyBow shot with a potency of 90. Combo step 1; builds Volume while a song plays.
Flourish2OffSelfProc response after a crit: +2 Volume bars. Deals no damage.
Minuet3GCDEnemySong: raises attack power. 40s play.
Verse6GCDEnemyBow shot with a potency of 110. Combo action: Chord.
Madrigal9GCDEnemySong: raises crit chance. 40s play.
Ballad12GCDEnemySong: raises MP regen. 40s play.
Hook14GCDEnemyBow shot with a potency of 140. Combo action: Verse.
Paeon16GCDEnemySong: raises HP regen. Takes no setlist slot. 40s play.
March18GCDEnemySong: raises attack speed. 40s play.
Crash20GCDEnemyBow shot with a potency of 200. The biggest single Volume grant. 30s cooldown.
Mambo22GCDEnemySong: raises evasion. Takes no setlist slot. 40s play.
Encore24OffPartyEvery listener in earshot has their carried songs refreshed to full. 30s cooldown.
Scherzo25GCDEnemySong: raises movement speed. Takes no setlist slot. 40s play.
Serenade28GCDAllyProjects your current song set onto one targeted ally at any range. 15s cooldown.
Dissonance30GCDAreaArea shot. Situational, never rotational. Grants no Volume. 20s cooldown.
Lullaby32GCDAreaArea sleep crowd control.
Battle Hymn35GCDEnemySong: damage-over-time tick on enemies in earshot. 40s play.
Hum38OffSelfToggle: songs play self-only, so you can swap your setlist without touching allies' carried buffs.
Requiem40GCDEnemyLingering debuff song on one enemy: a damage tick, and everything else lands harder. 40s play.
Turn It Up45OffAll VolumeSelfSpends every bar. Every playing song surges on its listeners, scaled by bars spent. 30s cooldown.
Ring Out48OffPartyYour current song set reaches the whole party regardless of range. 60s cooldown, 2 charges.
Crescendo50OffSelfBig cooldown: 20s grand performance. All songs surge, huge radius, no song falls due. 180s cooldown.
Spell List

The Bard's kit is entirely its own — songs and Chord are signatures; the performance is the job.

Masteries
LvChoice AChoice B
Traits by Level
TraitLvWhat It Does

Volume

Volume climbs as you play the fight — damage casts and ticks landed while your songs run all feed it, and crits pump it especially hard, which doubles as the class's participation hook in place of a separate proc. Release is the one button that spends it: press it and every song currently playing surges, hitting stronger and lasting longer the more Volume you cashed in. TODO: Volume build/spend rates pending.

No Trigger Button

The Bard is the one job with nothing to press. There is no separate off-GCD trigger — crits landed while your songs are running pump extra Volume, so the participation reward is folded into playing well rather than bolted on beside it. TODO: expand.

The Setlist

Songs are the job. Each one is a standing buff on everyone in earshot, and what separates Bards is not which songs they know but which few they choose to have running when the fight turns.

Songs
SongWhat It Gives
MarchAttack speed.
MinuetAttack power.
MadrigalCrit chance — and crits are what feed Volume.
BalladMana regeneration.
PaeonHealth regeneration.
MamboEvasion.
ScherzoMovement speed.
Battle HymnA damage-over-time tick on enemies in earshot.
RequiemA lingering debuff on one enemy.
Changing the Set Without Dropping It

Three tools exist purely to manage who is carrying what. Hum toggles your songs to self-only, so you can rebuild a setlist without stripping the buffs your party is already carrying. Encore re-sounds what's playing, extending the timers listeners walked away with. Serenade projects your whole current set onto one ally at range — the answer for somebody who is never in earshot when it matters.

Recommended Subjobs
SubjobThe Play
ClericPrevention layered under songs.
MageAdds the control suite.
RogueSteal and the enhancing book thicken the setlist.
SummonerHexes plus Requiem for a debuff-heavy performer.
ApothecarySupport utility on top of songs.
Beastmaster
Beastmaster portrait render

The Beastmaster fights beside a tamed companion while a signature hawk carries aspects earned from a growing monster journal. A party gets melee damage plus a support minigame: steering the hawk to spread your aspects while the buddy fights and the master keeps swinging. Solo, taming is the acquisition loop rather than the combat loop — the journal fills from the wild, and when the hawk is not out, aspects radiate from the Beastmaster themselves.

TODO: recruiter hook?

TODO: in-fiction recruiter voice.
— [NPC], [place]
Beastmaster at a Glance
RoleStat SoulEngineSignature Weapon (aesthetic)
SupportCharisma (CHR)FerocityAxe
Abilities
AbilityLvGCDCostTargetWhat It Does
Bite1GCDEnemyDelivers an attack with a potency of 90. Combo step 1; builds Ferocity.
Tame1GCDEnemyField ability: attempts to tame a wild creature.
Attack / Stay / Heel / Release1OffBuddyBuddy handling: send it in, hold it, call it back, dismiss it.
The Wild Answers2OffEnemyProc response: a random mastered creature cameos free — strike, ward, heal, or debuff by species.
Aspect of Fang3OffCHRSelfAura toggle: allies in your field carry more physical damage.
Gnash4GCDEnemyDelivers an attack with a potency of 110. Combo action: Bite.
Command6GCDEnemyOrders your buddy to strike for 70 plus your current Ferocity. Rallies the pack: allies in your field carry +10% damage. 20s cooldown.
Aspect of Hide7OffCHRSelfAura toggle: allies in your field carry mitigation.
Snare8OffEnemyCameo call: a binding crowd control. 45s cooldown.
Perch10OffGroundSends the hawk to a chosen point; your aspects radiate from there. Press again to call it back. 15s cooldown, 2 charges.
Aspect of Blood11OffCHRSelfAura toggle: allies in your field carry HP regen.
Weaken12OffEnemyCameo call: a strike of 80 that lowers the target's defense for 20s. 45s cooldown.
Pounce14OffEnemyCameo call: a flash-in strike of 130 at range. 30s cooldown.
Aspect of Scent15OffCHRSelfAura toggle: allies in your field carry crit chance.
Thrash16GCDAreaArea attack. Situational, never rotational.
Ravage18GCDEnemyDelivers an attack with a potency of 150. Combo action: Gnash. The damage finisher.
Great Roar20GCDAll FerocityPartySpends every point. Allies in your field carry +% damage and a ward, scaled by what you spent, and mastered beasts rush through. 45s cooldown.
Aspect of Wing21OffCHRSelfAura toggle: allies in your field carry action speed.
Rend22GCDEnemyHeavy hit from the master, potency 170. 15s cooldown.
Shellguard24OffAllyCameo call: a crab eats one incoming hit for a chosen ally. 60s cooldown.
Aspect of Horn25OffCHRSelfAura toggle: allies in your field carry elemental resistance.
Rile26GCDEnemyDelivers an attack with a potency of 110. Combo action: Gnash. The fuel finisher: +14 Ferocity.
Ambush28OffEnemyCameo call: a flash-in predator strike of 100. 45s cooldown.
Maul30GCDAreaOrders your buddy into an area attack and rallies the pack. Situational, never rotational. 30s cooldown.
Bloodfang45OffEnemyMelee execute, potency 200. 90s cooldown.
Stampede50OffPartyBig cooldown: a herd runs through the party, buffing everyone, and a second pet fights for the duration. 180s cooldown.
Spell List

The Beastmaster's kit is entirely its own — no shared spells, no grants.

Masteries
LvChoice AChoice B
Traits by Level
TraitLvWhat It Does

TODO: Engine Name

Every tameable species in Vhael goes into your monster journal, and taming one enough times in the wild masters it permanently — rare species in dangerous places become their own collection chase. Two companions stay with you at all times: the hawk, your signature constant, which you steer around the battlefield as a beacon carrying your bound gifts (perch it over your casters, wheel it back to melee, and everyone near it catches and carries what it's broadcasting); and the buddy, a chosen mastered creature that fights beside you full-time and takes your commands for its damaging abilities, its output normalized across species so the choice is about identity, not a damage ranking. Bonds tie mastered creatures' gifts to your Charisma the same way a Bard's songs do — each bond reserves CHR while active, so CHR sets how many gifts your hawk can carry at once, and the whole set swaps like a setlist through Manifests, six saved loadouts you build in the journal UI and switch between with ceremony as bonded creatures burst out, leap into the hawk, and vanish. Calls are the fast, cheap layer on top: instant cameo summons on their own cooldowns, no CHR involved, the creature flashing in to act and leaving. Fighting as the master fills the gauge, and its single spender, Great Roar, scales an intimidate effect plus a party damage and shield boost by how much you spent. TODO: engine name, tame mechanics, and exact numbers pending.

The Wild Answers

When your trigger lands, a random mastered creature cameos for free — no cooldown consumed, and the pool it draws from grows richer the more of your journal you've filled. TODO: expand.

The Hawk

The hawk is your constant, and it is not a pet you fight with — it's a beacon you steer. Your aspects radiate from you. Send the hawk out and they radiate from the hawk instead, and everyone standing near it catches and keeps them. Perch it over the casters through a burn window, wheel it back to the melee pack when the fight collapses inward. Perch puts it somewhere; press it again to bring it home.

Your Buddy

The buddy is a mastered creature that fights beside you full-time and takes your commands — Command for single-target, Maul for an area swing, plus Attack, Stay, Heel and Release for handling. Output is normalized across species deliberately: which creature you walk around with is a statement about who you are, never a damage ranking to solve.

Aspects

Aspects are your auras, and they work the way a Bard's songs do. Each one is a button: press Aspect of Fang and allies in your field carry more damage; press it again to turn it off. Each active aspect reserves Charisma, so your Charisma is the hard ceiling on how many the field can carry at once. Fang, Hide, Blood, Scent, Wing, Horn — pick the set the fight wants.

Calls

Calls are the cheap layer sitting on top of all of it: instant cameo summons on their own cooldowns, reserving no CHR at all. Pounce flashes in for a strike, Snare for a bind, Weaken softens the target, Shellguard puts a crab in front of one ally to eat a single hit. The creature acts and leaves.

The Journal

Every tameable species in Vhael has a page, and taming one often enough in the wild masters it permanently. Rare species in dangerous places are a collection chase in their own right — and since the trigger draws from what you've mastered, a fat journal is a mechanical advantage as well as a trophy case.

TODO: tame mechanics — what a tame attempt costs, how many it takes to master, and what happens on a failure.

Recommended Subjobs
SubjobThe Play
WarriorRaw damage on top of the buddy.
ReaverVenom uptime alongside the buddy's hits.
SpellbladeEn-spell fangs add elemental damage.
RogueSteal runs a second support lane while the buddy fights.
ClericA self-sufficient solo build.
Rogue
Rogue portrait render

The Rogue is the party's thief and its lucky charm. Magical shots fired through the formation, mainhand steel woven in close, and everything of value on the battlefield ends up in the crew's pockets: Steal robs the enemy of its own stats for your party to wear, a full Haul gauge gilds your next shot so every ally in its flight path walks away richer, and an enhancer's spellbook covers whatever the dice didn't hand you. All that generosity makes the enemy hate you — which is what Trick Attack is for: fire through the tank and drop half your heat where it belongs. Solo, the loot and the luck all land on one person; the Rogue alone is a self-buffing skirmisher with loaded dice.

TODO: recruiter hook?

TODO: in-fiction recruiter voice.
— [NPC], [place]
Rogue at a Glance
RoleStat SoulEngineSignature Weapon (aesthetic)
SupportCharisma (CHR)HaulSword and pistol — the shots are conjured
Abilities
AbilityLvGCDCostTargetWhat It Does
QuickdrawGCDEnemyMagical shot, chain step 1. Builds Haul.
Double DownGCDEnemyChain step 2. Builds Haul.
AceGCDEnemyChain finisher. Builds Haul.
Dead Man's HandGCDEnemyHeavy shot on a cooldown — the best flat Haul of the shots.
LiftGCDParty + enemyTwo-way theft: removes a random debuff from the party and a random buff from the enemy.
ScattershotGCDAreaArea attack. Situational; builds nothing.
ShivoGCDEnemy (melee)Mainhand slash, two charges — the workhorse gauge pump. Darting into melee is how you charge faster.
CutpurseoGCDEnemy (melee)Heavy slash — the biggest single Haul chunk.
StealoGCDEnemyRobs a random stat the mob still owns: it loses the stat, the whole party wears it. Hand size set by Charisma; oldest steal slides out first.
Trick AttackoGCDThrough the tankFire through the tank: about half your enmity dumps onto them, plus a solid hit.
SapoGCDEnemyInterrupt; briefly dazes trash.
Smoke BomboGCDPartyBrief party evasion/damage-reduction cloud.
SlideoGCDSelfShort repositioning dash, two charges — your way in and out of slash range.
Spell List

The Rogue carries an enhancer's spellbook from the shared library — the chosen half of its support, beside Steal's lucky half: the Ward line (Fireward, Frostward, Galeward, Stoneward, Shockward, Tideward — party-wide elemental resistance), the Mantle line (Ember, Frost, and Storm Mantle — damage-return skin on an ally), Hone (weapon damage up), the en-spell line (elemental weapon coats), Regen I (a trickle, never healer-grade), and Brace (flat physical damage reduction on an ally).

Masteries
LvChoice AChoice B
Traits by Level
TraitLvWhat It Does

Haul

Every weapon press pays into the Haul — a little from each shot, a lot from each mainhand slash, so darting into melee is how you charge faster. At 100 the gauge doesn't ask for a new button: your next shot simply fires Gilded — gold light the whole room can read — and every ally standing in its flight path gets buffed while a share of their enmity slides onto you. Then the bank is empty and your shots are ordinary again. Positioning is your job, not the party's: they stand where they fight, you pick the firing angle that threads the most of them. TODO: fill rates and the Gilded buff itself pending.

The Roll

Your trigger lights a pair of dice. Press the button and they fly — a fixed table by total, every total pays something, and doubles hit the jackpot. Players learn the table, and then they pray at it. TODO: the outcome table.

The Hand

Steal doesn't take what you pick. It robs a random stat the enemy still owns — the enemy loses it, the whole party wears it — and your Charisma sets how many you can hold at once. The hand is first in, first out, so robbing past capacity pushes the oldest steal back onto the enemy, which is why knowing when to stop pulling is a real decision. Lift runs the other way: one motion that strips a random debuff off the party and a random buff off the enemy.

Recommended Subjobs
SubjobThe Play
NinjaEvasion under the melee darts — survive the slash weaves that pump the Haul.
WarriorRaw damage under the support — heavier shots and slashes.
DragoonJumps stack onto Slide — the most mobile fence in the business.
MageReal nukes between weaves for the solo game.
BardSongs beside the spellbook — a double-wide support lane for light parties.
Summoner
Summoner portrait render

The Summoner keeps a knapsack of sustained hexes lit while an ever-present avatar partner answers every cast. A party gets a support built around a knapsack decision — knowing many hexes, sustaining only a few at once, and re-deciding as the fight turns — plus a partner whose role bends to whatever the Summoner's subjob calls for. Solo, the partner is always there from level one regardless of party size, quietly acting on every cast you make.

TODO: recruiter hook?

TODO: in-fiction recruiter voice.
— [NPC], [place]
Summoner at a Glance
RoleStat SoulEngineSignature Weapon (aesthetic)
SupportCHR & max MPResonanceStaff
Abilities
AbilityLvGCDCostTargetWhat It Does
Aether BoltSingle-target nuke; builds Resonance.
Aether BurstArea damage cast.
ManifestManifests your avatar partner, imprinting its role from your subjob.
InvocationResonance spender: the partner performs its role-act, scaled by spend.
ConvocationUltimate: all grand avatars answer — party damage taken down, a regen bloom, and party damage up.
SunderingHex: increases physical damage taken.
ConductionHex: increases magic damage taken.
ExposureHex: lowers resists.
WitheringHex: damage over time.
Faltering MightHex: lowers attack.
ErosionHex: lowers healing received.
BurdenHex: lowers move and attack speed.
StammerHex: lengthens cast times.
UnravelingHex: enemy buffs decay faster.
Call the AggressorGrand summon: heavy strikes.
Call the BulwarkGrand summon: party mitigation pulses.
Call the MenderGrand summon: heal blooms.
Spell List
Granted Spells
SpellLvCast TimeGCDCostTargetWhat It Does
SleepYesManaSingleMomentary crowd control; hexes never carry crowd control of their own.
DrainYesManaSingleDamage spell that heals the caster.
Fire BoltYesManaSingleFire nuke; entry-tier. Carried before signatures fill out.
FireYesManaSingleFire nuke; mid-tier. Carried before signatures fill out.
Ice BoltYesManaSingleIce nuke; entry-tier. Carried before signatures fill out.
IceYesManaSingleIce nuke; mid-tier. Carried before signatures fill out.
Lightning BoltYesManaSingleLightning nuke; entry-tier. Carried before signatures fill out.
LightningYesManaSingleLightning nuke; mid-tier. Carried before signatures fill out.
Masteries
LvChoice AChoice B
Traits by Level
TraitLvWhat It Does

Resonance

Two separate reservations run at once: Charisma holds your hexes in place, and max MP feeds the avatar partner manifested at your side from level one. Hexes are sustained rather than timed — once placed, a hex holds until you release it or its bearer dies, with only one instance of any hex ever active, and each one is an anchored aura that afflicts the bearer plus every enemy in a radius around it, the inverse of a Bard song. Placing a hex requires concentrating it first, a toggle that reserves CHR by the hex's weight; heavy hexes like Sundering, Conduction, and Exposure are fat universal amplifiers, while lighter ones like Burden, Stammer, and Unraveling are cheap, situational tools — the fun is deciding which few you can afford to keep running as the fight turns. The partner itself acts automatically off your landed casts, no commands and no targeting, its role imprinted by your subjob: a damage lane strikes your target, a buff lane pulses a nearby ally, a mend lane heals whoever's lowest. Resonance builds from casts landing on hexed enemies and spends on Invocation, which has the partner perform its role-act at a magnitude set by how much you spend — always castable, always scaled by the bank. TODO: hex weight/CHR costs and Resonance rates pending.

A Free Act

The partner acts on its own when your trigger lands: a free instant act at your current form's tier, off-GCD. TODO: expand.

Hexes

A hex is the inverse of a Bard song: an anchored aura that afflicts its bearer and every enemy in a radius around it. They are sustained rather than timed — once placed, a hex holds until you release it or its bearer dies — and only one instance of any given hex is ever active. Placing one means concentrating it first, which reserves Charisma by the hex's weight, so your CHR is a budget and the fun of the job is deciding what you can afford to keep running as the fight turns.

The Hex List
HexWeightWhat It Does
SunderingHeavyPhysical damage taken up.
ConductionHeavyMagic damage taken up.
ExposureHeavyResists down.
WitheringTODODamage over time.
Faltering MightTODOAttack down.
ErosionTODOHealing received down.
BurdenLightMove and attack speed down.
StammerLightCast times lengthened.
UnravelingLightEnemy buffs decay faster.

TODO: exact CHR weight per hex, and confirm where Withering, Faltering Might and Erosion sit on that scale.

The Partner

Your avatar partner is manifested at your side from level one and never takes an order. It acts automatically off your landed casts — no commands, no targeting — and its role is imprinted by your subjob rather than chosen: a damage lane strikes your target, a buff lane pulses a nearby ally, a mend lane heals whoever is lowest. It's fed by a reservation against your maximum mana, separately from the Charisma your hexes are holding.

Grand Summons

Above the partner sit the grand avatars, called for a single purpose rather than kept: Call the Aggressor for heavy strikes, Call the Bulwark for party mitigation pulses, Call the Mender for heal blooms.

Recommended Subjobs
SubjobThe Play
ClericFeeds the partner's mend lane plus heals.
BardFeeds the partner's buff lane plus songs.
MageFeeds the partner's damage lane plus control.
DruidHoT coverage alongside hexes.
ApothecarySupport utility on top of hexes.

Damage Dealers

Elementalist
Elementalist portrait render

The Elementalist rides a wheel of elements, always striking the weakness it just created. A party gets a DPS whose damage never stops finding a fresh vulnerability, since every cast either lands on the wheel's current element for one effect or rotates it for another. Solo, the checklist nature of the wheel — cast all six, in any order, to bank a Prismatic charge — means there's always a next step, never a dead rotation.

TODO: recruiter hook?

TODO: in-fiction recruiter voice.
— [NPC], [place]
Elementalist at a Glance
RoleStat SoulEngineSignature Weapon (aesthetic)
DPSRevolutionWand
Abilities
AbilityLvGCDCostTargetWhat It Does
Prism Bolt1YesManaEnemyMain nuke, potency 100; always fires the wheel's current element, on the weakness you primed, and turns the wheel one step.
Prism Flare2NoEnemyProc response after a crit: a free instant cast in the wheel's colour that counts as all six.
Cataclysm6YesManaEnemyFire. Steering: area burst. On the wheel: a 180 single-target detonation. 30s cooldown.
Shatter10YesManaEnemyIce. Heavy 180 hit. On the wheel it also binds and slows. 30s cooldown.
Static Lash14OffManaEnemyLightning stun and interrupt, potency 80. Steers the wheel to Lightning without ticking its box. 30s cooldown.
Gale18YesManaEnemyWind. Three fast hits of 50. On the wheel it raises Tailwind on the party. 30s cooldown.
Refract24NoSelfTurns the wheel one step without casting. 20s cooldown, 2 charges.
Quake26YesManaEnemyEarth. Slow 200 hit. On the wheel it raises Stoneskin Chorus on the party. 45s cooldown.
Chain Lightning30YesManaEnemyLightning, 120, chains to two more. On the wheel it also stuns. 30s cooldown.
Deluge36YesManaEnemyWater, 130, heals you for part of it. On the wheel it raises Cloudburst on the party. 30s cooldown.
Split Beam41NoSelfYour next cast ticks two colours instead of one. 45s cooldown.
Elemental Shroud44NoSelfAbsorbs incoming damage of the wheel's current colour. 60s cooldown.
Afterglow46NoSelfExtends an active Prismatic by 3s. 60s cooldown.
Diffraction49YesManaEnemyHeavy nuke in the wheel's colour, potency 250; 500 under Prismatic. 60s cooldown.
Kaleidoscope50NoSelfBig cooldown: for 20s every cast is all six colours at once and empowered. 180s cooldown.
Spell List
Granted Spells
SpellLvCast TimeGCDCostTargetWhat It Does
FireYesManaSingleFire nuke; mid-tier.
BurnYesManaSingleFire damage-over-time.
FiragaYesManaAreaFire area damage.
IceYesManaSingleIce nuke; mid-tier.
ChillYesManaSingleIce damage-over-time.
BlizzagaYesManaAreaIce area damage.
LightningYesManaSingleLightning nuke; mid-tier.
ShockYesManaSingleLightning damage-over-time.
ThundagaYesManaAreaLightning area damage.
EarthYesManaSingleEarth nuke; mid-tier.
PoisonYesManaSingleWater poison damage-over-time.
PoisonaYesManaAreaWater poison area damage.
WaterYesManaSingleWater nuke; mid-tier.
WateraYesManaAreaWater area damage.
WindYesManaSingleWind nuke; mid-tier.
AeroYesManaAreaWind area damage.
HolyYesManaSingleHoly nuke; mid-tier.
HolygaYesManaAreaHoly area damage.
BindYesManaSingleIce-skinned binding crowd control.
SlowYesManaSingleIce-skinned movement slow.
Masteries
LvChoice AChoice B
Traits by Level
TraitLvWhat It Does

Revolution

Casting all six elements, in any order, banks a Prismatic charge and resets the checklist — landing on a particular wheel position doesn't matter, only that the casts happened. Every non-Prism-Bolt ability carries Alignment: two meaningfully different modes, one when you cast it on the wheel's current element and land on it, another when you cast it off-wheel and rotate the wheel there. Neither mode is simply stronger — they do different things, so reading the wheel before you press is part of the job. Prism Bolt, your main nuke, always fires whatever element the wheel currently sits on, which means you're perpetually hitting a weakness you just created. TODO: Prismatic charge payoff and Alignment numbers pending.

A Bolt of Everything

Landing your trigger fires an instant bolt of the wheel's current element that counts as every element at once. TODO: expand.

Alignment

Every ability except Prism Bolt carries Alignment: two meaningfully different modes, one when you cast it on the wheel's current element and land on it, another when you cast it off-wheel and rotate the wheel there. Neither mode is the stronger one — they do different things — so reading the wheel before you press is a real part of the job rather than an optimisation.

TODO: the two modes, spelled out per ability. Static Lash, Tailwind, Stoneskin Chorus and Cloudburst each need both halves written.

Turning the Wheel

Prism Bolt always fires whatever element the wheel currently sits on, which means your main nuke is perpetually striking a weakness you created a moment ago. Casting all six elements in any order banks a Prismatic charge and resets the checklist — where the wheel finishes doesn't matter, only that the six casts happened.

Recommended Subjobs
SubjobThe Play
MageDeeper elemental tiers ride the wheel.
BardBallad for MP regen between casts.
ClericPrevention as a defensive layer.
RogueSteal and the enhancing book weave support between casts.
SummonerLight hexes plus mana masteries.
Mage
Mage portrait render

The Mage commands six elemental attunements and a lane of forbidden dark magic besides. A party gets the roster's deepest spell list and debuff toolkit in one job, with elemental casting quietly funding a separate dark lane on the side. Solo, the six attunements mean a Mage is rarely caught without an answer to whatever's standing in front of them, elemental resistances included.

TODO: recruiter hook?

TODO: in-fiction recruiter voice.
— [NPC], [place]
Mage at a Glance
RoleStat SoulEngineSignature Weapon (aesthetic)
DPSUmbraStaff
Abilities
AbilityLvGCDCostTargetWhat It Does
AttunementsSix elemental stances; while attuned, all your nukes cast in that element through one button-set.
Spell List
Granted Spells
SpellLvCast TimeGCDCostTargetWhat It Does
Nuke IYesManaSingleEntry-tier elemental nuke; attunement-swapped.
Nuke IIYesManaSingleMid-tier elemental nuke; attunement-swapped.
Nuke IIIYesManaSingleHigh-tier elemental nuke; attunement-swapped.
BurnYesManaSingleElemental DoT; attunement-swapped.
NukeagaYesManaAreaElemental AoE; attunement-swapped.
PoisonYesManaSingleWater poison damage-over-time.
BioYesManaSingleDark damage-over-time.
Dark BoltYesManaSingleDark nuke; entry-tier.
DarkYesManaSingleDark nuke; mid-tier.
Dark IIYesManaSingleDark nuke; high-tier.
SleepYesManaSingleSleep crowd control.
BindYesManaSingleBinding crowd control.
SlowYesManaSingleSlows the target's movement and attack speed.
BlindYesManaSingleBlinds the target, lowering accuracy.
DrainYesManaSingleDamage spell that heals the caster.
Masteries
LvChoice AChoice B
Traits by Level
TraitLvWhat It Does

Umbra

Six elemental attunements sit under one button-set — swap attunement and the same buttons cast a different element, so you're never juggling six separate spellbooks. Dark magic runs alongside all six as its own fixed lane rather than another attunement, and it's fed by Umbra: every elemental cast, in any attunement, builds Umbra, and the dark lane spends it, so pushing your elemental rotation harder is what funds your forbidden work. The job's other identity piece — a mana pool that doubles as a Ward battery, with spell power tied to how full it is — is still open in its specifics. TODO: Ward/mana interplay numbers pending.

An Instant Cast

Landing your trigger makes your next spell cast instantly. TODO: expand.

Six Attunements, One Button-Set

The Mage never juggles six spellbooks. Six elemental attunements sit under a single set of buttons — swap attunement and the same presses cast a different element. The decision is which element the fight wants, not which thirty-slot bar you left it on.

The Dark Lane

Dark magic runs alongside all six as its own fixed lane rather than a seventh attunement, and Umbra is what pays for it. Every elemental cast in any attunement builds Umbra; the dark lane spends it. Pushing the elemental rotation harder is what funds the forbidden work, so the two halves of the job are never in competition.

Recommended Subjobs
SubjobThe Play
ClericPrevention as a defensive layer.
RogueSteal and the enhancing book weave support between casts.
BardSongs layered on top of attunements.
SummonerHexes plus mana masteries.
DruidHeal grants round out the kit.
Reaver
Reaver portrait render

The Reaver spreads venom from twin blades, striking from an angle the front never sees. A party gets sustained poison damage plus a positional dance — Flank Strike rewards any angle except head-on, so a Reaver is always working an enemy's side or back. Solo, the wraith-serpent toggle turns accumulated poison into a second attacker on a fixed tempo, letting a Reaver keep pressure on even between their own swings.

TODO: recruiter hook?

TODO: in-fiction recruiter voice.
— [NPC], [place]
Reaver at a Glance
RoleStat SoulEngineSignature Weapon (aesthetic)
DPSVirulenceDual-wield blades
Abilities
AbilityLvGCDCostTargetWhat It Does
Viper Combo
Scissor SweepArea attack.
EnvenomStacking poison damage over time.
VirulenceHeavier, slow-ticking poison.
Flank StrikeGuaranteed crit from any angle but the front; crits apply an extra poison instance.
GougeMelee stun crowd control.
FesterExtends and deepens your active poisons.
DetonateConsumes your damage-over-time effects on the target for immediate burst damage.
SerpentToggles the wraith-serpent: drains Virulence to strike your target on a fixed tempo.
Spell List

The Reaver's kit is entirely its own — its venoms are abilities, not the library's water DoT spell, though how the two scale against each other is still an open question.

Masteries
LvChoice AChoice B
Traits by Level
TraitLvWhat It Does

Virulence

Every poison you land builds Virulence at a flat rate, no scaling tricks. The wraith-serpent is a toggle you lay on top of that bank: while it's manifested, it drains Virulence at a steady rate and strikes your target on a fixed tempo, each strike applying its own Envenom stack and damage — and critically, those serpent strikes build nothing back, so the whole thing is pure spend. Managing uptime — when to summon it, when to let it lapse and rebuild the bank — is the entire gauge economy. It reads on-screen as a spectral viper coiled at your side, but mechanically it's just a periodic effect ticking on you, never a real creature the enemy can target. TODO: Virulence build/drain rates pending.

A Free Tick

Landing your trigger instantly ticks every poison you have on the target once, free. TODO: expand.

The Wraith-Serpent

Serpent is a toggle laid on top of the bank rather than a summon. While it's manifested it drains Virulence at a steady rate and strikes your target on a fixed tempo, each strike landing its own Envenom stack and damage — and those strikes build nothing back, so the whole thing is pure spend. It reads on-screen as a spectral viper coiled at your side, but mechanically it's a periodic effect ticking on you: nothing the enemy can target, taunt or kill.

Poisons, and Cashing Them In

Envenom stacks, Virulence ticks slow and heavy, and Flank Strike crits from any angle but the front — each crit adding another poison instance on top. Fester extends and deepens everything already running. Detonate does the opposite: it consumes your damage-over-time effects outright for immediate burst, which makes it the one button that trades your patient work for a number right now.

Recommended Subjobs
SubjobThe Play
RogueSteal's debuffs ride beside the poison stacks.
DragoonJumps set up Flank Strike positioning.
WarriorWarcry windows into Detonate.
NinjaEvasion layered under venom uptime.
ClericPersonal sustain between engagements.
Ranger
Ranger portrait render

The Ranger loads a clip. Every two arrows load one round, and what those two arrows were decides what the round is. Tip your arrows with an element between shots, slot the cooldown ice shot in the right half of a pair, and the rounds combine: Bloom and Plasma make Inferno, Rime and Shatter make Blizzard, all four make Maelstrom. Let Fly empties the clip in one bang. A party gets a marksman whose big hit is built, not rolled; solo, the choice is whether to fire early or hold for the fusion.

TODO: recruiter hook?

TODO: in-fiction recruiter voice.
— [NPC], [place]
Ranger at a Glance
RoleStat SoulEngineSignature Weapon (aesthetic)
DPSThe ClipBow
Abilities
AbilityLvGCDCostTargetWhat It Does
True Shot1GCDEnemyDelivers a physical arrow with a potency of 100. Combo step 1; no cooldown.
Let Fly2oGCDEnemyFires the whole clip as one bang. Size from the rounds loaded; Inferno burns, Blizzard spreads to everything near the target, Maelstrom does both. Refused while the clip is empty.
Quick Draw2ProcEnemyLights on a landed ability. A free instant arrow that also loads a wild round — it counts as whichever recipe round the clip is missing.
Steady Shot4GCDEnemyDelivers a physical arrow with a potency of 130. Combo action: True Shot.
Flame Tips6oGCDSelfYour next four shots fire as fire. 8s cooldown. A tip pressed over another replaces it.
Piercing Shot10GCDEnemyHeavy ice arrow with a potency of 150. Fires as ice whatever tip stands, and spends none of it. 20s cooldown.
Gale Tips14oGCDSelfYour next four shots fire as wind. 8s cooldown.
Volley18GCDAreaPhysical area attack with a potency of 80. Loads nothing.
Deadeye22GCDEnemyDelivers a physical arrow with a potency of 160. Combo action: Steady Shot.
Zephyr Step26oGCDSelfWind dash. 30s cooldown.
Storm Tips30oGCDSelfYour next four shots fire as lightning. 8s cooldown.
Frost Tips32oGCDSelfYour next four shots fire as ice. 8s cooldown.
Barrage36oGCDSelfYour next shot fires three arrows. Still one shot for the clip. 60s cooldown.
Hunter's Mark40oGCDEnemyMarks the target; your shots against it improve. 60s cooldown.
Shadowbind46oGCDEnemyRoots the target. Bosses immune. 45s cooldown.
Open Fire50oGCDSelfFor 15s every arrow loads a round of its own. 180s cooldown.
Spell List

The Ranger's kit is entirely its own — shots are ranged-gated abilities, not spells.

Masteries
LvChoice AChoice B
Traits by Level
TraitLvWhat It Does

The Clip

Every two arrows load one round into a clip of ten. Your chain shots are physical, so two of them load a plain round: size and nothing else. Press a tip between shots and your next four arrows carry that element. Two of the same element load a plain elemental round. Two that pair up load a recipe round, and recipe rounds are what the clip is for.

What a Pair Makes
Arrow + Arrow (either order)Round
Physical + physicalPlain — size only.
Same element twicePlain elemental.
Fire + windBloom.
Fire + lightningPlasma.
Ice + windRime.
Ice + lightningShatter.
Fire + ice, or wind + lightningOpposites cancel — plain.
Let Fly

Let Fly fires the whole clip as one bang, off the global cooldown. Every round adds size. The recipe rounds decide the face: Bloom and Plasma together make Inferno, a big hit that burns. Rime and Shatter together make Blizzard, which spreads to everything near the target. All four in one clip make Maelstrom, both at once at the top multiplier. The clip combines as a set — the order you loaded it in does not matter, and nothing you loaded is wasted.

What the Clip Makes
In the ClipBang
Plain rounds onlyA plain burst, sized by the round count.
Bloom + PlasmaInferno — big single hit and a burn.
Rime + ShatterBlizzard — spreads to everything near the target.
All fourMaelstrom — Inferno and Blizzard together, biggest multiplier.
Quick Draw

Landing an ability can light Quick Draw: a free instant arrow that also loads a wild round. A wild counts as whichever recipe round the clip is missing when Let Fly combines, so a Bloom plus a wild is already Inferno.

Recommended Subjobs
SubjobThe Play
RogueHone and en-spells sharpen the volley; Trick Attack sheds the spike.
WarriorRaw damage on top of tipped shots.
MageA control-focused archer.
DragoonKiting mobility from jumps.
ClericPersonal sustain between engagements.
Dark Knight
Dark Knight portrait render

The Dark Knight lets every landed strike stack toward an escalating, magic-fueled cashout. A party gets a melee-caster hybrid whose "fat nuke" moments are earned rather than scripted — the deeper the stack when a nuke lands, the bigger the payoff, dark or elemental alike. Solo, that same stack-and-spend rhythm means a Dark Knight is always building toward something, never just auto-attacking in place.

TODO: recruiter hook?

TODO: in-fiction recruiter voice.
— [NPC], [place]
Dark Knight at a Glance
RoleStat SoulEngineSignature Weapon (aesthetic)
DPSCooldownRecoveryRateStack GaugeScythe/greatsword
Abilities
AbilityLvGCDCostTargetWhat It Does
Duskrend ComboBuilds stacks toward your next nuke.
Spell List
Granted Spells
SpellLvCast TimeGCDCostTargetWhat It Does
Nuke IIYesStack GaugeSingleTier II elemental nuke; consumes stack gauge.
Dark BoltYesStack GaugeSingleDark nuke; entry-tier; consumes stack gauge.
DarkYesStack GaugeSingleDark nuke; mid-tier; consumes stack gauge.
Dark IIYesStack GaugeSingleDark nuke; high-tier; consumes stack gauge.
EndarkInstantNoManaSelfWeapon enchant; does not consume stack gauge.
DrainYesManaSingleDamage spell that heals the caster; does not consume stack gauge.
BindYesManaSingleRoot crowd control; does not consume stack gauge.
Masteries
LvChoice AChoice B
Traits by Level
TraitLvWhat It Does

Stack Gauge

Weapon abilities build stacks with every landed hit, and any nuke you cast — dark or elemental, it doesn't matter which — consumes the entire bank for a hit whose damage scales with how deep it was, the job's "fat nuke" being nothing more than a deep stack cashed out in one motion. Utility casts like Endark or Drain don't touch the gauge at all, so weaving them in costs you nothing. Because more ability uses means deeper stacks means fatter nukes, Cooldown Recovery Rate is this job's stat soul — it's the one number that compounds everything else the Dark Knight does. TODO: stack caps and nuke scaling numbers pending.

A Free Stack

Landing your trigger throws a quick off-GCD strike that deals damage, adds a stack, and grants a short cooldown-recovery buff. TODO: expand.

Cashing the Stack

Weapon abilities build stacks with every landed hit, and any nuke you cast — dark or elemental, it makes no difference which — consumes the entire bank at once for a hit scaled to how deep it was. The job's fabled fat nuke isn't a separate button; it's a deep stack cashed out in one motion. Utility casts like Endark and Drain don't touch the gauge at all, so weaving them in is free.

Why Cooldown Recovery Is the Stat Soul

More ability uses means deeper stacks means fatter nukes, so Cooldown Recovery Rate is the one number that compounds everything else the Dark Knight does. Most jobs treat their stat soul as a modifier. This one treats it as the engine behind the engine, which is why Dark Knight gear reads differently from every other damage job's.

Recommended Subjobs
SubjobThe Play
MageGranted nukes consume your stacks — the jackpot pairing.
SpellbladeMelee-caster hybrid synergy.
ElementalistExtra elemental nukes to spend stacks on.
WarriorRaw damage on top of stack-building.
SummonerDrain, hexes, and mana round out the kit.
Warrior
Warrior portrait render

The Warrior commits to the big, heavy swing, trading speed for numbers that matter. A party gets the roster's simplest, heaviest melee damage — big, telegraphed, full-commitment hits instead of a flurry of small ones. Solo, opening a Form and matching its prompted swings rewards patience with a finisher scaled to match, so even alone there's a real decision in every wind-up.

TODO: recruiter hook?

TODO: in-fiction recruiter voice.
— [NPC], [place]
Warrior at a Glance
RoleStat SoulEngineSignature Weapon (aesthetic)
DPSFormsGreatsword
Abilities
AbilityLvGCDCostTargetWhat It Does
Warpath Combo
CleaveArea attack.
SlamHuge single-target hit.
BraverLeaping slash; short gap-closer.
ChargeLong-range gap-closer.
WarcryWindow of increased attack.
OnslaughtCooldown: two prompted heavy swings ending in a big finisher.
RampageCooldown: four prompted heavy swings ending in the earth-splitting finisher.
Spell List

The Warrior's kit is entirely its own — no shared spells, no grants.

Masteries
LvChoice AChoice B
Traits by Level
TraitLvWhat It Does

Forms

Opening a Form swaps your whole button row for a sequence of heavy, full-commitment swings and slows you into a juggernaut wind-up — every hit in the sequence lands for real damage, not just a wind-up animation. The gauge prompts each swing Simon-says style, and the release at the end is a colossal finisher scaled by how many prompts you actually matched; missing some never punishes you, it just shrinks the finisher. Onslaught is the short version, a roughly thirty-second cooldown for two prompted swings into a big finisher, while Rampage is the long one, a two-minute cooldown for four swings into the earth-splitting finisher. TODO: exact Form timings and finisher scaling pending.

Heavy Overhead

Landing your trigger unleashes Heavy Overhead, an instant empowered swing, off-GCD. TODO: expand.

Forms

Opening a Form swaps your whole button row for a sequence of heavy, full-commitment swings and slows you into a wind-up. Every hit in the sequence lands for real damage — none of it is animation you're waiting through. The gauge prompts each swing Simon-says style, and the release at the end is a colossal finisher scaled by how many prompts you actually matched. Missing some never punishes you; it only shrinks the finisher.

The Two Forms
FormCooldownSwingsEnds In
OnslaughtAbout thirty seconds2A big finisher.
RampageTwo minutes4The earth-splitting finisher.
Recommended Subjobs
SubjobThe Play
SpellbladeElemental damage layered onto heavy swings.
ReaverPoison damage-over-time on top of burst.
RogueTrick Attack hands the nuke spike's threat to the tank.
DragoonJump positioning around Forms.
BrawlerCounters add to the damage profile.
Dragoon
Dragoon portrait render

The Dragoon fights bonded to a wyvern partner, turning the jump into real, weaponized displacement. A party gets a polearm DD whose wyvern breathes on combo finishers, its element and effect shifting to match whatever subjob the Dragoon has equipped. Solo, the wyvern is never a pet to manage — it never dies, never needs commands, and simply fights alongside its bonded partner for as long as it's called.

TODO: recruiter hook?

TODO: in-fiction recruiter voice.
— [NPC], [place]
Dragoon at a Glance
RoleStat SoulEngineSignature Weapon (aesthetic)
DPSBondPolearm
Abilities
AbilityLvGCDCostTargetWhat It Does
Vault1GCDEnemyDelivers an attack with a potency of 90. Combo step 1.
Summon Wyvern1OffCHRSelfCalls your wyvern. Its breath is set by your subjob: Fang (elemental bolt), Scale (barrier), or Mend (heal).
Wyvern's Will2OffEnemyProc response: the wyvern breathes on its own. Free, instant.
Jump5GCDEnemyJump strike, potency 130; real displacement to the target. 15s cooldown.
Impale12GCDEnemyDelivers an attack with a potency of 115. Combo action: Vault.
High Jump15GCDEnemyHeavier jump, potency 180, that grants Talon Dive. 45s cooldown.
Talon Dive18OffEnemyStationary follow-up after High Jump, potency 100.
Backflip20OffSelfBackflip disengage. No damage. 30s cooldown.
Skewer22GCDEnemyDelivers an attack with a potency of 150. Combo action: Impale. The finisher — your wyvern breathes on it.
Nail Down25OffEnemyRoot crowd control. Bosses immune. 45s cooldown.
Wide Thrust28GCDAreaArea attack. Situational, never rotational.
Super Jump30OffSelfSheds enmity. 60s cooldown.
Wyvern's Gift35OffAll BondSelfSelf-heal; your next finisher draws an extra breath. Bond scales the heal. 60s cooldown.
Dragon Dive45GCDAll BondEnemyPaired dive with the wyvern, potency 200, scaled toward colossal by Bond. 45s cooldown.
Soar50OffSelfBig cooldown: the wyvern breathes on every landed hit and jump recasts are halved for 20s. 180s cooldown.
Spell List

The Dragoon's kit is entirely its own — no shared spells, no grants.

Masteries
LvChoice AChoice B
Traits by Level
TraitLvWhat It Does

Bond

Breaths fill Bond at a flat, capped rate, and the wyvern fires them automatically on your combo finishers — a triggered effect on you, never a command you issue, since the wyvern is a partner and never targetable or killable. What breath it fires depends on Temperament, which re-imprints from your subjob every time you call the wyvern: no sub or a DPS/Support sub gives you Fang, an elemental bolt at your target that always picks its lowest resist; a tank sub gives you Scale, a small refreshing barrier on you; a healer sub gives you Mend, a modest heal on you or the lowest-HP ally nearby, built for solo sustain rather than competing with an actual healer. Bond never locks anything — it only ever enhances Wyvern's Gift, an off-GCD self-heal that also grants your next finisher an extra breath, or Dragon Dive, a paired dive with the wyvern that scales toward colossal — both stay fully castable and baseline-competent at zero Bond, so the only decision is which one gets the bank and whether to spend now or wait. TODO: breath damage-share tuning and Bond rates pending.

Wyvern's Will

The wyvern acts on its own when your trigger lands — Wyvern's Will: an instant free breath, off-GCD, no input needed. TODO: expand.

The Wyvern

Your wyvern is a partner, not a pet. It is never targetable and never killable, it takes no commands, and you never spend a global on it — it fires breaths automatically off your combo finishers as a triggered effect on you. Nothing you do manages it. What it fires is decided entirely by Temperament.

Temperament

Temperament re-imprints from your subjob every time you call the wyvern, so the support job you're carrying quietly decides what kind of partner you brought. None of the three is a damage ranking — Mend in particular exists for solo sustain rather than to compete with an actual healer.

Breaths by Subjob
SubjobBreathWhat It Does
None, DPS or SupportFangAn elemental bolt at your target, always picking its lowest resist.
TankScaleA small refreshing barrier on you.
HealerMendA modest heal on you, or on the lowest-health ally nearby.
Where the Bond Goes

Bond fills at a flat, capped rate and never locks anything behind itself. It only enhances two things: Wyvern's Gift, an off-GCD self-heal that also grants your next finisher an extra breath, and Dragon Dive, a paired dive with the wyvern that scales toward colossal. Both stay fully castable and baseline-competent at zero Bond, so the only question is which one gets the bank — and whether to spend now or wait.

Recommended Subjobs
SubjobThe Play
ClericImprints the Mend wyvern — the solo-sustain king.
NinjaImprints the Scale wyvern for a defensive barrier.
WarriorImprints the Fang wyvern for burst damage.
MageFang breaths plus control.
RogueSteal weaves beside the breaths; Trick Attack sheds jump spikes.
Spellblade
Spellblade portrait render

The Spellblade hits with a sword and fills a bank. At 60 the Mirror Blade appears and copies every sword hit at a quarter strength. Casting spends the bank; drop below 40 and the Mirror vanishes. A party gets a melee-lean hybrid whose spells are paid for in steel and whose en-spell colours every swing and every copy. Solo, the job is riding the plateau: bleed the excess with casts and never dip under.

TODO: recruiter hook?

TODO: in-fiction recruiter voice.
— [NPC], [place]
Spellblade at a Glance
RoleStat SoulEngineSignature Weapon (aesthetic)
DPSArcane ChargeSword
Abilities
AbilityLvGCDCostTargetWhat It Does
Rune Slash1GCDEnemyDelivers an attack with a potency of 80. Combo step 1; no cooldown. +4 Charge.
Echo2ProcEnemyLights on a landed ability. Your last ability repeats once, free. The repeat is not mirrored.
Rune Cut6GCDEnemyDelivers an attack with a potency of 105. Combo action: Rune Slash. +4 Charge.
Spark10oGCDEnemyDelivers an attack with a potency of 55. +6 Charge. 20s cooldown, 2 charges.
Surge14oGCDSelf+30 Charge instantly. 60s cooldown.
Mirror Strike16oGCDEnemyThe Mirror's own strike, potency 85. Ranged while the Mirror stands. 30s cooldown.
Flash Step20GCDEnemyTeleport-slash with a potency of 80. +4 Charge. 30s cooldown, 2 charges.
Rune Break22GCDEnemyDelivers an attack with a potency of 130. Combo action: Rune Cut. +7 Charge.
Spellsweep24GCDAreaArea attack with a potency of 75 per target. Banks nothing, never mirrored.
Runescar26GCDEnemyDelivers an attack with a potency of 85 and marks the target: +8% damage of your en-spell's element for 30s. +4 Charge. 30s cooldown.
Elemental Shift30oGCDEnemySwaps your en-spell on the spot; the old element bursts out at potency 70. 60s cooldown.
Arcane Shell32oGCDSelfFlat absorb barrier for 10s. 60s cooldown.
Overcharge36GCDEnemyDelivers an attack with a potency of 135. +12 Charge. 30s cooldown.
Runeburst38GCDEnemyEmpties the bank: potency 80 plus 1.3 per point spent.
Recoup40oGCDSelfYour next Runeburst hands half its spend back. 90s cooldown.
Quicksilver45oGCDSelfFor 12s the Mirror copies at 45% instead of 25%. 90s cooldown.
Twin Soul50oGCDSelfFor 15s the Mirror is locked on at 100% and casts cannot drop it. 180s cooldown.
Spell List
Granted Spells
SpellLvCast TimeGCDCostTargetWhat It Does
Enfire1InstantNoManaSelfFire weapon enchant, 60s. One en-spell at a time.
Elemental Nuke I41.5s, instant at 60+ ChargeYesManaSingleSpends 30 Charge: potency 50 with an empty bank, 105 on a spend.
Enice8InstantNoManaSelfIce weapon enchant, 60s.
Enwind15InstantNoManaSelfWind weapon enchant, 60s.
Enearth22InstantNoManaSelfEarth weapon enchant, 60s.
Enlightning28InstantNoManaSelfLightning weapon enchant, 60s.
Enwater34InstantNoManaSelfWater weapon enchant, 60s.
Bind42YesManaSingleRoots the target.
Masteries
LvChoice AChoice B
Traits by Level
TraitLvWhat It Does

Arcane Charge

Every landed sword hit adds to the bank: 2 per auto-attack, 4 to 12 per ability. The bank caps at 100 and never decays on its own. Only casts lower it. Elemental Nuke I bleeds 30 per press and fires instantly while the bank is at 60 or more; below that it is a 1.5s cast. Runeburst empties the whole bank in one hit.

The Mirror Blade

At 60 Charge the Mirror Blade manifests. While it stands, every single-target sword hit — on or off the global cooldown — is copied at 25%, en-spell included. It never copies casts, auto-attacks, or Spellsweep. It stays up until a cast takes the bank below 40. Nothing the enemy does can drop it; only your own cast can. So the loop is: hit to 60, bleed one nuke at a time from the top, and never spend the bank under 40. Quicksilver widens the copy to 45% for 12s. Twin Soul locks the Mirror on at 100% for 15s and lets you cast freely underneath it.

En-Spells

One of six en-spells enchants your sword for 60s and rides every swing and every Mirror copy. Only one is worn at a time. Elemental Shift swaps it off the global cooldown and bursts the old element out on the target as it goes. Runescar marks the target to take more of whatever element you wear, which is what makes the choice matter.

Echo

Landing an ability can light Echo: your last ability repeats once, free and off the global cooldown. The repeat is not copied by the Mirror.

Recommended Subjobs
SubjobThe Play
MageDeeper casts feed the Mirror Blade.
ElementalistWheel elements match your en-spells.
WarriorRaw damage on top of the plateau.
ClericPersonal sustain between engagements.
RogueHone and en-spells feed the blade; Steal weaves support.
Juggernaut
Juggernaut portrait render

The Juggernaut swings a weapon so heavy its attacks are cast, not pressed — every primary blow is a wind-up with a real cast bar, hauled through its arc while you trudge forward at a heavy walk. A party gets a melee powerhouse whose damage arrives in visible, ground-breaking cycles; solo, the rhythm of cranking the mass up and riding it down makes every fight a slow crescendo. When the Momentum bar fills and the Avalanche begins, the wind-ups stop being casts at all: every swing lands instantly, at full stride, and the earth erupts under each one.

TODO: recruiter hook?

TODO: in-fiction recruiter voice.
— [NPC], [place]
Juggernaut at a Glance
RoleStat SoulEngineSignature Weapon (aesthetic)
DPSMomentumMaul
Abilities
AbilityLvGCDCostTargetWhat It Does
Heavy Swing1YesEnemyWind-up, potency 90. Combo step 1. A moving cast, like every wind-up.
Aftershock2NoEnemyProc response: an instant 60 now, and your next wind-up erupts with half its own damage again.
Rumble4NoEnemyInstant strike of 60, two charges; the weave between casts. 20s cooldown.
Sunder8YesEnemyWind-up, potency 115. Combo action: Heavy Swing.
Fissure11YesEnemyInstant ranged ground eruption, potency 100; the button for when the boss leaves you behind. 20s cooldown.
Blunt Trauma14NoEnemyMelee stun and interrupt. Bosses immune. 45s cooldown.
Rolling Stone17NoEnemyGap-closer, no damage; usable mid-cast. 45s cooldown.
Subduction20YesEnemyWind-up, potency 150. Combo action: Sunder. The finisher — the plate gives way.
Bedrock25NoSelf20% less damage taken and immunity to knockback for 12s. 90s cooldown.
Upheaval28YesEnemyHeavy off-chain wind-up, potency 150. 15s cooldown.
Ballast30NoSelfInstantly adds 30 Momentum. 60s cooldown.
Rockslide32YesAreaArea attack; builds no Momentum. Situational only.
Big Bang35YesEnemyThe biggest arc the job swings, potency 190; a full wind-up cast. 30s cooldown.
Deadweight38NoSelfYour next three Avalanche swings spend no Momentum. 90s cooldown.
Landfall41YesEnemyWind-up, potency 120, that lunges you to the target as it lands. 30s cooldown.
Epicenter44YesAreaArea burst, 130 per target; builds no Momentum. Situational only. 30s cooldown.
Landslide50NoSelfBig cooldown: the Avalanche runs for twenty seconds no matter the gauge, and everything about you quickens. 180s cooldown.
Spell List

The Juggernaut's kit is entirely its own — no shared spells, no grants.

Masteries
LvChoice AChoice B
Traits by Level
TraitLvWhat It Does

Momentum & the Avalanche

Every landed hit banks Momentum, and nothing ever takes it away — not dodging a mechanic, not a phase transition, not standing still. Wind-up casts bank the most; the small instant hits and weaves add their share. When the bar fills it goes primed and simply waits, as long as you like, until your next landed wind-up cracks it open. Then the Avalanche: your wind-ups lose their cast bars and their movement slow entirely, and every one that lands sets off an earthquake under the target — a second hit as the ground itself gives way. Each swing in the Avalanche spends a piece of the bank, so roughly ten great blows ride down before the mass comes to rest and the cranking begins again. Because primed Momentum keeps forever, the timing of the crack is yours: hold it for the party's burst window, or for the moment a fight finally lets you plant your feet.

Aftershock

Landing your trigger readies Aftershock: an instant pre-hit that supes up your next wind-up, its bonus landing as an earthquake of its own. The two-beat — crack, then boom — is sweetest saved for Big Bang or a chain finisher.

Momentum Never Decays

Nothing takes Momentum away. Not dodging a mechanic, not a phase transition, not standing still doing nothing at all. Wind-up casts bank the most and the small instant hits add their share, and when the bar fills it goes primed and simply waits — as long as you like — until your next landed wind-up cracks it open. Every other gauge in Vhael punishes you for leaving; this one waits.

The Avalanche

Crack it and your wind-ups lose their cast bars and their movement slow entirely, and every one that lands sets off an earthquake under the target — a second hit as the ground gives way. Each swing spends a piece of the bank, so roughly ten great blows ride down before the mass comes to rest and the cranking begins again.

Riding It Longer

Two buttons bend the economy. Ballast instantly adds a chunk of Momentum, and Deadweight makes your next few Avalanche swings spend none of the bank at all. Rockslide and Epicenter are the exceptions on the other side: area damage that builds no Momentum whatsoever.

Recommended Subjobs
SubjobThe Play
SpellbladeEn-spells ride every wind-up and every quake.
WarriorWarcry windows timed into the Avalanche.
ReaverVenom ticks away while you crank the mass.
RogueTrick Attack dumps the threat spike an Avalanche earns onto the tank.
DragoonJumps cover the ground your heavy walk can't.

Raising a Character

Your First Levels

TODO: what the opening levels of a job feel like, and what to expect from your starting kit.

Your First Mission

TODO: the first story mission a new Awakened takes on, and what it teaches.

Grouping Becomes Important

TODO: the level and content point where solo play stops being the default and party play opens up.

Moving to New Regions

TODO: how leveling maps onto the regions of Vhael, and when to move on.

Unlocking Your Subjob

Once unlocked, your subjob always runs at half your main job's level, and you can swap either half of that pairing freely, whenever and wherever, with no cooldown standing between you and a new combination. TODO: the level and quest that unlocks the subjob slot, and how to pick a first sub.

The Road Onward

TODO: what comes after the leveling arc — masteries, keystones, and endgame systems this guide covers elsewhere.

First Hunting Grounds

TODO: the earliest recommended hunting grounds and camps for a fresh job.

Leveling Milestones
LevelWhat Opens Up