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.
What your job does decide is which weapons you can pick up at all, and
how far up each weapon's tier ladder you can climb. That comes from your
skill ranks, below.
Weapon Skill
You carry a skill value in each of the fifteen weapon classes, and it
goes up by using the weapon. Land hits with a sword against something
worth fighting and your Sword skill climbs on its own. There is nothing
to spend and nothing to allocate. The climb is fast when you're far below
your ceiling and slows as you approach it, so picking up an unfamiliar
weapon at level 50 is an evening's work rather than a month's.
Skill is character-wide, not per-job. Your Sword skill is your Sword
skill whether you're playing Paladin or Ninja. What changes when you swap
jobs is the ceiling.
Nothing modifies a skill value. No gear, no food, no buff, no trait.
Skill comes from use and nothing else, which makes it the one number on
your sheet that can't be bought.
Ranks and Ceilings
Every job holds a grade from A down to E in each weapon it can use, and
the grade sets your ceiling: three points per level at A, scaled down by
grade. A level 50 Warrior tops out at 150 Greatsword and 111 Staff. Where
a job has no grade at all, the ceiling is zero and the weapon simply
cannot be equipped.
Grade Ceilings
Grade
Points per Level
Cap at 50
A
3.00
150
B
2.85
142
C
2.64
132
D
2.43
121
E
2.22
111
None
0
0
Those gaps look small, and at the level of raw numbers they are. The gap
that matters is what each ceiling unlocks. Weapon bases carry a required
skill value, rising with tier, and the requirement is checked against
your ceiling rather than your current skill, so you can equip a weapon
the moment your job and level allow it and skill the thing up by
swinging it. An A-rank job reaches the top tier of that weapon's ladder.
A C-rank job stops a tier or more short.
Skill itself does exactly two things: it decides what you can hold, and
it feeds your accuracy. It never multiplies your damage. An
under-skilled character whiffs rather than tickling, and a fully skilled
one is landing hits, not hitting harder. The damage difference between an
A-rank job and a C-rank job in the same weapon class is entirely the
weapon each is allowed to hold, which you can read off a tooltip instead
of inferring from a hidden formula.
Your subjob raises ceilings it's better at, capped at half your main's
level. The higher of the two wins and they never add together. A subjob
can hand you a weapon class your main lacks entirely, at the subjob's
half-level ceiling — which is often the difference between a weapon
being unusable and being merely mediocre.
Who Is Good at What
Most jobs carry low ranks in a lot of weapons. Identity is the distance
between a job's A ranks and its Es, not a list of things it's forbidden
to touch. The exclusions that exist are deliberate: the Samurai is the
only job that rises above the bottom grade in Katana, and the pure
casters have no grade at all in the heavy two-handers, so a Mage cannot
pick up a greatsword under any circumstances.
Signature Weapons by Job
Job
A Rank
B Rank
Warrior
Greatsword
Hammer, Axe
Mage
Staff
Wand
Cleric
Mace
Sword
Brawler
Fist
Mace
Rogue
Marksman
Dagger
Dragoon
Polearm
Sword
Ninja
Sword
Dagger
Dark Knight
Greatsword, Scythe
Axe, Sword
Reaver
Dagger
Sword
Apothecary
Wand
Staff, Marksman
Elementalist
Wand
Staff
Paladin
Sword
Mace
Spellblade
Sword
Greatsword
Bard
Bow
Wand, Dagger
Druid
Staff
Wand, Mace
Ranger
Bow
Marksman
Beastmaster
Axe
Hammer
Samurai
Katana, Greatsword
Great Katana, Sword, Polearm
Arbiter
Wand
Staff, Mace
Summoner
Staff
Wand
The fifteen classes are Sword, Greatsword, Axe, Hammer, Mace, Dagger,
Fist, Polearm, Scythe, Staff, Wand, Bow, Katana, Great Katana, and
Marksman. Marksman is the odd one: it governs the ranged offhands rather
than a main-hand weapon, which is why it shows up as the Rogue's A rank
and the Ranger's B.
Design note
Open: the weapon skill system may be cut entirely. It is built and
seeded, but whether a second progression axis underneath jobs and levels
earns its complexity is undecided. If it goes, weapon access falls back
to attribute requirements alone and this whole section comes out.
Design note
Open: shield, parry, and evasion are deliberately not skills — they
remain gear stat lanes. Revisit if tank identity needs the extra axis.
Design note
Open: magic has no skills at all, so spells and heals don't skill-scale.
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. 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.
Tanks
Brawler
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.
Brawler at a Glance
Role
Stat Soul
Engine
Signature Weapon (aesthetic)
Tank
Fist weapons
Abilities
Ability
Lv
GCD
Cost
Target
What It Does
Stonefist Combo
Crushing Kick
Area attack.
Counterstance
Stance: pure enmity multiplier; the charge loop keeps running regardless.
Provoking Jab
Spikes enmity on the target.
Stonebrace
Personal guard cooldown.
Cover
Takes an ally's hits and the enmity for them.
Hundred Fists
Burst cooldown: attack speed and counter rate up.
Unbreakable
Big cooldown: your HP cannot drop below 1 for a time, and your counters keep firing.
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
Lv
Choice A
Choice B
Traits by Level
Traits by Level
Trait
Lv
What It Does
TODO: Engine Name
The Brawler's loop 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. TODO: exact charge windows and follow-up numbers pending.
Your Trigger
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.
Recommended Subjobs
Recommended Subjobs
Subjob
The Play
Cleric
Solo sustain on top of your own leech.
Samurai
Stack Deflect and Interpose for total defense.
Warrior
Warcry windows amp your counter damage.
Reaver
Poison uptime riding your counter-hit rate.
Rogue
Steal strips the boss and buffs the party between counters.
Paladin
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.
Paladin at a Glance
Role
Stat Soul
Engine
Signature Weapon (aesthetic)
Tank
Radiance
Sword & shield
Abilities
Ability
Lv
GCD
Cost
Target
What It Does
Oath Combo
Radiant Arc
Area swing that deals holy damage and feeds Radiance.
Bastion
Window of guaranteed blocks.
Aegis
Cooldown that protects an ally.
Spell List
Granted Spells
Spell
Lv
Cast Time
GCD
Cost
Target
What It Does
Holy Bolt
Yes
Single
Holy nuke; first tier of the Holy line.
Holy
Yes
Single
Holy nuke; mid-tier.
Holy II
Yes
Single
Holy nuke; high-tier.
Enholy
Instant
No
Single
Buff that boosts holy damage taken by the target.
Heal II
Yes
Single
Healing spell; slower than healer-class Heal II.
Masteries
Lv
Choice A
Choice B
Traits by Level
Traits by Level
Trait
Lv
What 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.
Your Trigger
All your other heals are casted, but landing your trigger fires an instant self-heal for free. TODO: expand.
Recommended Subjobs
Recommended Subjobs
Subjob
The Play
Cleric
Prevention plus self-repair.
Rogue
Steal and Brace pad the wall; Wards blunt magic phases.
Warrior
Threat generation through raw damage.
Summoner
Mana masteries feed your holy casting.
Brawler
Cover and Stonebrace stack for a protection-focused build.
Samurai
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.
Samurai at a Glance
Role
Stat Soul
Engine
Signature Weapon (aesthetic)
Tank
ParryChance
Poise
Great-katana
Abilities
Ability
Lv
GCD
Cost
Target
What It Does
Kata Combo
Sweeping Cut
Area attack.
Deflect
Absorbs the next attack and converts it to Poise.
Interpose
Takes an ally's next hit and converts it to Poise.
Execution Cut
Poise spender; damage scales with Poise spent.
Set Cut
Declares 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
Lv
Choice A
Choice B
Traits by Level
Traits by Level
Trait
Lv
What 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.
Your Trigger
Landing your trigger banks an instant chunk of Poise, no parry required. TODO: expand.
Recommended Subjobs
Recommended Subjobs
Subjob
The Play
Rogue
Steal weaves between parries; Wards cover what the blade can't.
Brawler
An extra layer of guard on top of parries.
Warrior
A more aggressive, damage-forward parry tank.
Cleric
Personal sustain between parries.
Ninja
Smoke, Flicker, and throwing round out the kit.
Ninja
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.
Ninja at a Glance
Role
Stat Soul
Engine
Signature Weapon (aesthetic)
Tank
Utsu
Katana
Abilities
Ability
Lv
GCD
Cost
Target
What It Does
Shinobi Combo
Crescent Sweep
Area attack.
Shuriken
Stance-modal: provokes in enmity stance, damages otherwise.
Fan of Blades
Thrown area attack, picked up for reuse.
Chakram Snare
Thrown bind; crowd control.
Jutsu: Katon
Fire burst.
Jutsu: Smoke
Area blind.
Jutsu: Mend Ward
Restores Ward.
Flicker
Window of increased evasion.
Utsusemi
Utsu spender: raises shadow images, count scaled by spend, each eating one attack.
Spell List
The Ninja's kit is entirely its own — jutsu are signature job magic, not shared library spells.
Masteries
Lv
Choice A
Choice B
Traits by Level
Traits by Level
Trait
Lv
What It Does
Utsu
Every jutsu you cast fills Utsu, and you spend it on Utsusemi to raise shadow images — the number summoned scales with how much you spend, and each one silently eats a single attack that would otherwise have landed. 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.
Your Trigger
Landing your trigger throws a free, empowered shuriken — still following the stance-modal rule, so it provokes in enmity stance and damages otherwise. TODO: expand.
Recommended Subjobs
Recommended Subjobs
Subjob
The Play
Cleric
Heals overflow into Ward — the dedicated Ward-stacker.
Rogue
Steal's debuff churn beside evasion tanking; Slide is one more escape.
Samurai
An extra layer of Deflect on top of evasion.
Mage
Spells to round out jutsu.
Brawler
Counters stack with evasion mitigation.
Healers
Cleric
The Cleric heals by prevention first — simply standing near one means less damage gets through. The kit runs on resist and prevention auras rather than reactive heals alone, so a party built around a Cleric takes less damage overall, not just recovers from more of it. Solo, the same auras keep a Cleric standing through fights a purely reactive healer would struggle with, since the damage barely lands in the first place.
TODO: recruiter hook?
TODO: in-fiction recruiter voice.
Cleric at a Glance
Role
Stat Soul
Engine
Signature Weapon (aesthetic)
Healer
Charisma (CHR)
Aegis
Mace & shield
Abilities
Ability
Lv
GCD
Cost
Target
What It Does
Resist Aura
Aura that wards against an element you choose.
Steadfast Aura
Aura that resists ailments.
Barrier
Absorb shield for one ally.
Spell List
Granted Spells
Spell
Lv
Cast Time
GCD
Cost
Target
What It Does
Heal I
Yes
Mana
Single
Entry-tier healing spell.
Heal II
Yes
Mana
Single
Mid-tier healing spell.
Heal III
Yes
Mana
Single
High-tier healing spell; deepest Cleric heal.
Party Heal
Yes
Mana
Party
Heals all nearby party members.
Regen
Yes
Mana
Single
Heal-over-time buff.
Cleanse
Instant
No
Mana
Single
Removes status ailments.
Revive
Yes
Mana
Single
Raises a fallen ally.
Holy Bolt
Yes
Mana
Single
Low-tier Holy nuke.
Holy Aura
Yes
Mana
Area
Low-tier Holy area damage.
Masteries
Lv
Choice A
Choice B
Traits by Level
Traits by Level
Trait
Lv
What It Does
Aegis
Aegis fills from damage your auras and barriers actually prevent — the more effectively you're shielding the party, the faster it charges — and you spend the bank on an instant burst heal or an emergency party-wide bubble when things go wrong despite the prevention. It rewards playing the Cleric's real identity: this is a healer whose value shows up before damage lands, not after, since simply standing near one already means less damage gets through in the first place. TODO: the engine doesn't yet have a stat lane of its own to scale off (aura potency isn't tied to a stat) — open design question, numbers pending.
Your Trigger
Landing your trigger increases your aura power for a short time. TODO: expand.
Recommended Subjobs
Recommended Subjobs
Subjob
The Play
Summoner
Mana masteries feed the engine.
Bard
Ballad and songs layered on top of healing.
Apothecary
A debuff-medic hybrid.
Mage
Adds control to a prevention kit.
Rogue
Steal weaves party buffs between heals; Wards stack onto the resist wall.
Druid
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 Linger in a good one or Quicken 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.
Druid at a Glance
Role
Stat Soul
Engine
Signature Weapon (aesthetic)
Healer
Seasons & Attunement
Staff
Abilities
Ability
Lv
GCD
Cost
Target
What It Does
Regrowth
Signature heal-over-time, bigger than Regen.
Grove
Party-wide heal-over-time field.
Linger
Holds the current season in place.
Quicken
Advances the year to the next season.
Force of Nature
Cooldown: sets the year to any season you choose, immediately.
Second Spring
Instant big party heal plus a free Regrowth on everyone.
Spell List
Granted Spells
Spell
Lv
Cast Time
GCD
Cost
Target
What It Does
Heal I
Yes
Mana
Single
Entry-tier healing spell.
Heal II
Yes
Mana
Single
Mid-tier healing spell.
Party Heal
Yes
Mana
Party
Heals all nearby party members.
Regen
Yes
Mana
Single
Heal-over-time buff; granted early to Druids.
Cleanse
Instant
No
Mana
Single
Removes status ailments.
Revive
Yes
Mana
Single
Raises a fallen ally.
Earth Bolt
Yes
Mana
Single
Earth nuke; single-target.
Poison
Yes
Mana
Single
Water poison damage-over-time.
Poisona
Yes
Mana
Area
Water poison area damage-over-time.
Masteries
Lv
Choice A
Choice B
Traits by Level
Traits by Level
Trait
Lv
What It Does
Seasons & Attunement
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. Attunement builds from your healing casts and HoT ticks, and you spend it on one of two calls: Linger, which holds the current season in place, or Quicken, which fast-forwards the year to the next one. Force of Nature cuts through all of that on a five-minute cooldown, setting the year to whichever season you need immediately. TODO: Attunement build/spend rates pending.
Your Trigger
Landing your trigger stacks a buff that makes your HoTs and DoTs tick harder per stack. TODO: expand.
Recommended Subjobs
Recommended Subjobs
Subjob
The Play
Summoner
Mana masteries feed the engine.
Bard
Songs layered on top of the seasonal cycle.
Apothecary
A debuff-medic hybrid.
Mage
Adds control to a HoT-focused kit.
Rogue
Steal weaves party buffs between heals.
Arbiter
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.
Arbiter at a Glance
Role
Stat Soul
Engine
Signature Weapon (aesthetic)
Healer
The Needle
Wand
Abilities
Ability
Lv
GCD
Cost
Target
What It Does
Shadowmend
Heal that counts as a dark cast, so it doesn't pull you out of attrition mode.
Radiant Lash
Nuke that counts as a light cast — the mirror of Shadowmend.
Judgment
Simultaneous holy and dark strike; the needle doesn't move.
Equinox
Off
Pulls the needle one step toward twilight.
Terror
Fear crowd control.
Spell List
Granted Spells
Spell
Lv
Cast Time
GCD
Cost
Target
What It Does
Heal I
Yes
Mana
Single
Entry-tier healing spell.
Heal II
Yes
Mana
Single
Mid-tier healing spell.
Party Heal
Yes
Mana
Party
Heals all nearby party members.
Cleanse
Instant
No
Mana
Single
Removes status ailments.
Revive
Yes
Mana
Single
Raises a fallen ally.
Dark Bolt
Yes
Mana
Single
Dark nuke; entry-tier.
Dark
Yes
Mana
Single
Dark nuke; mid-tier.
Bio
Yes
Mana
Single
Dark damage-over-time.
Holy Bolt
Yes
Mana
Single
Low-tier Holy nuke for the light side.
Sleep
Yes
Mana
Single
Control spell; induces sleep. TODO: finalize vs Blind.
Masteries
Lv
Choice A
Choice B
Traits by Level
Traits by Level
Trait
Lv
What 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.
Your Trigger
Landing your trigger makes your next cast fire its opposite-aspect sliver regardless of where the needle sits. TODO: expand.
Recommended Subjobs
Recommended Subjobs
Subjob
The Play
Mage
Deeper dark-side damage.
Summoner
Hexes and mana on top of the needle.
Bard
Songs layered on top of healing.
Cleric
Prevention alongside balance.
Rogue
Steal weaves party buffs between heals.
Apothecary
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.
Apothecary at a Glance
Role
Stat Soul
Engine
Signature Weapon (aesthetic)
Healer
The Mix
Thrown vials
Abilities
Ability
Lv
GCD
Cost
Target
What It Does
Venom Vial
Single-target damage over time.
Acid Vial
Damage over time that eats armor.
Miasma
Area damage-over-time cloud.
Mending Mist
Party heal-over-time cloud.
Stim
Buffs an ally.
Corrosive Vial
Lowers target defense.
Weakening Toxin
Lowers target attack.
Leaden Gas
Area slow cloud.
Sedative
Sleep-gas crowd control.
Release Mix
Throws a vial shaped by your last three reagent pours.
Spell List
Granted Spells
Spell
Lv
Cast Time
GCD
Cost
Target
What It Does
Heal I
Instant
Yes
Balm pour
Single
Healing vial; thrown-skinned.
Heal II
Instant
Yes
Balm pour
Single
Mid-tier healing vial; thrown-skinned.
Regen
Instant
Yes
Balm pour
Single
Heal-over-time buff; thrown-skinned.
Cleanse
Instant
No
Balm pour
Single
Removes status ailments; thrown-skinned.
Revive
Instant
Yes
Balm pour
Single
Raises a fallen ally; thrown-skinned.
Masteries
Lv
Choice A
Choice B
Traits by Level
Traits by Level
Trait
Lv
What 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.
Your Trigger
Landing your trigger instantly throws a free copy of your current brew at your target, without touching the Mix. TODO: expand.
Recommended Subjobs
Recommended Subjobs
Subjob
The Play
Cleric
Prevention layered under the Mix.
Summoner
An affliction-medic build.
Druid
Extra HoT coverage.
Reaver
Leans the Mix toward a Venom build.
Rogue
Steal churns debuff-and-buff pairs between vials.
Support
Bard
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.
Bard at a Glance
Role
Stat Soul
Engine
Signature Weapon (aesthetic)
Support
Charisma (CHR)
Volume
Bow
Abilities
Ability
Lv
GCD
Cost
Target
What It Does
March
Song: raises attack speed.
Minuet
Song: raises attack power.
Madrigal
Song: raises crit chance.
Ballad
Song: raises MP regen.
Paeon
Song: raises HP regen.
Mambo
Song: raises evasion.
Scherzo
Song: raises movement speed.
Battle Hymn
Song: damage-over-time tick on enemies in earshot.
Requiem
Lingering debuff song on one enemy.
Chord
Damage cast; builds Volume.
Lullaby
Area sleep crowd control.
Encore
Re-sounds your current songs, extending listeners' carried timers.
Release
Surges your currently playing songs, scaled by Volume spent.
Sotto Voce
Toggle: songs play self-only, so you can swap your setlist without touching allies' carried buffs.
Serenade
Projects your current song set onto one targeted ally at range.
Spell List
The Bard's kit is entirely its own — songs and Chord are signatures; the performance is the job.
Masteries
Lv
Choice A
Choice B
Traits by Level
Traits by Level
Trait
Lv
What 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.
Your Trigger
The Bard has no separate off-GCD trigger button — crits while playing pump extra Volume, so landing crits is your participation reward. TODO: expand.
Recommended Subjobs
Recommended Subjobs
Subjob
The Play
Cleric
Prevention layered under songs.
Mage
Adds the control suite.
Rogue
Steal and the enhancing book thicken the setlist.
Summoner
Hexes plus Requiem for a debuff-heavy performer.
Apothecary
Support utility on top of songs.
Beastmaster
The Beastmaster fights beside a tamed companion while a signature hawk carries gifts earned from a growing monster journal. A party gets melee damage plus a support minigame: steering the hawk to spread bound gifts 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 even without the hawk deployed, gifts radiate from the Beastmaster themselves.
TODO: recruiter hook?
TODO: in-fiction recruiter voice.
Beastmaster at a Glance
Role
Stat Soul
Engine
Signature Weapon (aesthetic)
Support
Charisma (CHR)
Axe
Abilities
Ability
Lv
GCD
Cost
Target
What It Does
Feral Combo
Rend
Heavy hit from the master.
Command
Orders your buddy to deal single-target damage.
Maul
Orders your buddy into an area attack.
Attack
Sends your buddy to attack.
Stay
Holds your buddy in place.
Heel
Calls your buddy back to your side.
Release
Dismisses your buddy.
Send Hawk
Sends the hawk to a chosen point to carry your gift-set there.
Recall Hawk
Calls the hawk back to your side.
Swap Manifest
Swaps your live gift-set for another saved manifest.
Fury
Off
Cameo call: a flash-in strike.
Snare
Off
Cameo call: a binding crowd control.
Shellguard
Off
Cameo call: a crab eats one incoming hit for a chosen ally.
Tame
Field ability: attempts to tame a wild creature.
Spell List
The Beastmaster's kit is entirely its own — no shared spells, no grants.
Masteries
Lv
Choice A
Choice B
Traits by Level
Traits by Level
Trait
Lv
What 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.
Your Trigger
The wild answers when your trigger lands: a random mastered creature cameos for free, no cooldown consumed, and the pool grows richer the more your journal fills. TODO: expand.
Recommended Subjobs
Recommended Subjobs
Subjob
The Play
Warrior
Raw damage on top of the buddy.
Reaver
Venom uptime alongside the buddy's hits.
Spellblade
En-spell fangs add elemental damage.
Rogue
Steal runs a second support lane while the buddy fights.
Cleric
A self-sufficient solo build.
Rogue
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.
Rogue at a Glance
Role
Stat Soul
Engine
Signature Weapon (aesthetic)
Support
Charisma (CHR)
Haul
Sword and pistol — the shots are conjured
Abilities
Ability
Lv
GCD
Cost
Target
What It Does
Quickdraw
GCD
—
Enemy
Magical shot, chain step 1. Builds Haul.
Double Down
GCD
—
Enemy
Chain step 2. Builds Haul.
Ace
GCD
—
Enemy
Chain finisher. Builds Haul.
Dead Man's Hand
GCD
—
Enemy
Heavy shot on a cooldown — the best flat Haul of the shots.
Lift
GCD
—
Party + enemy
Two-way theft: removes a random debuff from the party and a random buff from the enemy.
Scattershot
GCD
—
Area
Area attack. Situational; builds nothing.
Shiv
oGCD
—
Enemy (melee)
Mainhand slash, two charges — the workhorse gauge pump. Darting into melee is how you charge faster.
Cutpurse
oGCD
—
Enemy (melee)
Heavy slash — the biggest single Haul chunk.
Steal
oGCD
—
Enemy
Robs 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 Attack
oGCD
—
Through the tank
Fire through the tank: about half your enmity dumps onto them, plus a solid hit.
Sap
oGCD
—
Enemy
Interrupt; briefly dazes trash.
Smoke Bomb
oGCD
—
Party
Brief party evasion/damage-reduction cloud.
Slide
oGCD
—
Self
Short 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
Lv
Choice A
Choice B
Traits by Level
Traits by Level
Trait
Lv
What 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.
Your Trigger — 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.
Recommended Subjobs
Recommended Subjobs
Subjob
The Play
Ninja
Evasion under the melee darts — survive the slash weaves that pump the Haul.
Warrior
Raw damage under the support — heavier shots and slashes.
Dragoon
Jumps stack onto Slide — the most mobile fence in the business.
Mage
Real nukes between weaves for the solo game.
Bard
Songs beside the spellbook — a double-wide support lane for light parties.
Summoner
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.
Summoner at a Glance
Role
Stat Soul
Engine
Signature Weapon (aesthetic)
Support
CHR & max MP
Resonance
Staff
Abilities
Ability
Lv
GCD
Cost
Target
What It Does
Aether Bolt
Single-target nuke; builds Resonance.
Aether Burst
Area damage cast.
Manifest
Manifests your avatar partner, imprinting its role from your subjob.
Invocation
Resonance spender: the partner performs its role-act, scaled by spend.
Convocation
Ultimate: all grand avatars answer — party damage taken down, a regen bloom, and party damage up.
Sundering
Hex: increases physical damage taken.
Conduction
Hex: increases magic damage taken.
Exposure
Hex: lowers resists.
Withering
Hex: damage over time.
Faltering Might
Hex: lowers attack.
Erosion
Hex: lowers healing received.
Burden
Hex: lowers move and attack speed.
Stammer
Hex: lengthens cast times.
Unraveling
Hex: enemy buffs decay faster.
Call the Aggressor
Grand summon: heavy strikes.
Call the Bulwark
Grand summon: party mitigation pulses.
Call the Mender
Grand summon: heal blooms.
Spell List
Granted Spells
Spell
Lv
Cast Time
GCD
Cost
Target
What It Does
Sleep
Yes
Mana
Single
Momentary crowd control; hexes never carry crowd control of their own.
Drain
Yes
Mana
Single
Damage spell that heals the caster.
Fire Bolt
Yes
Mana
Single
Fire nuke; entry-tier. Carried before signatures fill out.
Fire
Yes
Mana
Single
Fire nuke; mid-tier. Carried before signatures fill out.
Ice Bolt
Yes
Mana
Single
Ice nuke; entry-tier. Carried before signatures fill out.
Ice
Yes
Mana
Single
Ice nuke; mid-tier. Carried before signatures fill out.
Lightning Bolt
Yes
Mana
Single
Lightning nuke; entry-tier. Carried before signatures fill out.
Lightning
Yes
Mana
Single
Lightning nuke; mid-tier. Carried before signatures fill out.
Masteries
Lv
Choice A
Choice B
Traits by Level
Traits by Level
Trait
Lv
What 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.
Your Trigger
The partner acts on its own when your trigger lands: a free instant act at your current form's tier, off-GCD. TODO: expand.
Recommended Subjobs
Recommended Subjobs
Subjob
The Play
Cleric
Feeds the partner's mend lane plus heals.
Bard
Feeds the partner's buff lane plus songs.
Mage
Feeds the partner's damage lane plus control.
Druid
HoT coverage alongside hexes.
Apothecary
Support utility on top of hexes.
Damage Dealers
Elementalist
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.
Elementalist at a Glance
Role
Stat Soul
Engine
Signature Weapon (aesthetic)
DPS
Revolution
Wand
Abilities
Ability
Lv
GCD
Cost
Target
What It Does
Prism Bolt
Main nuke; always fires the wheel's current element.
Static Lash
Off
Lightning stun and interrupt.
Tailwind
Party movement speed buff (wind).
Stoneskin Chorus
Party ward and defense buff (earth).
Cloudburst
Light party heal (water).
Spell List
Granted Spells
Spell
Lv
Cast Time
GCD
Cost
Target
What It Does
Fire
Yes
Mana
Single
Fire nuke; mid-tier.
Burn
Yes
Mana
Single
Fire damage-over-time.
Firaga
Yes
Mana
Area
Fire area damage.
Ice
Yes
Mana
Single
Ice nuke; mid-tier.
Chill
Yes
Mana
Single
Ice damage-over-time.
Blizzaga
Yes
Mana
Area
Ice area damage.
Lightning
Yes
Mana
Single
Lightning nuke; mid-tier.
Shock
Yes
Mana
Single
Lightning damage-over-time.
Thundaga
Yes
Mana
Area
Lightning area damage.
Earth
Yes
Mana
Single
Earth nuke; mid-tier.
Poison
Yes
Mana
Single
Water poison damage-over-time.
Poisona
Yes
Mana
Area
Water poison area damage.
Water
Yes
Mana
Single
Water nuke; mid-tier.
Watera
Yes
Mana
Area
Water area damage.
Wind
Yes
Mana
Single
Wind nuke; mid-tier.
Aero
Yes
Mana
Area
Wind area damage.
Holy
Yes
Mana
Single
Holy nuke; mid-tier.
Holyga
Yes
Mana
Area
Holy area damage.
Bind
Yes
Mana
Single
Ice-skinned binding crowd control.
Slow
Yes
Mana
Single
Ice-skinned movement slow.
Masteries
Lv
Choice A
Choice B
Traits by Level
Traits by Level
Trait
Lv
What 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.
Your Trigger
Landing your trigger fires an instant bolt of the current wheel element that counts as every element at once. TODO: expand.
Recommended Subjobs
Recommended Subjobs
Subjob
The Play
Mage
Deeper elemental tiers ride the wheel.
Bard
Ballad for MP regen between casts.
Cleric
Prevention as a defensive layer.
Rogue
Steal and the enhancing book weave support between casts.
Summoner
Light hexes plus mana masteries.
Mage
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.
Mage at a Glance
Role
Stat Soul
Engine
Signature Weapon (aesthetic)
DPS
Umbra
Staff
Abilities
Ability
Lv
GCD
Cost
Target
What It Does
Attunements
Six elemental stances; while attuned, all your nukes cast in that element through one button-set.
Spell List
Granted Spells
Spell
Lv
Cast Time
GCD
Cost
Target
What It Does
Nuke I
Yes
Mana
Single
Entry-tier elemental nuke; attunement-swapped.
Nuke II
Yes
Mana
Single
Mid-tier elemental nuke; attunement-swapped.
Nuke III
Yes
Mana
Single
High-tier elemental nuke; attunement-swapped.
Burn
Yes
Mana
Single
Elemental DoT; attunement-swapped.
Nukeaga
Yes
Mana
Area
Elemental AoE; attunement-swapped.
Poison
Yes
Mana
Single
Water poison damage-over-time.
Bio
Yes
Mana
Single
Dark damage-over-time.
Dark Bolt
Yes
Mana
Single
Dark nuke; entry-tier.
Dark
Yes
Mana
Single
Dark nuke; mid-tier.
Dark II
Yes
Mana
Single
Dark nuke; high-tier.
Sleep
Yes
Mana
Single
Sleep crowd control.
Bind
Yes
Mana
Single
Binding crowd control.
Slow
Yes
Mana
Single
Slows the target's movement and attack speed.
Blind
Yes
Mana
Single
Blinds the target, lowering accuracy.
Drain
Yes
Mana
Single
Damage spell that heals the caster.
Masteries
Lv
Choice A
Choice B
Traits by Level
Traits by Level
Trait
Lv
What 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.
Your Trigger
Landing your trigger makes your next spell cast instantly. TODO: expand.
Recommended Subjobs
Recommended Subjobs
Subjob
The Play
Cleric
Prevention as a defensive layer.
Rogue
Steal and the enhancing book weave support between casts.
Bard
Songs layered on top of attunements.
Summoner
Hexes plus mana masteries.
Druid
Heal grants round out the kit.
Reaver
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.
Reaver at a Glance
Role
Stat Soul
Engine
Signature Weapon (aesthetic)
DPS
Virulence
Dual-wield blades
Abilities
Ability
Lv
GCD
Cost
Target
What It Does
Viper Combo
Scissor Sweep
Area attack.
Envenom
Stacking poison damage over time.
Virulence
Heavier, slow-ticking poison.
Flank Strike
Guaranteed crit from any angle but the front; crits apply an extra poison instance.
Gouge
Melee stun crowd control.
Fester
Extends and deepens your active poisons.
Detonate
Consumes your damage-over-time effects on the target for immediate burst damage.
Serpent
Toggles 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
Lv
Choice A
Choice B
Traits by Level
Traits by Level
Trait
Lv
What 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.
Your Trigger
Landing your trigger instantly ticks every poison you have on the target once, free. TODO: expand.
Recommended Subjobs
Recommended Subjobs
Subjob
The Play
Rogue
Steal's debuffs ride beside the poison stacks.
Dragoon
Jumps set up Flank Strike positioning.
Warrior
Warcry windows into Detonate.
Ninja
Evasion layered under venom uptime.
Cleric
Personal sustain between engagements.
Ranger
The Ranger freely imbues every shot with an element, weaving pairs together for a bigger payoff. A party gets an elemental marksman who can match whatever resistance a fight demands, since imbues switch on the fly rather than being locked to gear. Solo, staying mono-element trades those weave payoffs for steady, specced damage — a real choice between reliability and burst, not just a rotation to memorize.
TODO: recruiter hook?
TODO: in-fiction recruiter voice.
Ranger at a Glance
Role
Stat Soul
Engine
Signature Weapon (aesthetic)
DPS
Reactions
Bow
Abilities
Ability
Lv
GCD
Cost
Target
What It Does
Trueshot Combo
Volley
Area attack.
Piercing Shot
Big single-target hit.
Imbues
Switches your active shot element freely.
Zephyr Step
Wind-element dash.
Shadowbind
Root crowd control.
Barrage
Your next shot fires multiple projectiles.
Hunter's Mark
Marks the target; your shots against it improve.
Spell List
The Ranger's kit is entirely its own — shots are ranged-gated abilities, not spells.
Masteries
Lv
Choice A
Choice B
Traits by Level
Traits by Level
Trait
Lv
What It Does
Reactions
Imbues let you switch your active shot element freely, and sequencing two of them together makes the second shot a weave with its own bonus effect: Fire into Wind blooms into a burst, Ice into Lightning shatters for a big single hit, Water into Lightning echoes with a conduction follow-up, and Earth into Fire buffs you into heavier shots for a time. Staying mono-element skips all of that for steady, specced damage instead — a real choice between reliability and the bigger weave payoffs, not just a rotation to memorize. TODO: weave payoff numbers pending.
Your Trigger
Landing your trigger makes your next shot auto-weave, counting as a completed pair no matter what element it fires. TODO: expand.
Recommended Subjobs
Recommended Subjobs
Subjob
The Play
Rogue
Hone and en-spells sharpen the volley; Trick Attack sheds the spike.
Warrior
Raw damage on top of imbued shots.
Mage
A control-focused archer.
Dragoon
Kiting mobility from jumps.
Cleric
Personal sustain between engagements.
Dark Knight
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.
Dark Knight at a Glance
Role
Stat Soul
Engine
Signature Weapon (aesthetic)
DPS
CooldownRecoveryRate
Stack Gauge
Scythe/greatsword
Abilities
Ability
Lv
GCD
Cost
Target
What It Does
Duskrend Combo
Builds stacks toward your next nuke.
Spell List
Granted Spells
Spell
Lv
Cast Time
GCD
Cost
Target
What It Does
Nuke II
Yes
Stack Gauge
Single
Tier II elemental nuke; consumes stack gauge.
Dark Bolt
Yes
Stack Gauge
Single
Dark nuke; entry-tier; consumes stack gauge.
Dark
Yes
Stack Gauge
Single
Dark nuke; mid-tier; consumes stack gauge.
Dark II
Yes
Stack Gauge
Single
Dark nuke; high-tier; consumes stack gauge.
Endark
Instant
No
Mana
Self
Weapon enchant; does not consume stack gauge.
Drain
Yes
Mana
Single
Damage spell that heals the caster; does not consume stack gauge.
Bind
Yes
Mana
Single
Root crowd control; does not consume stack gauge.
Masteries
Lv
Choice A
Choice B
Traits by Level
Traits by Level
Trait
Lv
What 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.
Your Trigger
Landing your trigger throws a quick off-GCD strike that deals damage, adds a stack, and grants a short cooldown-recovery buff. TODO: expand.
Recommended Subjobs
Recommended Subjobs
Subjob
The Play
Mage
Granted nukes consume your stacks — the jackpot pairing.
Spellblade
Melee-caster hybrid synergy.
Elementalist
Extra elemental nukes to spend stacks on.
Warrior
Raw damage on top of stack-building.
Summoner
Drain, hexes, and mana round out the kit.
Warrior
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.
Warrior at a Glance
Role
Stat Soul
Engine
Signature Weapon (aesthetic)
DPS
Forms
Greatsword
Abilities
Ability
Lv
GCD
Cost
Target
What It Does
Warpath Combo
Cleave
Area attack.
Slam
Huge single-target hit.
Braver
Leaping slash; short gap-closer.
Charge
Long-range gap-closer.
Warcry
Window of increased attack.
Onslaught
Cooldown: two prompted heavy swings ending in a big finisher.
Rampage
Cooldown: 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
Lv
Choice A
Choice B
Traits by Level
Traits by Level
Trait
Lv
What 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.
Your Trigger
Landing your trigger unleashes Heavy Overhead, an instant empowered swing, off-GCD. TODO: expand.
Recommended Subjobs
Recommended Subjobs
Subjob
The Play
Spellblade
Elemental damage layered onto heavy swings.
Reaver
Poison damage-over-time on top of burst.
Rogue
Trick Attack hands the nuke spike's threat to the tank.
Dragoon
Jump positioning around Forms.
Brawler
Counters add to the damage profile.
Dragoon
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.
Dragoon at a Glance
Role
Stat Soul
Engine
Signature Weapon (aesthetic)
DPS
Bond
Polearm
Abilities
Ability
Lv
GCD
Cost
Target
What It Does
Vault Combo
Skysweep
Area attack.
Jump
Short-recast jump strike; real displacement.
High Jump
Heavier jump that grants Talon Dive.
Talon Dive
Off
Stationary follow-up after High Jump.
Elusive Jump
Backflip disengage.
Super Jump
Sheds enmity.
Pinning Lunge
Root crowd control.
Spirit Link
Off
Self-heal; your next finisher draws an extra breath. Bond scales the heal and adds finisher echoes.
Dragonfall
Paired dive with the wyvern, scaled toward colossal by Bond.
Spell List
The Dragoon's kit is entirely its own — no shared spells, no grants.
Masteries
Lv
Choice A
Choice B
Traits by Level
Traits by Level
Trait
Lv
What 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 Spirit Link, an off-GCD self-heal that also grants your next finisher an extra breath, or Dragonfall, 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.
Your Trigger
The wyvern acts on its own when your trigger lands — Empathy: an instant free breath, off-GCD, no input needed. TODO: expand.
Recommended Subjobs
Recommended Subjobs
Subjob
The Play
Cleric
Imprints the Mend wyvern — the solo-sustain king.
Ninja
Imprints the Scale wyvern for a defensive barrier.
Warrior
Imprints the Fang wyvern for burst damage.
Mage
Fang breaths plus control.
Rogue
Steal weaves beside the breaths; Trick Attack sheds jump spikes.
Spellblade
The Spellblade swings between steel and sorcery, building toward a mirror blade that echoes its own attacks. A party gets a melee-dominant hybrid caster where landed hits fund fast, strong casts, and self-cast en-spells layer elemental damage onto every swing. Solo, sustaining that pendulum high enough manifests the Mirror Blade itself, echoing the Spellblade's own abilities back at reduced potency for as long as the melee keeps it topped up.
TODO: recruiter hook?
TODO: in-fiction recruiter voice.
Spellblade at a Glance
Role
Stat Soul
Engine
Signature Weapon (aesthetic)
DPS
Arcane Charge
Sword
Abilities
Ability
Lv
GCD
Cost
Target
What It Does
Runic Combo
Blink Edge
Teleporting slash; mobility tool.
Spell List
Granted Spells
Spell
Lv
Cast Time
GCD
Cost
Target
What It Does
Enfire
Instant
No
Mana
Self
Fire weapon enchant; core kit.
Enblizzard
Instant
No
Mana
Self
Ice weapon enchant; core kit.
Enthunder
Instant
No
Mana
Self
Lightning weapon enchant; core kit.
Enstone
Instant
No
Mana
Self
Earth weapon enchant; core kit.
Enwater
Instant
No
Mana
Self
Water weapon enchant; core kit.
Enaero
Instant
No
Mana
Self
Wind weapon enchant; core kit.
Fire Bolt
Yes
Mana
Single
Entry-tier elemental nuke; elemental-swappable.
Firaga
Yes
Mana
Area
Entry-tier elemental AoE; elemental-swappable.
Bind
Yes
Mana
Single
Binding crowd control.
Masteries
Lv
Choice A
Choice B
Traits by Level
Traits by Level
Trait
Lv
What It Does
Arcane Charge
Landed melee hits build Arcane Charge, and your casts spend it to hit faster and harder — roughly an 80% melee, 20% cast split, with the melee half feeding the magic half. En-spells are core to the loop: self-cast weapon enchants like Enfire or Enfrost add their element to every swing you make. When Arcane Charge runs high enough for long enough, it manifests the Mirror Blade, an aetherial echo that repeats your abilities at reduced potency for as long as melee keeps the charge topped up — the exact manifest condition is still unconfirmed. TODO: Mirror Blade manifest trigger and Arcane Charge numbers pending.
Your Trigger
Landing your trigger makes your last ability echo once more at full potency, off-GCD. TODO: expand.
Recommended Subjobs
Recommended Subjobs
Subjob
The Play
Mage
Deeper casts feed the Mirror Blade.
Elementalist
Wheel elements match your en-spells.
Warrior
Raw damage on top of the pendulum.
Cleric
Personal sustain between engagements.
Rogue
Hone and en-spells feed the blade; Steal weaves support.
Juggernaut
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.
Juggernaut at a Glance
Role
Stat Soul
Engine
Signature Weapon (aesthetic)
DPS
Momentum
Maul
Abilities
Ability
Lv
GCD
Cost
Target
What It Does
Cragsplitter Combo
Yes
None
Single
The three-step wind-up chain, each step a moving cast: Cragsplitter, Sunder, and the fault-splitting Faultbreak finisher.
Upheaval
Yes
None
Single
Heavy off-chain wind-up on a short cooldown.
Megalith
Yes
None
Single
The biggest arc the job swings outside its burst; a full wind-up cast.
Headlong
Yes
None
Single
Wind-up that lunges you to the target as it lands.
Groundspike
Yes
None
Single
Instant ranged ground eruption; the button for when the boss leaves you behind.
Rockslide
Yes
None
Area
Area attack; builds no Momentum.
Landslip
Yes
None
Area
Area burst on a cooldown; builds no Momentum.
Tremor
No
None
Single
Instant strike, two charges; the weave between casts.
Ballast
No
None
Self
Instantly adds a chunk of Momentum.
Deadweight
No
None
Self
Your next few Avalanche swings spend no Momentum.
Boulder Charge
No
None
Single
Gap-closer; usable mid-cast.
Concuss
No
None
Single
Melee stun and interrupt.
Bedrock
No
None
Self
Damage taken down and immunity to knockback for a stretch.
Landslide
No
None
Self
Cooldown: the Avalanche runs unconditionally for twenty seconds, and everything about you quickens.
Spell List
The Juggernaut's kit is entirely its own — no shared spells, no grants.
Masteries
Lv
Choice A
Choice B
Traits by Level
Traits by Level
Trait
Lv
What 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.
Your Trigger
Landing your trigger readies Backswing: 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 Megalith or a chain
finisher.
Recommended Subjobs
Recommended Subjobs
Subjob
The Play
Spellblade
En-spells ride every wind-up and every quake.
Warrior
Warcry windows timed into the Avalanche.
Reaver
Venom ticks away while you crank the mass.
Rogue
Trick Attack dumps the threat spike an Avalanche earns onto the tank.
Dragoon
Jumps 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.