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.

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
GradePoints per LevelCap at 50
A3.00150
B2.85142
C2.64132
D2.43121
E2.22111
None00

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
JobA RankB Rank
WarriorGreatswordHammer, Axe
MageStaffWand
ClericMaceSword
BrawlerFistMace
RogueMarksmanDagger
DragoonPolearmSword
NinjaSwordDagger
Dark KnightGreatsword, ScytheAxe, Sword
ReaverDaggerSword
ApothecaryWandStaff, Marksman
ElementalistWandStaff
PaladinSwordMace
SpellbladeSwordGreatsword
BardBowWand, Dagger
DruidStaffWand, Mace
RangerBowMarksman
BeastmasterAxeHammer
SamuraiKatana, GreatswordGreat Katana, Sword, Polearm
ArbiterWandStaff, Mace
SummonerStaffWand

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
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)
TankFist weapons
Abilities
AbilityLvGCDCostTargetWhat It Does
Stonefist Combo
Crushing KickArea attack.
CounterstanceStance: pure enmity multiplier; the charge loop keeps running regardless.
Provoking JabSpikes enmity on the target.
StonebracePersonal guard cooldown.
CoverTakes an ally's hits and the enmity for them.
Hundred FistsBurst cooldown: attack speed and counter rate up.
UnbreakableBig 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
LvChoice AChoice B
Traits by Level
Traits by Level
TraitLvWhat 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
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
Oath Combo
Radiant ArcArea swing that deals holy damage and feeds Radiance.
BastionWindow of guaranteed blocks.
AegisCooldown that protects an ally.
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
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.

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
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
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.

Your Trigger

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

Recommended Subjobs
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.
NinjaSmoke, Flicker, 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
Shinobi Combo
Crescent SweepArea attack.
ShurikenStance-modal: provokes in enmity stance, damages otherwise.
Fan of BladesThrown area attack, picked up for reuse.
Chakram SnareThrown bind; crowd control.
Jutsu: KatonFire burst.
Jutsu: SmokeArea blind.
Jutsu: Mend WardRestores Ward.
FlickerWindow of increased evasion.
UtsusemiUtsu 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
LvChoice AChoice B
Traits by Level
Traits by Level
TraitLvWhat 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
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 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.
— [NPC], [place]
Cleric at a Glance
RoleStat SoulEngineSignature Weapon (aesthetic)
HealerCharisma (CHR)AegisMace & shield
Abilities
AbilityLvGCDCostTargetWhat It Does
Resist AuraAura that wards against an element you choose.
Steadfast AuraAura that resists ailments.
BarrierAbsorb shield for one ally.
Spell List
Granted Spells
SpellLvCast TimeGCDCostTargetWhat It Does
Heal IYesManaSingleEntry-tier healing spell.
Heal IIYesManaSingleMid-tier healing spell.
Heal IIIYesManaSingleHigh-tier healing spell; deepest Cleric heal.
Party HealYesManaPartyHeals all nearby party members.
RegenYesManaSingleHeal-over-time buff.
CleanseInstantNoManaSingleRemoves status ailments.
ReviveYesManaSingleRaises a fallen ally.
Holy BoltYesManaSingleLow-tier Holy nuke.
Holy AuraYesManaAreaLow-tier Holy area damage.
Masteries
LvChoice AChoice B
Traits by Level
Traits by Level
TraitLvWhat 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
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 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.
— [NPC], [place]
Druid at a Glance
RoleStat SoulEngineSignature Weapon (aesthetic)
HealerSeasons & AttunementStaff
Abilities
AbilityLvGCDCostTargetWhat It Does
RegrowthSignature heal-over-time, bigger than Regen.
GroveParty-wide heal-over-time field.
LingerHolds the current season in place.
QuickenAdvances the year to the next season.
Force of NatureCooldown: sets the year to any season you choose, immediately.
Second SpringInstant big party heal plus a free Regrowth on everyone.
Spell List
Granted Spells
SpellLvCast TimeGCDCostTargetWhat It Does
Heal IYesManaSingleEntry-tier healing spell.
Heal IIYesManaSingleMid-tier healing spell.
Party HealYesManaPartyHeals all nearby party members.
RegenYesManaSingleHeal-over-time buff; granted early to Druids.
CleanseInstantNoManaSingleRemoves status ailments.
ReviveYesManaSingleRaises a fallen ally.
Earth BoltYesManaSingleEarth nuke; single-target.
PoisonYesManaSingleWater poison damage-over-time.
PoisonaYesManaAreaWater poison area damage-over-time.
Masteries
LvChoice AChoice B
Traits by Level
Traits by Level
TraitLvWhat 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
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
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.

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
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
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.

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
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
MarchSong: raises attack speed.
MinuetSong: raises attack power.
MadrigalSong: raises crit chance.
BalladSong: raises MP regen.
PaeonSong: raises HP regen.
MamboSong: raises evasion.
ScherzoSong: raises movement speed.
Battle HymnSong: damage-over-time tick on enemies in earshot.
RequiemLingering debuff song on one enemy.
ChordDamage cast; builds Volume.
LullabyArea sleep crowd control.
EncoreRe-sounds your current songs, extending listeners' carried timers.
ReleaseSurges your currently playing songs, scaled by Volume spent.
Sotto VoceToggle: songs play self-only, so you can swap your setlist without touching allies' carried buffs.
SerenadeProjects 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
LvChoice AChoice B
Traits by Level
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.

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
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 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.
— [NPC], [place]
Beastmaster at a Glance
RoleStat SoulEngineSignature Weapon (aesthetic)
SupportCharisma (CHR)Axe
Abilities
AbilityLvGCDCostTargetWhat It Does
Feral Combo
RendHeavy hit from the master.
CommandOrders your buddy to deal single-target damage.
MaulOrders your buddy into an area attack.
AttackSends your buddy to attack.
StayHolds your buddy in place.
HeelCalls your buddy back to your side.
ReleaseDismisses your buddy.
Send HawkSends the hawk to a chosen point to carry your gift-set there.
Recall HawkCalls the hawk back to your side.
Swap ManifestSwaps your live gift-set for another saved manifest.
FuryOffCameo call: a flash-in strike.
SnareOffCameo call: a binding crowd control.
ShellguardOffCameo call: a crab eats one incoming hit for a chosen ally.
TameField ability: attempts to tame a wild creature.
Spell List

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

Masteries
LvChoice AChoice B
Traits by Level
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.

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
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
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.

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
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
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.

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
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 BoltMain nuke; always fires the wheel's current element.
Static LashOffLightning stun and interrupt.
TailwindParty movement speed buff (wind).
Stoneskin ChorusParty ward and defense buff (earth).
CloudburstLight party heal (water).
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
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.

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
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
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.

Your Trigger

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

Recommended Subjobs
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
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.

Your Trigger

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

Recommended Subjobs
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 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.
— [NPC], [place]
Ranger at a Glance
RoleStat SoulEngineSignature Weapon (aesthetic)
DPSReactionsBow
Abilities
AbilityLvGCDCostTargetWhat It Does
Trueshot Combo
VolleyArea attack.
Piercing ShotBig single-target hit.
ImbuesSwitches your active shot element freely.
Zephyr StepWind-element dash.
ShadowbindRoot crowd control.
BarrageYour next shot fires multiple projectiles.
Hunter's MarkMarks 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
LvChoice AChoice B
Traits by Level
Traits by Level
TraitLvWhat 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
SubjobThe Play
RogueHone and en-spells sharpen the volley; Trick Attack sheds the spike.
WarriorRaw damage on top of imbued 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
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.

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
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
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.

Your Trigger

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

Recommended Subjobs
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
Vault Combo
SkysweepArea attack.
JumpShort-recast jump strike; real displacement.
High JumpHeavier jump that grants Talon Dive.
Talon DiveOffStationary follow-up after High Jump.
Elusive JumpBackflip disengage.
Super JumpSheds enmity.
Pinning LungeRoot crowd control.
Spirit LinkOffSelf-heal; your next finisher draws an extra breath. Bond scales the heal and adds finisher echoes.
DragonfallPaired 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
LvChoice AChoice B
Traits by Level
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 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
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 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.
— [NPC], [place]
Spellblade at a Glance
RoleStat SoulEngineSignature Weapon (aesthetic)
DPSArcane ChargeSword
Abilities
AbilityLvGCDCostTargetWhat It Does
Runic Combo
Blink EdgeTeleporting slash; mobility tool.
Spell List
Granted Spells
SpellLvCast TimeGCDCostTargetWhat It Does
EnfireInstantNoManaSelfFire weapon enchant; core kit.
EnblizzardInstantNoManaSelfIce weapon enchant; core kit.
EnthunderInstantNoManaSelfLightning weapon enchant; core kit.
EnstoneInstantNoManaSelfEarth weapon enchant; core kit.
EnwaterInstantNoManaSelfWater weapon enchant; core kit.
EnaeroInstantNoManaSelfWind weapon enchant; core kit.
Fire BoltYesManaSingleEntry-tier elemental nuke; elemental-swappable.
FiragaYesManaAreaEntry-tier elemental AoE; elemental-swappable.
BindYesManaSingleBinding crowd control.
Masteries
LvChoice AChoice B
Traits by Level
Traits by Level
TraitLvWhat 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
SubjobThe Play
MageDeeper casts feed the Mirror Blade.
ElementalistWheel elements match your en-spells.
WarriorRaw damage on top of the pendulum.
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
Cragsplitter ComboYesNoneSingleThe three-step wind-up chain, each step a moving cast: Cragsplitter, Sunder, and the fault-splitting Faultbreak finisher.
UpheavalYesNoneSingleHeavy off-chain wind-up on a short cooldown.
MegalithYesNoneSingleThe biggest arc the job swings outside its burst; a full wind-up cast.
HeadlongYesNoneSingleWind-up that lunges you to the target as it lands.
GroundspikeYesNoneSingleInstant ranged ground eruption; the button for when the boss leaves you behind.
RockslideYesNoneAreaArea attack; builds no Momentum.
LandslipYesNoneAreaArea burst on a cooldown; builds no Momentum.
TremorNoNoneSingleInstant strike, two charges; the weave between casts.
BallastNoNoneSelfInstantly adds a chunk of Momentum.
DeadweightNoNoneSelfYour next few Avalanche swings spend no Momentum.
Boulder ChargeNoNoneSingleGap-closer; usable mid-cast.
ConcussNoNoneSingleMelee stun and interrupt.
BedrockNoNoneSelfDamage taken down and immunity to knockback for a stretch.
LandslideNoNoneSelfCooldown: 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
LvChoice AChoice B
Traits by Level
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.

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
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