The Foundry Codex

Every class the Awakening can hand you, with its kit as the game itself describes it. Numbers are shown for a level-20 veteran with 16 in every attribute and a modest weapon; yours will differ. Generated from the live content: 13 classes, 156 abilities, 274 techniques, 31 statuses, 22 oaths.

3 • Stamina

Warrior

Someone has to be where the hurt lands, and decide it lands on them. The Warrior is not the biggest blade in the party - the Warrior is the reason everyone else still has one.

L1

Attack

Attack
Attack ATTACK
One enemy · melee · Combat only
Deals 25 weapon damage to the target. (+6 weapon) (1 + 0.5 × STR 16)
A plain strike with whatever you hold - blade at arm's reach, bow at a distance.
L1

Guard

Defend
Guard DEFEND · 2 TURNS COOLDOWN
Self · Combat only
Applies Protected to yourself for 1 turn: absorbs the next attack.
Feet set. Shield up. Whatever comes, it comes through you.
Techniques
  • Long Watch You hold the stance a breath longer: Protected lasts an extra turn.
  • Spiked Bulwark Guarding also raises a small shield - let them break themselves on it.
L1

Shatter

Skill
Shatter SKILL · 23 STAMINA · 3 TURNS COOLDOWN
One enemy · melee · Combat only
Deals 65 weapon damage to the target. (+6 focus) (12 + 1.2 × STR 16)
If the target is Exposed or Frozen: Adds 37 weapon damage to the blow. (10 + 0.5 × STR 16)
Applies Exposed to the target for 2 turns: takes +20% damage.
What the cold holds still, steel finishes. Bring a wizard; break their statues.
Techniques
  • Ruinous Blow You put your whole shoulder into it: Shatter hits for 10 more.
  • Lasting Ruin The crack you leave doesn't close: Exposed lingers a turn longer.
  • Concussive Break The blow rings their skull: the target is Stunned for a turn - but the follow-through costs Shatter an extra turn of cooldown.
L1

Strike

Attack
Strike ATTACK
One enemy · melee · Combat only
Deals 49 weapon damage to the target. (+6 weapon) (8 + 1 × STR 16)
Applies Enraged to yourself for 1 turn: +3 STR, +1 VIT.
The first thing the mountain taught you: hit it back.
Techniques
  • Heavy Hand You stop holding back: Strike hits for 6 more.
  • Ragged Edge A notched blade tears as it cuts: every Strike leaves the target Bleeding for a turn.
L3

Taunt

Skill
Taunt SKILL · 17 STAMINA · 3 TURNS COOLDOWN
All enemies · everyone in range · range 2 · Combat only
For 2 turns every enemy cannot ignore you: whenever you are within an attack's reach, that attack must come at you.
Applies Marked to every enemy for 2 turns: -2 AGI.
Loud, rude, and impossible to ignore. That's the job.
Techniques
  • Deafening Bellow Your challenge carries 2 cells further: nobody gets to pretend they didn't hear it.
  • Iron Challenge You brace as you bellow: taunting also raises a shield around you that grows with your level.
  • Grating Scorn The insult sticks: Marked clings to them a turn longer.
L5

Cleave

Skill
Cleave SKILL · 29 STAMINA · 2 TURNS COOLDOWN
Ground · front arc · Combat only
Deals 35 weapon damage to each enemy in the area. (+6 focus) (6 + 0.8 × STR 16)
One swing, two regrets.
Techniques
  • Reaping Arc The arc deepens by one rank: everything it now reaches falls inside the same swing.
  • Butcher's Edge A ragged blade leaves ragged wounds: everyone caught in the cleave bleeds for 2 turns.
  • Relentless Swing Cleave comes back a turn sooner, but the pace costs a quarter more stamina.
L12

Breach

Attack
Breach ATTACK · 12 STAMINA
One enemy · melee · Combat only
Deals 35 weapon damage to the target. (+6 weapon) (6 + 0.8 × STR 16)
Applies Exposed to the target for 2 turns: takes +20% damage.
Armor is a promise. Break it in front of them.
Techniques
  • Wide Breach The opening you make refuses to close: Exposed lasts an extra turn.
  • Brutal Breach You breach with the pommel first: 5 more damage.
L20

Hold the Line

Skill
Hold the Line SKILL · 23 STAMINA · 3 TURNS COOLDOWN
All allies · Combat only
Shields every ally for 41 damage. (+6 focus) (10 + 0.4 × STR 16)
Applies Enraged to yourself for 2 turns: +3 STR, +1 VIT.
One voice, four spines - and your own blood up.
Techniques
  • Unbroken Line The line holds harder: the shield you grant grows by 6.
  • Second Wind The order comes easier every time: a turn less cooldown.
L28

Full Circle

Attack
Full Circle ATTACK · 23 STAMINA · 2 TURNS COOLDOWN
All enemies · melee · Combat only
Deals 31 weapon damage to every enemy. (+6 weapon) (5 + 0.6 × STR 16)
Applies Bleeding to every enemy for 2 turns: 4 damage per turn, +1 per 2 levels of the one who set it.
Everything within reach regrets it, and keeps bleeding about it.
Techniques
  • Opened Veins The circle cuts deeper: Bleeding lasts an extra turn.
  • Momentum You never quite stop spinning: a turn less cooldown, for 3 less damage.
L35

Fell Stroke

Attack
Fell Stroke ATTACK · 17 STAMINA · 3 TURNS COOLDOWN
One enemy · melee · Combat only
Deals 51 weapon damage to the target. (+6 weapon) (10 + 1 × STR 16)
If the target is below 35% health: Adds 39 weapon damage to the blow. (10 + 0.6 × STR 16)
You held the line. This is what the line was for.
Techniques
  • Headsman's Arc One perfect, terrible swing: 8 more damage, one more turn of cooldown.
  • Fresh Grudge There is always another neck: a turn less cooldown.
Damage • Energy

Rogue

Everyone else fights the battle in front of them. The Rogue fights the one three seconds from now - the opened vein, the missed step, the moment the answer stops mattering. Wait for it. There it is.

L1

Attack

Attack
Attack ATTACK
One enemy · melee · Combat only
Deals 25 weapon damage to the target. (+6 weapon) (1 + 0.5 × STR 16)
A plain strike with whatever you hold - blade at arm's reach, bow at a distance.
L1

Deep Cut

Skill
Deep Cut SKILL · 31 ENERGY
One enemy · melee · Combat only
Deals 50 weapon damage to the target. (+6 focus) (9 + 1 × AGI 16)
Applies Bleeding to the target for 3 turns: 4 damage per turn, +1 per 2 levels of the one who set it.
The wound that keeps the argument going.
Techniques
  • Hamstring The cut takes the leg with it: the target is also Weakened for a turn.
  • Deeper Cut Bone-deep: Bleeding lasts an extra turn.
  • Efficient Butchery No wasted motion: Deep Cut costs 40% less energy.
L1

Evade

Defend
Evade DEFEND · 3 TURNS COOLDOWN
Self · Combat only
Applies Evasive to yourself for 2 turns: +60% dodge (the next 3 attacks).
Be where the blade was going to be. Then don't.
Techniques
  • Long Blink You stay gone longer: Protected lasts an extra turn, but Evade needs 2 turns to reset.
  • Slip Away You leave a little armor of distance behind you: evading also grants a small shield.
L1

Stab

Attack
Stab ATTACK
One enemy · melee · Combat only
Deals 48 weapon damage to the target. (+6 weapon) (7 + 1 × AGI 16)
If the target is Bleeding: Adds 12 piercing damage to the blow. (4 + 0.5 × AGI 16)
Nothing fancy. Fancy is for people who want to be seen.
Techniques
  • Perfect Angle You find the seam every time: Stab hits for 5 more.
  • Nicked Artery Every stab finds something that leaks: Bleeding for a turn.
  • Backstab 15% more damage when you stand where they are not looking.
L3

Venomwork

Skill
Venomwork SKILL · 16 ENERGY
Self · Usable anywhere
Applies Venomed Blades to yourself for 3 turns: weapon strikes apply Poisoned.
The blade does its work now. The poison files the paperwork later.
Techniques
  • Slow Venom A patient poison: Venomed Blades lasts an extra turn.
  • Cheap Reagents Half the ingredients are stolen anyway: 50% less energy.
L5

Between Blinks

Skill
Between Blinks SKILL · 39 ENERGY · 3 TURNS COOLDOWN
One enemy · range 4 · Combat only
Deals 47 shadow damage to the target. (+6 focus) (8 + 0.9 × AGI 16)
The room blinks. You are somewhere worse - for them.
Techniques
  • From Nowhere Two cells further and they still never see it: +2 range.
  • Killing Time You linger a heartbeat inside the blink: 6 more damage for a quarter more energy.
  • Painted Target You leave a cut only killers can read: the target is Marked for 2 turns for a Demon Hunter to finish.
L12

Mid-Sentence

Attack
Mid-Sentence ATTACK · 23 ENERGY · 3 TURNS COOLDOWN
One enemy · melee · Combat only
Deals 32 piercing damage to the target. (+6 weapon) (5 + 0.7 × AGI 16)
Applies Silenced to the target for 1 turn: cannot cast.
A quiet word, mid-sentence.
Techniques
  • Prolonged Pause Silenced lasts an extra turn - but the trick needs an extra turn to reset.
  • Rude Interruption You interrupt harder: 5 more damage.
L20

Generosity

Skill
Generosity SKILL · 31 ENERGY · 2 TURNS COOLDOWN
All enemies · range 3 · Combat only
Deals 29 piercing damage to every enemy. (+6 focus) (5 + 0.5 × AGI 16)
Applies Bleeding to every enemy for 2 turns: 4 damage per turn, +1 per 2 levels of the one who set it.
Share generously. Everyone gets a souvenir.
Techniques
  • Widow's Alms Your gifts travel 2 cells further.
  • Compound Interest The gift keeps taking: Bleeding lasts an extra turn.
L28

Already Gone

Defend
Already Gone DEFEND · 31 ENERGY · 4 TURNS COOLDOWN
Self · Combat only
Shields yourself for 54 damage. (+6 focus) (12 + 0.5 × AGI 16)
Applies Protected to yourself for 2 turns: absorbs the next attack.
The room forgets you were in it. Their blades don't get a vote.
Techniques
  • Never There A turn less cooldown: you were never anywhere at all.
  • Parting Gift The shield you leave behind is 6 stronger.
L35

Coup de Grace

Attack
Coup de Grace ATTACK · 31 ENERGY · 3 TURNS COOLDOWN
One enemy · melee · Combat only
Deals 62 piercing damage to the target. (+6 weapon) (12 + 1 × AGI 16)
If the target is Bleeding: Adds 48 piercing damage to the blow. (12 + 0.5 × AGI 16) (consumes Bleeding)
Every cut before this one was a promise. Keep it.
Techniques
  • Clean Ending 8 more damage, one more turn of cooldown: endings should be thorough.
  • Encore A turn less cooldown: the crowd demands another.
12 • Faith

Cleric

Death keeps a ledger and the Cleric keeps crossing out names. Not gently - faith here is a stubbornness, a refusal spoken loud enough that the light shows up to enforce it.

L1

Attack

Attack
Attack ATTACK
One enemy · melee · Combat only
Deals 25 weapon damage to the target. (+6 weapon) (1 + 0.5 × STR 16)
A plain strike with whatever you hold - blade at arm's reach, bow at a distance.
L1

Brace

Defend
Brace DEFEND · 2 TURNS COOLDOWN
One ally · range 5 · Combat only
Applies Protected to an ally for 1 turn: absorbs the next attack.
A word of shelter, said with your whole chest - for whoever needs it most.
Techniques
  • Rooted Stance Protected lasts an extra turn - but Brace needs 2 turns to reset.
  • Stone Conviction Bracing also raises a small shield of plain stubbornness.
L1

Heal

Skill
Heal SKILL · 20 FAITH
One ally · range 6 · Usable anywhere
Restores 78 health to an ally. (+6 focus) (15 + 1.2 × SPI 16)
No. Not this one. Not today.
Techniques
  • Greater Mending 8 more healing for a quarter more faith.
  • Lasting Grace The light stays in the wound: the target also gains Renewal for 2 turns, at 40% more faith.
  • Battlefield Triage Quick, rough, effective: 30% less faith.
L1

Mace

Attack
Mace ATTACK
One enemy · melee · Combat only
Deals 45 weapon damage to the target. (+6 weapon) (7 + 0.8 × STR 16)
Restores 13 health to yourself. (+6 weapon) (2 + 0.3 × SPI 16)
The scripture allows blunt instruments. It practically recommends them.
Techniques
  • Weighted Mace Lead in the head of it: 5 more damage.
  • Ringing Blow The blow rings armor like a bell: the target is Exposed for a turn.
L3

Judgment of Blood

Skill
Judgment of Blood SKILL · 41 FAITH
One enemy · range 4 · Combat only
Deals 57 shadow damage to the target. (+6 focus) (10 + 1.4 × SPI 16)
If the target is Bleeding: Adds 50 shadow damage to the blow. (12 + 0.6 × SPI 16) (consumes Bleeding)
Heals you for 50% of the damage dealt.
Spilled blood testifies. The light reads the verdict aloud.
Techniques
  • Deeper Judgment The verdict lands 6 harder.
  • Thirst You keep a quarter more of what the judgment takes.
L5

Cleanse

Skill
Cleanse SKILL · 20 FAITH
One ally · range 6 · Usable anywhere
Removes all harmful effects from an ally.
Whatever clings to them, it has no legal standing here.
Techniques
  • Soothing Cleanse Cleansing also mends a little of what the affliction left behind.
  • Swift Rites The short version of the prayer: 40% less faith.
L7

Ward

Skill
Ward SKILL · 41 FAITH
All allies · Usable anywhere
Applies Protected to every ally for 2 turns: absorbs the next attack.
Tomorrow's wound, refused in advance.
Techniques
  • Enduring Ward Protected lasts an extra turn on everyone, for a quarter more faith.
  • Bulwark Ward The ward takes physical shape: every ally also gains a small shield.
L12

Stitch of Light

Skill
Stitch of Light SKILL · 30 FAITH
One ally · range 6 · Combat only
Restores 42 health to an ally. (+6 focus) (9 + 0.5 × SPI 16)
Applies Protected to an ally for 2 turns: absorbs the next attack.
A stitch of light that stays and keeps working.
Techniques
  • Double Stitch Twice through the wound: 6 more healing.
  • Lasting Seam The seam holds: Protected lasts an extra turn.
L20

The Circle Holds

Skill
The Circle Holds SKILL · 51 FAITH · 3 TURNS COOLDOWN
All allies · Usable anywhere
Restores 39 health to every ally. (+6 focus) (8 + 0.4 × SPI 16)
No one kneels alone. Not in this circle.
Techniques
  • Wider Circle The circle reaches 2 cells further.
  • The Circle Gives The circle also grants a small shield.
L28

Correction

Skill
Correction SKILL · 30 FAITH
One enemy · range 6 · Combat only
Deals 40 holy damage to the target. (+6 focus) (7 + 0.5 × SPI 16)
Applies Burning to the target for 2 turns: 5 damage per turn, +1 per 2 levels of the one who set it.
The light also burns. Ask anyone it has corrected.
Techniques
  • Sustained Correction The lesson burns longer: an extra turn of Burning.
  • Sharp Correction Delivered with emphasis: 5 more damage.
L35

The Unblinking

Skill
The Unblinking SKILL · 51 FAITH · 4 TURNS COOLDOWN
One ally · range 6 · Combat only
Shields an ally for 71 damage. (+6 focus) (16 + 0.7 × SPI 16)
Restores 38 health to an ally. (+6 focus) (8 + 0.3 × SPI 16)
Something stands where you cannot. It does not blink.
Techniques
  • Unblinking Still A turn less cooldown: the eye does not rest.
  • Aegis of the Eye The gaze also leaves its target Protected for a turn.
10 • Mana

Wizard

The Wizard did the reading. Every fireball is a bibliography; every frozen enemy is a footnote. Magic is not a gift here - it is a discipline, and the dungeon is about to be graded.

L1

Arcane Bolt

Attack
Arcane Bolt ATTACK
One enemy · range 6 · Combat only
Deals 49 weapon damage to the target. (+6 weapon) (8 + 1 × INT 16)
Applies Exposed to the target for 1 turn: takes +20% damage.
The simplest theorem. It has never once been refuted.
Techniques
  • Charged Bolt You let the charge build: 5 more damage.
  • Piercing Bolt The bolt strips defenses as it passes: the target is Exposed for a turn.
L1

Attack

Attack
Attack ATTACK
One enemy · melee · Combat only
Deals 25 weapon damage to the target. (+6 weapon) (1 + 0.5 × STR 16)
A plain strike with whatever you hold - blade at arm's reach, bow at a distance.
L1

Barrier

Defend
Barrier DEFEND · 2 TURNS COOLDOWN
Self · Usable anywhere
Shields yourself for 27 damage. (+6 focus) (8 + 0.8 × INT 16)
A thesis on the concept of no.
Techniques
  • Layered Barrier A second pane behind the first: 6 more shield.
  • Lingering Ward The barrier's afterglow leaves you Protected for a turn.
L1

Freeze

Skill
Freeze SKILL · 44 MANA · 2 TURNS COOLDOWN
One enemy · range 5 · Combat only
Deals 35 weapon damage to the target. (+6 focus) (6 + 0.8 × INT 16)
Applies Frozen to the target for 1 turn: -3 AGI, cannot act.
Cold is just entropy, invited early.
Techniques
  • Deep Freeze The cold goes to the bone: Frozen holds a turn longer, at half again the mana.
  • Biting Cold The frost itself cuts: Freeze deals extra frost damage that scales with Intellect.
L3

Arc Lightning

Skill
Arc Lightning SKILL · 44 MANA
One enemy · range 6 · Combat only
Deals 69 weapon damage to the target. (+6 focus) (14 + 1.3 × INT 16)
Applies Exposed to the target for 1 turn: takes +20% damage.
Chains to up to 2 more enemies that are Exposed within range, dealing 60% of the damage.
Current follows the path of least armor.
Techniques
  • Third Fork The lightning finds one more Exposed body to visit, at 60% strength.
  • Overcharge You hold the arc a heartbeat longer: 8 more damage for a quarter more mana.
L5

Fireball

Skill
Fireball SKILL · 58 MANA · 1 TURN COOLDOWN
Ground · area 3×3 · range 6 · Combat only
Deals 45 fire damage to each enemy in the area. (+6 focus) (9 + 0.8 × INT 16)
Applies Burning to each enemy in the area for 2 turns: 5 damage per turn, +1 per 2 levels of the one who set it.
Chapter one of every argument worth ending.
Techniques
  • Greater Fireball More fire. The blast reaches one ring further.
  • Lingering Flames The fire refuses to be done: Burning holds a turn longer.
  • Focused Blast All of it, on one head: the blast collapses to a single target and hits for 10 more.
L7

Slow

Skill
Slow SKILL · 29 MANA
All enemies · everyone in range · range 5 · Combat only
Applies Slowed to every enemy for 2 turns: -2 AGI, movement -2.
Time thickens around every enemy: two fewer steps and slower hands, for two turns.
Techniques
  • Crawl Slowed lasts an extra turn on everyone, for a quarter more mana.
  • Aching Joints Slowing them also hurts: a little damage to every enemy.
L12

Pointed Cold

Skill
Pointed Cold SKILL · 29 MANA
One enemy · range 6 · Combat only
Deals 30 frost damage to the target. (+6 focus) (6 + 0.5 × INT 16)
If the target is Frozen: Adds 32 frost damage to the blow. (8 + 0.3 × INT 16)
Cold, made pointed. The frozen make excellent targets.
Techniques
  • Sharper Point 5 more damage: the point is well taken.
  • Numbing Point The cold gets into the muscle: the target is Weakened for a turn.
L15

Firebreak

Skill
Firebreak SKILL · 58 MANA · 3 TURNS COOLDOWN
Ground · line of 3 · range 3 · Combat only
Leaves a lingering field for 3 rounds: Burning clings to anyone standing in it.
A line the fire holds so you don't have to.
Techniques
  • Long Burn The wall of fire stands 2 rounds longer.
  • Broad Break The line of fire runs one cell wider.
L20

Whiteout

Skill
Whiteout SKILL · 72 MANA · 3 TURNS COOLDOWN
Ground · area 3×3 · range 5 · Combat only
Deals 38 frost damage to each enemy in the area. (+6 focus) (7 + 0.4 × INT 16)
Applies Frozen to each enemy in the area for 1 turn: -3 AGI, cannot act.
Winter, delivered to a location of your choosing.
Techniques
  • Blizzard's Heart The whiteout swallows one more ring, and needs one more turn to reset.
  • Deep Chill Frozen holds an extra turn: nobody walks out of this weather.
L28

Overdue

Skill
Overdue SKILL · 72 MANA · 2 TURNS COOLDOWN
One enemy · range 5 · Combat only
Deals 41 fire damage to the target. (+6 focus) (8 + 0.5 × INT 16)
If the target is Burning: Adds 50 fire damage to the blow. (12 + 0.6 × INT 16) (consumes Burning)
Fire owed is fire collected, all at once, with interest.
Techniques
  • Compound Debt The interest compounds: 6 more damage.
  • Prompt Collection A turn less cooldown: collections never sleep.
L35

Second Opinion

Skill
Second Opinion SKILL · 87 MANA · 4 TURNS COOLDOWN
Ground · area 3×3 · range 5 · Combat only
Deals 59 fire damage to each enemy in the area. (+6 focus) (14 + 0.7 × INT 16)
Applies Burning to each enemy in the area for 2 turns: 5 damage per turn, +1 per 2 levels of the one who set it.
Ask the sky for a second opinion. It concurs. Loudly.
Techniques
  • Third Opinion A turn less cooldown: there is always another opinion.
  • Wider Consultation The blast reaches one ring further.
Levels 1–5 • where everyone begins

Classless

Unproven and unbound. Learn the mountain, sample every weapon, and earn your name at the Awakening.

L1

Attack

Attack
Attack ATTACK
One enemy · melee · Combat only
Deals 25 weapon damage to the target. (+6 weapon) (1 + 0.5 × STR 16)
A plain strike with whatever you hold - blade at arm's reach, bow at a distance.
L1

Boot

Skill
Boot SKILL · 12 GRIT · 2 TURNS COOLDOWN
One enemy · melee · Combat only
Deals 42 blunt damage to the target. (+6 focus) (7 + 0.6 × STR 16)
Applies Stunned to the target for 1 turn: cannot act.
A graceless kick that staggers the target.
L1

Scrap

Attack
Scrap ATTACK
One enemy · melee · melee weapon · Combat only
Deals 29 weapon damage to the target. (+6 weapon) (5 + 0.5 × STR 16)
An untrained but earnest blow with whatever is in hand.
L3

Hurl Stone

Skill
Hurl Stone SKILL · 10 GRIT · 1 TURN COOLDOWN
One enemy · range 5 · Combat only
Deals 27 blunt damage to the target. (+6 focus) (5 + 0.4 × STR 16)
A fist-sized stone, thrown hard. Plate rings; skulls crack.
3 • Blood • Rare — fate only

Death Knight

The grave sent the Death Knight back with winter in the wound and an appetite the living do not have. Every blow taken is a meal; every blow given, a memory of how the cold felt the first time.

L1

Attack

Attack
Attack ATTACK
One enemy · melee · Combat only
Deals 25 weapon damage to the target. (+6 weapon) (1 + 0.5 × STR 16)
A plain strike with whatever you hold - blade at arm's reach, bow at a distance.
L1

Blood Feast

Skill
Blood Feast SKILL · 24 BLOOD · 2 TURNS COOLDOWN
One enemy · melee · Combat only
Deals 30 shadow damage to the target. (+6 focus) (8 + 0.4 × STR 16)
Heals you for 30% of the damage dealt.
If the target is below 50% health: Heals you for 70% of the damage dealt.
Their warmth. Your problem solved - and the nearly-dead pour faster.
Techniques
  • Gluttony You keep a quarter more of what you drink.
  • Bigger Bite 5 more damage: table manners are for the living.
L1

Bone Armor

Defend
Bone Armor DEFEND · 2 TURNS COOLDOWN
Self · Combat only
Shields yourself for 22 damage. (+6 focus) (8 + 0.5 × VIT 16)
The dead make excellent armor. They are done complaining.
Techniques
  • Thick Marrow 6 more shield: old bones, dense as iron.
  • Ossified The armor sets hard: you are also Protected for a turn.
L1

Reap

Attack
Reap ATTACK
One enemy · melee · Combat only
Deals 26 weapon damage to the target. (+6 weapon) (3 + 0.5 × STR 16)
Heals you for 25% of the damage dealt.
The harvest never asks if the field agrees.
Techniques
  • Harvest's Edge The scythe falls 5 harder.
  • Chilling Reap The grave's cold rides the blade: the target is Weakened for a turn.
L3

Grave Chill

Skill
Grave Chill SKILL · 18 BLOOD · 1 TURN COOLDOWN
Self · Combat only
Applies Grave-Cold Edge to yourself for 3 turns: weapon strikes apply Weakened, weapon strikes deal +3 frost damage, +1 per 2 levels.
The cold you came back with. Now it rides the edge.
Techniques
  • Long Winter The coat holds an extra turn.
  • Cheap to Keep A third less blood: the cold is family.
L5

Death's Toll

Skill
Death's Toll SKILL · 36 BLOOD · 3 TURNS COOLDOWN
Ground · area 3×3 · range 3 · Combat only
Deals 39 shadow damage to each enemy in the area. (+6 focus) (8 + 0.4 × STR 16)
Heals you for 30% of the damage dealt.
The bell counts everyone. It skips you.
Techniques
  • Heavier Toll The bell tolls 5 harder.
  • Tithe You keep a fifth more of every death you touch.
L12

Icy Grip

Skill
Icy Grip SKILL · 18 BLOOD · 3 TURNS COOLDOWN
One enemy · range 4 · Combat only
Deals 28 frost damage to the target. (+6 focus) (6 + 0.4 × STR 16)
Applies Frozen to the target for 1 turn: -3 AGI, cannot act.
The cold reaches first. It always did.
Techniques
  • Unyielding Grip Frozen holds an extra turn - but the grip needs 2 turns to reform.
  • Crushing Grip The grip closes 5 harder.
L20

The Grave Calls

Skill
The Grave Calls SKILL · 36 BLOOD · 4 TURNS COOLDOWN
Ground · range 3 · Combat only
Deploys a Skeletal Warrior that fights on its own for 4 rounds.
The dying owe service, not coin. Collect.
Techniques
  • Longer Service The dead serve 2 more rounds.
  • Grave Muster The dead work for a quarter less blood.
L28

Unholy Ground

Skill
Unholy Ground SKILL · 30 BLOOD · 3 TURNS COOLDOWN
Ground · area 3×3 · range 3 · Combat only
Deals 28 shadow damage to each enemy in the area. (+6 focus) (6 + 0.4 × STR 16)
Leaves a lingering field for 3 rounds: Exposed clings to anyone standing in it.
Here, the grave has jurisdiction - and it keeps it a while.
Techniques
  • Consecrated Rot The corruption spreads one ring further.
  • Deep Corruption Exposed lasts an extra turn on the tainted ground.
L35

What Winter Fears

Defend
What Winter Fears DEFEND · 30 BLOOD · 5 TURNS COOLDOWN
Self · Combat only
Applies Winterheart to yourself for 3 turns: takes -30% damage, weapon strikes deal +6 frost damage, +1 per 2 levels.
Become the thing winter is afraid of.
Techniques
  • Deep Winter Winterheart holds an extra turn.
  • Thaw Never Comes A turn less cooldown: winter is patient, not slow.
Damage • Fury • Ultra rare — fate only

Demon Hunter

The Demon Hunter stole fire from the thing that burned their life down, and pays the interest daily. Every glaive-stroke is repayment; every scar is the receipt. The debt ends when the demon does.

L1

Attack

Attack
Attack ATTACK
One enemy · melee · Combat only
Deals 25 weapon damage to the target. (+6 weapon) (1 + 0.5 × STR 16)
A plain strike with whatever you hold - blade at arm's reach, bow at a distance.
L1

Both Blades

Skill
Both Blades SKILL · 22 FURY · 2 TURNS COOLDOWN
One enemy · melee · Combat only
Deals 25 weapon damage to the target. (+6 focus) (3 + 0.4 × AGI 16)
Adds 19 weapon damage to the blow. (3 + 0.4 × AGI 16)
Two blades, one grudge, no music.
Techniques
  • Third Blade Somehow, a third cut: one more strike at blade strength.
  • Serrated Pair Both edges are saw-toothed: the target Bleeds for 2 turns.
L1

Glaive

Attack
Glaive ATTACK
One enemy · melee · Combat only
Deals 26 weapon damage to the target. (+6 weapon) (3 + 0.5 × AGI 16)
Applies Burning to the target for 1 turn: 5 damage per turn, +1 per 2 levels of the one who set it.
Borrowed steel, personal grudge.
Techniques
  • Honed Glaive 5 more damage on every throw.
  • Cruel Curve The recurve tears on the way out: Bleeding for a turn.
L1

Sixth Sense

Defend
Sixth Sense DEFEND · 3 TURNS COOLDOWN
Self · Combat only
Applies Foresight to yourself for 2 turns: +2 AGI, takes -30% damage (the next 3 attacks).
The fire warns its keeper. It wants to see how this ends.
Techniques
  • Seventh Sense 5 more shield: you felt that one coming too.
  • Prescience You are also Protected for a turn: you already know how they'll swing.
L3

The Fire Remembers

Skill
The Fire Remembers SKILL · 22 FURY · 2 TURNS COOLDOWN
One enemy · range 5 · Combat only
Deals 39 weapon damage to the target. (+6 focus) (8 + 0.4 × AGI 16)
Applies Marked to the target for 2 turns: -2 AGI.
Marked. There is nowhere the fire cannot smell.
Techniques
  • Long Memory Marked lasts an extra turn: the fire forgets nothing.
  • Grudge Fuel 5 more damage: resentment burns hot.
L5

Return to Sender

Skill
Return to Sender SKILL · 36 FURY · 3 TURNS COOLDOWN
Ground · front arc 2 deep · Combat only
Deals 38 weapon damage to each enemy in the area. (+6 focus) (7 + 0.4 × AGI 16)
What the demon taught you, returned to sender.
Techniques
  • Postage Due 5 more damage: delivery has a price.
  • Wider Delivery One ring further, one more turn of cooldown.
L12

Sign Here

Skill
Sign Here SKILL · 22 FURY · 2 TURNS COOLDOWN
Ground · area 3×3 · range 4 · Combat only
Deals 28 fire damage to each enemy in the area. (+6 focus) (6 + 0.4 × AGI 16)
Applies Burning to each enemy in the area for 2 turns: 5 damage per turn, +1 per 2 levels of the one who set it.
Sign here.
Techniques
  • Fine Print Burning lasts an extra turn: you should have read it.
  • Bold Signature 4 more damage: signed with a flourish.
L20

Blur

Defend
Blur DEFEND · 29 FURY · 3 TURNS COOLDOWN
Self · Combat only
Shields yourself for 53 damage. (+6 focus) (11 + 0.5 × AGI 16)
Applies Protected to yourself for 1 turn: absorbs the next attack.
Hard to hit what the eye argues about.
Techniques
  • Afterimage A turn less cooldown: you are getting harder to find.
  • Deeper Blur 6 more shield inside the smear of motion.
L28

Full Stop

Skill
Full Stop SKILL · 44 FURY · 4 TURNS COOLDOWN
All enemies · range 2 · Combat only
Deals 38 shadow damage to every enemy. (+6 focus) (7 + 0.4 × AGI 16)
Applies Stunned to every enemy for 1 turn: cannot act.
Everything stops. You don't.
Techniques
  • Emphatic Stop 5 more damage: punctuation with a fist.
  • Brief Sentence A turn less cooldown: you keep your sentences short.
L35

Annihilation

Attack
Annihilation ATTACK · 29 FURY · 3 TURNS COOLDOWN
One enemy · melee · Combat only
Deals 60 slashing damage to the target. (+6 weapon) (12 + 0.9 × AGI 16)
If the target is Marked: Adds 37 slashing damage to the blow. (10 + 0.5 × AGI 16) (consumes Marked)
Heals you for 40% of the damage dealt.
Both blades agree for once. The Marked have nowhere to file an objection.
Techniques
  • Total Annihilation 8 more damage, one more turn of cooldown: nothing left, nothing soon.
  • Waste Nothing You drink a fifth more of what the kill spills.
Heal • Essence

Druid

The Druid knows the forest's oldest secret: everything grows back - the tree, the wound, the debt. Feed the ground and it feeds you. Cut the party down and watch it bloom out of spite.

L1

Attack

Attack
Attack ATTACK
One enemy · melee · Combat only
Deals 25 weapon damage to the target. (+6 weapon) (1 + 0.5 × STR 16)
A plain strike with whatever you hold - blade at arm's reach, bow at a distance.
L1

Grow Back

Skill
Grow Back SKILL · 22 ESSENCE
One ally · range 5 · Usable anywhere
Restores 56 health to an ally. (+6 focus) (12 + 0.6 × SPI 16)
What was torn, regrows. Greener.
Techniques
  • Grow Wild 6 more healing: the wound doesn't get a say.
  • Deep Roots The mending keeps working: Renewal for 2 turns, at 30% more essence.
  • Sap Frugality Nature wastes nothing: 30% less essence.
L1

Thornlash

Attack
Thornlash ATTACK
One enemy · melee · Combat only
Deals 24 weapon damage to the target. (+6 weapon) (2 + 0.4 × SPI 16)
Applies Snagged to the target for 1 turn: movement -1.
The wild does not punch. It recoils.
Techniques
  • Barbed Lash The thorns stay in: Bleeding for a turn.
  • Heavy Thorns 4 more damage: old growth is hard growth.
L1

Wildskin

Defend
Wildskin DEFEND · 4 TURNS COOLDOWN
Self · Combat only
Applies Barkskin to yourself for 3 turns: takes -55% physical damage (the next 3 attacks).
Bark where skin was. The axe finds out the hard way.
Techniques
  • Bark and Iron 5 more shield: the bark grows back thicker.
  • Regrowing Hide The hide keeps knitting: Renewal for a turn.
L3

Entangle

Skill
Entangle SKILL · 22 ESSENCE · 2 TURNS COOLDOWN
One enemy · range 5 · Combat only
Deals 25 poison damage to the target. (+6 focus) (4 + 0.3 × SPI 16)
Applies Weakened to the target for 2 turns: -2 STR, -1 VIT.
The ground takes hold. It has been patient a very long time.
Techniques
  • Strangling Vines Weakened lasts an extra turn: the vines keep pulling.
  • Thorned Snare The snare cuts as it holds: Bleeding for 2 turns.
L5

Bloom

Skill
Bloom SKILL · 38 ESSENCE · 3 TURNS COOLDOWN
All allies · Usable anywhere
Restores 43 health to every ally. (+6 focus) (10 + 0.5 × SPI 16)
Everything living stands a little taller.
Techniques
  • Full Bloom 5 more healing to everyone, for a quarter more essence.
  • Perennial A turn less cooldown: it was always going to flower again.
L12

Grievance

Skill
Grievance SKILL · 15 ESSENCE
One enemy · range 5 · Combat only
Deals 30 poison damage to the target. (+6 focus) (6 + 0.5 × SPI 16)
If the target is Weakened: Adds 33 poison damage to the blow. (8 + 0.4 × SPI 16)
Nature files a complaint. The weakened have no appeal.
Techniques
  • Old Grievance 5 more damage: you have been keeping notes.
  • Aired Loudly The complaint itself wounds: the target is Weakened for a turn.
L15

Briarfield

Skill
Briarfield SKILL · 30 ESSENCE · 3 TURNS COOLDOWN
Ground · area 3×3 · range 4 · Combat only
Deals 35 piercing damage to each enemy in the area. (+6 focus) (5 + 0.3 × SPI 16)
Leaves a lingering field for 3 rounds: Bleeding clings to anyone standing in it.
The ground grows an opinion, and it has thorns.
Techniques
  • Overgrowth The briars stand 2 rounds longer.
  • Wider Field The field spreads one ring further.
L20

The Forest Breathes

Skill
The Forest Breathes SKILL · 38 ESSENCE · 4 TURNS COOLDOWN
All allies · Combat only
Restores 23 health to every ally. (+6 focus) (4 + 0.2 × SPI 16)
Applies Renewal to every ally for 3 turns: heals 8 per turn, +1 per 2 levels of the mender.
The forest breathes for the whole party, slow and deep.
Techniques
  • Deeper Breath Renewal lasts an extra turn.
  • Second Breath A turn less cooldown: the forest is never out of air.
L28

Roots of Stone

Skill
Roots of Stone SKILL · 38 ESSENCE · 3 TURNS COOLDOWN
Ground · area 3×3 · range 4 · Combat only
Deals 26 blunt damage to each enemy in the area. (+6 focus) (5 + 0.3 × INT 16)
Applies Stunned to each enemy in the area for 1 turn: cannot act.
The floor takes sides.
Techniques
  • Older Stone 4 more damage: the mountain's roots are patient and heavy.
  • Farther Reach The roots erupt 2 cells further away.
L35

The Bear's Opinion

Skill
The Bear's Opinion SKILL · 30 ESSENCE · 4 TURNS COOLDOWN
Self · Combat only
Restores 25% of your health.
Applies Enraged to yourself for 3 turns: +3 STR, +1 VIT.
Applies Renewal to yourself for 3 turns: heals 8 per turn, +1 per 2 levels of the mender.
Borrow the bear's opinion of dying. The bear declines.
Techniques
  • Strong Opinion Enraged and Renewal each last an extra turn.
  • Thick Fur The opinion comes with 8 shield: try arguing with a bear.
Support • Charge

Engineer

The Engineer read the dungeon's rules and brought counterexamples. Every gadget is an argument that preparation beats destiny - and the satchel has at least two more arguments left.

L1

Attack

Attack
Attack ATTACK
One enemy · melee · Combat only
Deals 25 weapon damage to the target. (+6 weapon) (1 + 0.5 × STR 16)
A plain strike with whatever you hold - blade at arm's reach, bow at a distance.
L1

Deflector Plate

Defend
Deflector Plate DEFEND · 3 TURNS COOLDOWN
Self · Combat only
Applies Deflecting to yourself for 2 turns: takes -40% damage (the next 3 attacks).
Physics, redirected. See appendix B.
Techniques
  • Double Plating 5 more shield: redundancy is a virtue.
  • Reactive Plating The plate hums when struck: you are also Protected for a turn.
L1

Flash Powder

Skill
Flash Powder SKILL · 22 CHARGE · 2 TURNS COOLDOWN
One enemy · range 4 · Combat only
Deals 22 fire damage to the target. (+6 focus) (3 + 0.2 × INT 16)
Applies Exposed to the target for 2 turns: takes +20% damage.
A very bright argument against armor.
Techniques
  • Bursting Charge A bigger charge: the powder now bursts over an area instead of a single face.
  • Slow Burn A stickier compound: Exposed clings a turn longer.
  • Cheap Mix You cut the formula with sawdust. Somehow it still works, at half the cost.
L1

Wrench

Attack
Wrench ATTACK
One enemy · melee · Combat only
Deals 25 weapon damage to the target. (+6 weapon) (3 + 0.4 × STR 16)
If the target is Exposed: Adds 28 blunt damage to the blow. (4 + 0.3 × INT 16)
Percussive maintenance, offensive edition.
Techniques
  • Bigger Wrench There is always a bigger wrench: 5 more damage.
  • Pry Bar Every hit works at the seams: the target is Exposed for a turn.
L3

Barrier Rig

Skill
Barrier Rig SKILL · 29 CHARGE · 2 TURNS COOLDOWN
One ally · range 4 · Combat only
Shields an ally for 58 damage. (+6 focus) (14 + 0.6 × INT 16)
Deployable no.
Techniques
  • Reinforced Rig 6 more shield: struts where struts should be.
  • Quick Rig A turn less cooldown: practice makes fast.
L5

Sentry Spark

Skill
Sentry Spark SKILL · 29 CHARGE · 3 TURNS COOLDOWN
Ground · area 3×3 · range 3 · Combat only
Deals 34 fire damage to each enemy in the area. (+6 focus) (4 + 0.3 × INT 16)
Deploys a Spark Turret that fights on its own for 3 rounds.
Plant the coil. It aims itself, it fires itself, and for three rounds it holds the ground so you don't have to.
Techniques
  • Long-Throw Chassis A lighter frame throws 2 cells further: place the turret where the fight is going, not where it is.
  • Rapid Redeploy Fewer bolts, faster assembly: the sentry is ready again a turn sooner.
  • Extended Battery A heavier cell in the housing: the sentry stands and fires for 2 more rounds.
  • Bayonet Mount The turret learns close work: it may fire on foes at its own barrel.
L8

Field Tonic

Skill
Field Tonic SKILL · 36 CHARGE · 3 TURNS COOLDOWN
One ally · range 4 · Usable anywhere
Restores 52 health to an ally. (+6 focus) (12 + 0.4 × INT 16)
Restores 20% of an ally's resource.
Tastes like regret; works like a miracle.
Techniques
  • Concentrated Tonic Less water, more medicine: the tonic mends 8 more.
  • Fortifying Additive Something in the sediment hardens the skin: the drinker also gains a small shield.
  • Cheap Distillate Half the ingredients, half the cost. Tastes worse. Works fine.
L12

Shrapnel Bomb

Skill
Shrapnel Bomb SKILL · 22 CHARGE · 2 TURNS COOLDOWN
Ground · area 3×3 · range 4 · Combat only
Deals 28 fire damage to each enemy in the area. (+6 focus) (6 + 0.4 × INT 16)
Applies Bleeding to each enemy in the area for 2 turns: 4 damage per turn, +1 per 2 levels of the one who set it.
Physics, but personal.
Techniques
  • Nail Bomb Bleeding lasts an extra turn: nails are forever.
  • Bigger Payload One ring further, one more turn of cooldown.
  • Incendiary Load White phosphorus in the casing: everyone caught Burns for 2 turns - and burning things are a Wizard's and a Warlock's favorite kind.
L15

Razor Wire

Defend
Razor Wire DEFEND · 22 CHARGE · 4 TURNS COOLDOWN
Ground · line of 3 · range 3 · Combat only
Raises an impassable barrier for 3 rounds.
Deployable disagreement. Do not climb it.
Techniques
  • Rusted Wire The wire stands 2 rounds longer - tetanus is a feature.
  • Quick Coils A turn less cooldown: it comes pre-tangled.
L20

Overclock

Skill
Overclock SKILL · 29 CHARGE · 3 TURNS COOLDOWN
One ally · range 4 · Combat only
Restores 30% of an ally's resource.
Shields an ally for 27 damage. (+6 focus) (6 + 0.3 × INT 16)
Warranty void, spirits high.
Techniques
  • Safety Margin The overclock also grants 5 more shield: within tolerances. Probably.
  • Overdrive A turn less cooldown: red line is a suggestion.
L24

Sentry Mortar

Skill
Sentry Mortar SKILL · 36 CHARGE · 4 TURNS COOLDOWN
Ground · one cell · range 3 · Combat only
Deploys a Spark Mortar that fights on its own for 3 rounds.
Plant the big one. It picks the crowd and makes it smaller.
Techniques
  • Extended Magazine The mortar stands and fires 2 more rounds.
  • Rapid Emplacement A turn less cooldown: the tripod folds out itself.
L28

Tesla Coil

Skill
Tesla Coil SKILL · 36 CHARGE · 3 TURNS COOLDOWN
One enemy · range 5 · Combat only
Deals 41 fire damage to the target. (+6 focus) (8 + 0.5 × INT 16)
Chains to up to 2 more enemies that are Exposed within range, dealing 75% of the damage.
Current seeks the crack in the armor. You installed the crack.
Techniques
  • Bigger Coil 5 more damage: more windings, more woe.
  • Fourth Arc The coil finds one more Exposed body, at half strength.
L35

Siege Blast

Attack
Siege Blast ATTACK · 36 CHARGE · 3 TURNS COOLDOWN
One enemy · range 4 · Combat only
Deals 60 blunt damage to the target. (+6 weapon) (13 + 0.8 × INT 16)
Applies Exposed to the target for 2 turns: takes +20% damage.
For when the problem is load-bearing.
Techniques
  • Demolition 6 more damage, one more turn of cooldown: structural.
  • Rapid Siege A turn less cooldown: reload drills paid off.
10 • Dread • Rare — fate only

Necromancer

The Necromancer runs death like an office: souls filed, bones reassigned, decay itemized. It is not cruelty - it is thrift. The living waste so much, and the Necromancer wastes nothing at all.

L1

Attack

Attack
Attack ATTACK
One enemy · melee · Combat only
Deals 25 weapon damage to the target. (+6 weapon) (1 + 0.5 × STR 16)
A plain strike with whatever you hold - blade at arm's reach, bow at a distance.
L1

Grave Ward

Defend
Grave Ward DEFEND · 3 TURNS COOLDOWN
Self · Combat only
Applies Warded to yourself for 2 turns: takes -35% damage (the next 3 attacks).
The filing system protects its clerk.
Techniques
  • Double Ward 5 more shield: two graves' worth of quiet.
  • Cold Comfort The ward leaves you Protected for a turn.
L1

Soul Bolt

Attack
Soul Bolt ATTACK
One enemy · range 5 · Combat only
Deals 28 shadow damage to the target. (+6 weapon) (4 + 0.5 × INT 16)
Applies Weakened to the target for 1 turn: -2 STR, -1 VIT.
A memo, sent to the soul directly.
Techniques
  • Hungry Bolt The bolt brings back a fifth of what it takes.
  • Heavy Soul 4 more damage: some souls hit harder.
L1

The Transfer

Skill
The Transfer SKILL · 26 DREAD · 2 TURNS COOLDOWN
One enemy · range 5 · Combat only
Deals 38 shadow damage to the target. (+6 focus) (7 + 0.4 × INT 16)
Heals you for 60% of the damage dealt.
A transfer between accounts. Yours, now.
Techniques
  • Greater Transfer 5 more damage moved from their column to yours.
  • Total Transfer You keep a quarter more of what transfers.
L3

Wither

Skill
Wither SKILL · 17 DREAD
One enemy · range 5 · Combat only
Deals 30 shadow damage to the target. (+6 focus) (4 + 0.6 × INT 16)
Applies Weakened to the target for 2 turns: -2 STR, -1 VIT.
Depreciation, accelerated.
Techniques
  • Creeping Rot Weakened lasts an extra turn: rot is patient.
  • Withering Depth 4 more damage: it withers to the root.
  • Grave Mark The rot brands its victim Marked for 2 turns - a Demon Hunter's Annihilation collects on that mark.
L5

Dread Harvest

Skill
Dread Harvest SKILL · 35 DREAD · 3 TURNS COOLDOWN
All enemies · everyone in range · range 4 · Combat only
Deals 28 shadow damage to each enemy in the area. (+6 focus) (6 + 0.4 × INT 16)
Heals you for 25% of the damage dealt.
Quarterly collection. Everyone contributes.
Techniques
  • Rich Harvest You keep a quarter more of the harvest.
  • Keen Scythe 5 more damage: a well-kept blade.
L12

Plague Cloud

Skill
Plague Cloud SKILL · 35 DREAD · 2 TURNS COOLDOWN
Ground · area 3×3 · range 4 · Combat only
Deals 27 poison damage to each enemy in the area. (+6 focus) (5 + 0.4 × INT 16)
Applies Poisoned to each enemy in the area for 3 turns: 3 damage per turn, +1 per 2 levels of the one who set it, -1 STR.
Breathe responsibly.
Techniques
  • Virulence Poisoned lasts an extra turn: the strain improves.
  • Rolling Cloud One ring further, one more turn of cooldown.
L15

Miasma

Skill
Miasma SKILL · 35 DREAD · 3 TURNS COOLDOWN
Ground · area 3×3 · range 4 · Combat only
Leaves a lingering field for 3 rounds: Poisoned clings to anyone standing in it.
The air files a grievance against the living.
Techniques
  • Clinging Miasma The fog stands 2 rounds longer.
  • Spreading Miasma The fog spreads one ring further.
L20

Bone Prison

Skill
Bone Prison SKILL · 35 DREAD · 3 TURNS COOLDOWN
One enemy · range 4 · Combat only
Deals 26 shadow damage to the target. (+6 focus) (5 + 0.3 × INT 16)
Applies Stunned to the target for 1 turn: cannot act.
The dead make excellent bars. They hold no grudges. They just hold.
Techniques
  • Thicker Bars 4 more damage as the bars close.
  • Distant Cell The prison forms 2 cells further away.
L28

Soul Feast

Skill
Soul Feast SKILL · 35 DREAD · 3 TURNS COOLDOWN
One enemy · range 4 · Combat only
Deals 44 shadow damage to the target. (+6 focus) (9 + 0.6 × INT 16)
Heals you for 100% of the damage dealt.
Waste nothing. Especially not this.
Techniques
  • Endless Appetite 5 more damage: there is always room.
  • Quick Feast A turn less cooldown: you have learned to eat fast.
L35

Deathstorm

Skill
Deathstorm SKILL · 52 DREAD · 4 TURNS COOLDOWN
All enemies · range 5 · Combat only
Deals 38 shadow damage to every enemy. (+6 focus) (7 + 0.4 × INT 16)
Applies Doom to every enemy for 3 turns: 7 damage per turn, +1 per 2 levels of the one who set it.
The sky remembers every burial, and reads the list aloud.
Techniques
  • Gathering Storm Doom lasts an extra turn: the sky keeps its promises.
  • Storm Front A turn less cooldown: the weather is turning.
9 • Zeal

Paladin

Somewhere behind the Paladin is a promise made out loud - to a god, to a grave, to a village that burned. The armor is just the promise's outer layer. It has not been broken. It will not start today.

L1

Aegis

Defend
Aegis DEFEND · 4 TURNS COOLDOWN
Self · Combat only
Applies Consecrated to yourself for 3 turns: weapon strikes deal +5 holy damage, +1 per 2 levels.
What you swore to protect, you protect - and what you strike, the oath strikes too.
Techniques
  • Greater Aegis 6 more shield: the wall grows.
  • Aegis Eterna The aegis lingers: you are also Protected for a turn.
L1

Attack

Attack
Attack ATTACK
One enemy · melee · Combat only
Deals 25 weapon damage to the target. (+6 weapon) (1 + 0.5 × STR 16)
A plain strike with whatever you hold - blade at arm's reach, bow at a distance.
L1

Lay on Hands

Skill
Lay on Hands SKILL · 29 ZEAL
One ally · range 4 · Usable anywhere
Restores 58 health to an ally. (+6 focus) (14 + 0.6 × SPI 16)
The promise has warmth in it. Feel.
Techniques
  • Both Hands 8 more healing for a quarter more zeal.
  • Gentle Touch 30% less zeal: mercy should be affordable.
  • Lingering Grace The touch keeps mending: Renewal for 2 turns.
L1

Oathstrike

Attack
Oathstrike ATTACK
One enemy · melee · Combat only
Deals 26 weapon damage to the target. (+6 weapon) (3 + 0.5 × STR 16)
Adds 8 holy damage to the blow. (3 + 0.3 × SPI 16)
The oath, applied directly.
Techniques
  • Sworn Edge 5 more damage: the oath sharpens the steel.
  • Blinding Oath The strike flares: the target is Exposed for a turn.
L3

Thrown Verdict

Skill
Thrown Verdict SKILL · 23 ZEAL · 2 TURNS COOLDOWN
One enemy · range 4 · Combat only
Deals 39 holy damage to the target. (+6 focus) (8 + 0.4 × SPI 16)
For 0 turns the target cannot ignore you: whenever you are within an attack's reach, that attack must come at you.
Thrown judgment. It always comes back; so do you.
Techniques
  • Loud Verdict The verdict carries 2 cells further.
  • Heavy Gavel 5 more damage: justice has weight.
  • Branded Verdict The verdict brands them Marked for 2 turns: let the whole party execute the sentence.
L5

Spoken For

Skill
Spoken For SKILL · 35 ZEAL · 2 TURNS COOLDOWN
Ground · front arc 2 deep · Combat only
Deals 38 holy damage to each enemy in the area. (+6 focus) (7 + 0.4 × SPI 16)
This ground is spoken for.
Techniques
  • Final Word 5 more damage: the conversation is over.
  • Wider Claim One ring further, one more turn of cooldown.
L12

Load-Bearing Faith

Skill
Load-Bearing Faith SKILL · 17 ZEAL
One ally · range 5 · Combat only
Shields an ally for 43 damage. (+6 focus) (10 + 0.5 × SPI 16)
Applies Protected to an ally for 2 turns: absorbs the next attack.
Belief, briefly structural.
Techniques
  • Faith Compounded 5 more shield: belief stacks.
  • Enduring Faith Protected lasts an extra turn.
L20

The Long Arm

Attack
The Long Arm ATTACK · 23 ZEAL · 3 TURNS COOLDOWN
One enemy · range 3 · Combat only
Deals 44 holy damage to the target. (+6 weapon) (8 + 0.7 × STR 16)
Applies Stunned to the target for 1 turn: cannot act.
Some verdicts are delivered airmail.
Techniques
  • Longer Arm One cell more reach: nobody is out of arm's length.
  • Iron Knuckles 5 more damage at the end of the arm.
L28

Shared Oath

Skill
Shared Oath SKILL · 29 ZEAL · 3 TURNS COOLDOWN
All allies · Combat only
Shields every ally for 37 damage. (+6 focus) (7 + 0.3 × SPI 16)
Restores 24 health to every ally. (+6 focus) (5 + 0.2 × SPI 16)
The oath covers everyone. It was always going to.
Techniques
  • Deeper Oath 5 more shield shared between you.
  • Renewed Oath A turn less cooldown: oaths bear repeating.
L35

By This Hand

Attack
By This Hand ATTACK · 23 ZEAL · 3 TURNS COOLDOWN
One enemy · melee · Combat only
Deals 62 holy damage to the target. (+6 weapon) (12 + 1 × STR 16)
Heals you for 50% of the damage dealt.
The verdict, delivered by hand, receipted in your own healed wounds.
Techniques
  • Unstayed Hand 8 more damage, one more turn of cooldown.
  • Merciful Hand You keep a quarter more of the strength it costs them.
12 • Favor

Shaman

The Shaman never fights alone - the storm owes a favor, the river keeps accounts, the ancestors lean in when called by name. Every chant is a debt collected on behalf of the living.

L1

Attack

Attack
Attack ATTACK
One enemy · melee · Combat only
Deals 25 weapon damage to the target. (+6 weapon) (1 + 0.5 × STR 16)
A plain strike with whatever you hold - blade at arm's reach, bow at a distance.
L1

Borrowed Thunder

Attack
Borrowed Thunder ATTACK
One enemy · melee · Combat only
Deals 24 weapon damage to the target. (+6 weapon) (2 + 0.4 × STR 16)
Restores 2 favor to yourself.
The sky lends its opinion to your arm.
Techniques
  • Louder Thunder 4 more damage: you borrowed extra.
  • Static Charge The thunder clings: the target is Exposed for a turn.
L1

Chant of Vigor

Skill
Chant of Vigor SKILL · 29 FAVOR · 2 TURNS COOLDOWN
All allies · Combat only
Shields every ally for 39 damage. (+6 focus) (8 + 0.4 × SPI 16)
An old song. The bones remember the chorus.
Techniques
  • Rising Chorus Every ally's shield grows by 4, for a quarter more favor.
  • Quick Verse A turn less cooldown: you know it by heart.
L1

Stone Chant

Defend
Stone Chant DEFEND · 4 TURNS COOLDOWN
One ally · range 5 · Combat only
Applies Stoneskin to an ally for 3 turns: takes -50% physical damage (the next 3 attacks).
The mountain agrees to stand in front of your friend.
Techniques
  • Granite Chant 5 more shield: a deeper verse of the mountain.
  • Echoing Chant The chant echoes on: you are also Protected for a turn.
L3

Cleansing Rain

Skill
Cleansing Rain SKILL · 22 FAVOR · 2 TURNS COOLDOWN
All allies · Usable anywhere
Removes all harmful effects from every ally.
Restores 27 health to every ally. (+6 focus) (6 + 0.3 × SPI 16)
The river takes what should not be carried.
Techniques
  • Heavier Rain 5 more healing in every drop.
  • Long Rain The rain keeps falling: every ally gains Renewal for a turn.
L5

Ancestral Surge

Skill
Ancestral Surge SKILL · 36 FAVOR · 3 TURNS COOLDOWN
One ally · range 5 · Usable anywhere
Restores 41 health to an ally. (+6 focus) (10 + 0.4 × SPI 16)
Restores 25% of an ally's resource.
The dead lend what the living lack. They ask so little.
Techniques
  • Deep Ancestry 6 more healing: older voices join in.
  • Two Rivers A turn less cooldown: the current always returns.
L12

Chain Lightning

Skill
Chain Lightning SKILL · 29 FAVOR · 2 TURNS COOLDOWN
One enemy · range 5 · Combat only
Deals 40 fire damage to the target. (+6 focus) (7 + 0.5 × INT 16)
Chains to up to 2 more enemies within range, dealing 60% of the damage.
Bad news travels. It brings friends.
Techniques
  • Longer Chain The lightning visits one more body, at half strength.
  • Storm's Weight 5 more damage on the first strike.
L20

Paid in Rain

Skill
Paid in Rain SKILL · 36 FAVOR · 3 TURNS COOLDOWN
All allies · Usable anywhere
Restores 39 health to every ally. (+6 focus) (8 + 0.4 × SPI 16)
The storm owes you one. It pays in full.
Techniques
  • Paid in Full 6 more healing: no debts among the living.
  • Quick Payment A turn less cooldown: the sky settles up promptly.
L28

Stormcall

Skill
Stormcall SKILL · 36 FAVOR · 3 TURNS COOLDOWN
All enemies · range 5 · Combat only
Deals 28 fire damage to every enemy. (+6 focus) (6 + 0.4 × INT 16)
Applies Weakened to every enemy for 2 turns: -2 STR, -1 VIT.
Everyone hears it at once. Everyone answers to it.
Techniques
  • Thunderhead Weakened lasts an extra turn under the anvil cloud.
  • Called Twice 4 more damage: the storm heard you the first time.
  • Hailstorm The storm carries ice: the target is Frozen for a turn. A Wizard's Pointed Cold knows just what to do with that.
L35

What One Carries

Skill
What One Carries SKILL · 44 FAVOR · 4 TURNS COOLDOWN
All allies · Combat only
Shields every ally for 41 damage. (+6 focus) (10 + 0.4 × SPI 16)
Restores 10% of every ally's resource.
What one carries, all carry. That is the whole religion.
Techniques
  • Carried Far 6 more shield: you can carry more than they think.
  • Light Burden A turn less cooldown: practice makes the weight familiar.
10 • Soulfire • Ultra rare — fate only

Warlock

The Warlock read the contract, signed in blood, and - this is the important part - understood it. Power is a loan; health is currency; the dark charges interest. So does the Warlock.

L1

Attack

Attack
Attack ATTACK
One enemy · melee · Combat only
Deals 25 weapon damage to the target. (+6 weapon) (1 + 0.5 × STR 16)
A plain strike with whatever you hold - blade at arm's reach, bow at a distance.
L1

Borrowed Skin

Defend
Borrowed Skin DEFEND · 35 SOULFIRE · 1 TURN COOLDOWN
Self · Combat only
Shields yourself for 23 damage. (+6 focus) (9 + 0.5 × INT 16)
Something else wears the blow. It signed for that.
Techniques
  • Longer Loan 5 more shield: generous terms, terrible lender.
  • Fair Terms 40% less soulfire: you read the contract this time.
L1

Exchange Rate

Skill
Exchange Rate SKILL · 2 TURNS COOLDOWN
Self · Combat only
Deals 33 shadow damage to yourself. (+6 focus)
Restores 33% of your soulfire.
Trade blood for fire. The exchange rate favors the bold.
Techniques
  • Better Terms The exchange also returns 5 extra soulfire.
  • Painless Fee The toll on your own flesh is 4 lighter.
L1

Past Due

Attack
Past Due ATTACK
One enemy · range 5 · Combat only
Deals 28 shadow damage to the target. (+6 weapon) (4 + 0.5 × INT 16)
If the target is Burning: Adds 10 shadow damage to the blow. (4 + 0.4 × INT 16)
A reminder that the account is past due.
Techniques
  • Compounding 4 more damage: the balance grows nightly.
  • Collection Notice The notice arrives on fire: Burning for a turn.
L3

The Slow Word

Skill
The Slow Word SKILL · 35 SOULFIRE · 2 TURNS COOLDOWN
One enemy · range 5 · Combat only
Deals 25 shadow damage to the target. (+6 focus) (4 + 0.3 × INT 16)
Applies Poisoned to the target for 3 turns: 3 damage per turn, +1 per 2 levels of the one who set it, -1 STR.
A slow word that keeps hurting.
Techniques
  • Slower Word Poisoned lasts an extra turn: sound it out.
  • Venomous Diction 4 more damage: enunciation matters.
L5

Soul Rain

Skill
Soul Rain SKILL · 52 SOULFIRE · 3 TURNS COOLDOWN
Ground · area 3×3 · range 4 · Combat only
Deals 38 shadow damage to each enemy in the area. (+6 focus) (7 + 0.4 × INT 16)
Heals you for 20% of the damage dealt.
The sky forgets which side it is on.
Techniques
  • Monsoon One ring further, for a quarter more soulfire.
  • Drink Deep You keep 15% more of what the rain carries back.
L12

Familiar Flame

Skill
Familiar Flame SKILL · 26 SOULFIRE · 2 TURNS COOLDOWN
One enemy · range 5 · Combat only
Deals 28 shadow damage to the target. (+6 focus) (6 + 0.4 × INT 16)
Applies Burning to the target for 2 turns: 5 damage per turn, +1 per 2 levels of the one who set it.
Fire that reads your diary first.
Techniques
  • Old Friend Burning lasts an extra turn: it knows the way.
  • Stoked Flame 5 more damage: you fed it well.
L20

Withdrawal

Skill
Withdrawal SKILL · 26 SOULFIRE · 2 TURNS COOLDOWN
One enemy · range 4 · Combat only
Deals 28 shadow damage to the target. (+6 focus) (6 + 0.4 × INT 16)
Heals you for 50% of the damage dealt.
Drains 10% of the target's resource.
A withdrawal, in the banking sense.
Techniques
  • Full Withdrawal 5 more damage: empty the account.
  • Service Fee You keep a fifth more of the withdrawal.
L28

Cosigned

Skill
Cosigned SKILL · 26 SOULFIRE · 3 TURNS COOLDOWN
One ally · range 5 · Combat only
Shields an ally for 58 damage. (+6 focus) (14 + 0.6 × INT 16)
Deals 22 shadow damage to yourself. (+6 focus)
Your blood, their armor. Everyone signs.
Techniques
  • Guarantor 6 more shield for the one you vouch for.
  • Small Print Your own toll for signing is 3 lighter.
L35

The Last Word

Skill
The Last Word SKILL · 52 SOULFIRE · 3 TURNS COOLDOWN
One enemy · range 5 · Combat only
Deals 56 shadow damage to the target. (+6 focus) (12 + 0.6 × INT 16)
If the target is Burning: Adds 37 shadow damage to the blow. (10 + 0.5 × INT 16) (consumes Burning)
The last word in an old argument, best delivered while they still burn.
Techniques
  • Final Syllable 6 more damage: say it like you mean it.
  • Kept Word A turn less cooldown: you always have another last word.
Afflictions and blessings

Statuses

Ticks scale with the hand that set them. What a monster is made of cannot afflict it.

Bleeding

harmful
4 damage per turn, +1 per 2 levels of the one who set it
Loses health each turn. Fuels divine judgment.

Burning

harmful
5 damage per turn, +1 per 2 levels of the one who set it
Takes fire damage each turn.

Exposed

harmful
takes +20% damage
An opening in the guard. The next hit lands 20% harder and closes it.

Frozen

harmful
-3 AGI, cannot act
Cannot act. Shattered by heavy blows.

Marked

harmful
-2 AGI
Takes extra damage from ranged attacks.

Poisoned

harmful
3 damage per turn, +1 per 2 levels of the one who set it, -1 STR
Loses health each turn; healing reduced.

Protected

helpful
absorbs the next attack
A ward against the very next blow. It takes the hit whole, and is spent.

Silenced

harmful
cannot cast
Cannot cast spells.

Stunned

harmful
cannot act
Skips the next action.

Weakened

harmful
-2 STR, -1 VIT
Deals reduced damage.

Doom

harmful
7 damage per turn, +1 per 2 levels of the one who set it
A sentence pronounced; the execution is only a matter of turns.

Enraged

helpful
+3 STR, +1 VIT
Fury lends strength the body will pay for later.

Renewal

helpful
heals 8 per turn, +1 per 2 levels of the mender
Life knits itself back together.

Venomed Blades

helpful
weapon strikes apply Poisoned
The edge glistens. Every cut carries the coating.

Festering

harmful
healing received -15%
The wound sours. Healing finds less to work with, for one fight.

Snagged

harmful
movement -1
Caltrops in the boot. The next fight is fought a step slow.

Steadied

helpful

Just shaken off. Too braced to be stunned or held again, briefly.

Live Current

harmful
4 damage per turn, +1 per 2 levels of the one who set it
Grounded through the boots. The coil does not care whose.

Slowed

harmful
-2 AGI, movement -2
Moves two fewer cells and reacts late.

Evasive

helpful
+60% dodge (the next 3 attacks)
Most blades find only air - for a few swings.

Foresight

helpful
+2 AGI, takes -30% damage (the next 3 attacks)
You saw it coming: a third off the next few blows, and quicker feet.

Barkskin

helpful
takes -55% physical damage (the next 3 attacks)
Bark where skin was: more than half of the next few blades and claws stops in the wood.

Stoneskin

helpful
takes -50% physical damage (the next 3 attacks)
The mountain lends its hide: half of the next few blows of steel or claw glance off.

Deflecting

helpful
takes -40% damage (the next 3 attacks)
Physics, redirected: forty percent of the next few blows goes elsewhere.

Warded

helpful
takes -35% damage (the next 3 attacks)
The dead file a third of the next few wounds under 'not yours'.

Consecrated

helpful
weapon strikes deal +5 holy damage, +1 per 2 levels
Every blow carries the oath: holy fire on each strike.

Grave-Cold Edge

helpful
weapon strikes apply Weakened, weapon strikes deal +3 frost damage, +1 per 2 levels
The wound-cold rides the blade: strikes bite with frost and leave the struck Weakened.

Winterheart

helpful
takes -30% damage, weapon strikes deal +6 frost damage, +1 per 2 levels
Become the thing winter is afraid of: a third of every blow refused, and frost on every answer.

Choking

harmful
4 damage per turn, +1 per 2 levels of the one who set it, cannot cast
The air itself is against you: it scours the lungs and strangles the words of any spell.

Rooted

harmful
movement -9
Held fast - by web, wail or grasping ground. The feet do not answer.

War-Drunk

helpful
+4 STR, +2 AGI
The howl is in the blood: the pack hits harder and moves meaner.
Rare gear remembers

Oaths

Some rare pieces carry an oath. Do the deed it names while wearing it and the piece awakens a permanent bonus. The item remembers, not the wearer.

Anvil Oath

Deed: Endure 2000 damage in battle
Awakens: +40 health
Two thousand wounds taken and still standing.

Cogbreaker's Oath

Deed: Slay 60 of constructs
Awakens: +12% damage vs constructs
Everything built can be unbuilt, with enthusiasm.

Giantsbane Oath

Deed: Slay 40 of brutes
Awakens: +12% damage vs brutes
The bigger they come, the more of them there is to stop.

Gravedigger's Oath

Deed: Slay 150 of the restless dead
Awakens: +10% damage vs the restless dead
The dead outnumber the living down here. Even the odds.

Lantern Oath

Deed: Find 25 traps
Awakens: +15% trap sense for the party's leader
Twenty-five traps found before they found you.

Mender's Oath

Deed: Restore 1500 health to the living
Awakens: +4 SPI
Fifteen hundred wounds closed by these hands.

Rat-Taker's Oath

Deed: Slay 120 of ratmen
Awakens: +10% damage vs ratmen
The warrens remember every taken tail.

Red Ledger

Deed: Land 50 critical strikes
Awakens: +4 AGI
Fifty perfect strikes, each one written down.

Scar-Tissue Covenant

Deed: Spring 10 traps the hard way
Awakens: +6 armor
Ten traps found the hard way. The item approves of your methods.

Tidebreaker's Oath

Deed: Slay 80 of lizardfolk
Awakens: +10% damage vs lizardfolk
What crawls out of the drowned dark can crawl back dead.

Unbroken Banner

Deed: Win 20 fights with no one falling
Awakens: +4 VIT
Twenty fights won with every banner still flying.

Venomed Ledger

Deed: Poison 100 foes
Awakens: +4 AGI
One hundred foes, each given something to remember you by.

Warden's Oath

Deed: Raise 1000 points of wards
Awakens: +40 health
A thousand points of harm refused before they landed.

Witness of the Deep

Deed: Slay 30 of horrors
Awakens: +12% damage vs horrors
Some things should not be seen. See them anyway. End them.

Dynamo Pact

Deed: Slay 40 of constructs
Awakens: +2 resource per killing blow
Forty machines unmade; their spark is yours now.

Fieldwright's Oath

Deed: Take the field with 60 walls, wards and wires
Awakens: your zones stand +1 round
Sixty works raised on the field. They stand longer for a practiced hand.

Gambler's Debt

Deed: Stake 5000 gold at the gambler's table
Awakens: 20% off the gambler and the forge
Five thousand gold fed to the table. The mountain runs you a tab.

Gravewalker's Covenant

Deed: Endure 4000 damage in battle
Awakens: once per expedition, refuse a killing blow (1 health)
Four thousand wounds endured. Death has agreed to knock first.

Harbinger's Oath

Deed: Land 80 critical strikes
Awakens: +3 initiative
Eighty perfect strikes. You arrive before the argument starts.

Outrider's Oath

Deed: Win 12 fights with no one falling
Awakens: +1 movement
Twelve clean victories. The ground learns to get out of your way.

Shortdraw Oath

Deed: Land 60 critical strikes
Awakens: ranged weapons may fire point-blank
Sixty perfect shots. The draw is short; the grudge is shorter.

Venomwright's Oath

Deed: Poison 60 foes
Awakens: 15% to apply Poisoned on weapon hits
Sixty doses delivered. The steel has learned the recipe.