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Player handbook

Seven disciplines

Choose how you fight, learn two skills and keep progression when you change discipline.

2 minute read · Development preview guide

Learn from a trainer

Speak to Guide Luma or Marshal Cairn, stand on safe town paving and stay out of combat for ten seconds. Changing discipline is free and does not reset your level, health, equipment or earned mastery. Finish an expedition before changing.

Each discipline has exactly two active skill slots. Your weapon determines basic attack damage and reach; it does not add a third active skill. Skills have their own range and cooldown; ranged attacks need a clear line of sight. Use the on-screen discipline buttons, or Q for slot 1 and R for slot 2 with the default controls. No token purchase unlocks a class or improves its stats.

Find your style

  • Adventurer: Quick Strike and Rally combine close combat and a small heal.
  • Sentinel: Shield Bash interrupts common creatures; Bulwark briefly halves incoming damage.
  • Vanguard: Cleave delivers a heavy strike; Second Wind restores health.
  • Wayfarer: Pinning Shot interrupts at range; Trail Mend provides field healing.
  • Arcanist: Arc Burst deals ranged damage; Arc Ward reduces incoming damage briefly.
  • Luminary: Radiant Bolt attacks at range; Healing Light can restore a nearby ally.
  • Shade: Siphon returns some dealt damage as health; Veil offers a short defensive window.

Level, mastery and equipment

The effective combat level cap is 20. Old saves preserve their historical level and total XP when normalized to the cap. Mastery records XP earned while a discipline is active; it currently records experience rather than unlocking a skill tree.

All disciplines can use the current equipment catalogue. Gear comes from game gold, gathering, crafting and encounters. Northern weapon paths progress through level 12, level 16 and level 20. Bosses resist the short interrupts that stop ordinary creatures. Balance remains under player testing.