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, just skinned differently — only your auto-attack changes, because its reach comes from the weapon you hold: a sword swings at melee range where a bow shoots from fifteen metres. Ability names in this guide stay weapon-neutral for the same reason — nothing is called an "arrow" or a "bolt," because whatever's in your hands might be neither.

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

Design note

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

Design note

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

Abilities Every Job Has

A few buttons come with the character rather than the job, so they sit on your bar from level 1 whatever you are playing. Throw is the first of them: with a shuriken, boomerang, or chakram on your belt you can tag a monster from range, for a sliver of damage and enough threat to pull it to you. It costs nothing and never waits on the global cooldown.

Shared Abilities
AbilityLvTargetWhat It Does
ThrowOff-GCD · instant1Enemy · 15 mA thrown strike for potency 5 that pulls the target to you. Needs a shuriken, boomerang, or chakram in the support slot.
Stances, Gauges & Procs

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

Subjobs at Half Level

Your subjob runs at its own level, capped at half your main job's level — on a level 60 main, a level 50 subjob comes along at 30, while a level 20 subjob comes along at 20. That cap does most of the design work by itself: every job deliberately keeps its identity pieces — signatures, deep grant tiers, capstone abilities — unlocking in the top half of its own level curve, so a subjob naturally never reaches them, leaving only a sparse handful of main-only capstones to worry about. What a sub does bring is real: the bottom-half abilities, spell grants, and masteries of whatever job you've chosen, picked up exactly as if you were leveling it as a main. The one deliberate exception is the engine: a subjob's gauge never activates, so a gauge-spender ability tags along as inert flavor rather than a build pillar, though resource-sustained tools like a Bard's songs or a Summoner's hexes still function normally as a sub. You also only get to keep one proc lit at a time — your main's or your sub's, your choice.

Changing Jobs

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

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

Starter and Advanced Jobs

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

Design note

Open: which jobs are starters (the list is in playtest), the unlock quest and prerequisites for each advanced job, and the city-to-job mapping (GDD 3.2, Appendix B). As of 2026-09-30 sc-backend lets a new character start as any of the eleven jobs the client ships ability content for (STARTABLE_JOBS, crates/common/src/jobs.rs): Brawler, Paladin, Ninja, Juggernaut, Cleric, Druid, Beastmaster, Elementalist, Ranger, Dragoon, Spellblade. That is a build gate, not the starter decision.

Tanks

Brawler
Brawler portrait render

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

TODO: recruiter hook?

TODO: in-fiction recruiter voice.
— [NPC], [place]
Brawler at a Glance
RoleStat SoulEngineSignature Weapon (aesthetic)
TankSecond WindFist weapons
Abilities
AbilityLvTargetWhat It Does
Rock PunchGCD · instant1Enemy · meleeChain step 1, potency 70. No cost, no recast, always valid.
Tidal SiphonOff-GCD · instant · 10s recast1SelfHeals you for 5% of the damage your hits deal, for 8s. While Second Wind pays, the leech rises to 15% and the buff holds.
Gut CheckOff-GCD · Charge · instant2Enemy · meleeSpends the charge on threat: potency 70 and a heavy dose of enmity.
Wave PalmGCD · instant4Enemy · meleeChain step 2, potency 90.
HaymakerOff-GCD · Charge · instant5Enemy · meleeSpends the charge on damage: potency 120.
Cheap ShotGCD · instant · 30s recast6Enemy · meleeMelee enmity spike, potency 70.
AvalancheGCD · instant8Enemy · meleeChain finisher, potency 120. Landing it lights the charge.
BraceOff-GCD · instant · 10s recast10Self+15% guard chance for 8s. While Second Wind pays, the chance grows and the buff holds.
JawbreakerOff-GCD · Charge · instant10Enemy · meleeSpends the charge on an interrupt: stuns the target for 1s.
Dig InOff-GCD · instant · 10s recast12Self+10% counter chance for 8s. While Second Wind pays, you also swing harder and faster.
StonebraceOff-GCD · instant · 60s recast14Self+50% guard chance for 8s: the short personal guard.
WellspringOff-GCD · Charge · instant15SelfSpends the charge on water: heals you for 150 at once, your only instant self-heal.
CounterstanceOff-GCD · instant · 5s recast18SelfStance: +100% enmity. The charge loop runs whether it is up or not.
PaybackGCD · instant · 15s recast20Enemy · meleeHeavy strike, potency 110; 50% heavier if you countered in the last 3s.
High TideOff-GCD · instant · 45s recast20SelfFor 15s, every hit you take banks extra Second Wind.
TidepullGCD · instant · 15s recast22Enemy · 20 mRanged water strike, potency 60, with heavy enmity: the pull and the re-grab.
Crushing KickGCD · instant24Area · 8 m around youArea attack, potency 60 on each target. Situational, never rotational.
BackhandGCD · instant · 20s recast26Area · 8 m around youArea threat: potency 40, high enmity. Holds a pack.
CoverOff-GCD · instant · 90s recast30Ally · 20 mThe covered ally takes 50% less damage for 10s.
BulwarkOff-GCD · instant · 120s recast34Party · 8 m around youAllies around you gain +20% guard chance for 10s.
Hundred FistsOff-GCD · instant · 120s recast44SelfBurst: +30% attack speed, +25% counter and +25% double attack chance for 15s.
UnbreakableOff-GCD · instant · 300s recast50SelfFor 8s your HP cannot drop below 1, 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
TraitLvWhat It Does

Second Wind

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

Design note

Changed to match sc-backend (2026-09-30): brawler.luau fills Second Wind at scale = 25, 25 points per full bar of damage taken (40 under High Tide), not one point per percent of health. The guide said a quarter-health punch banked a quarter of the bar. Logged in kb/issues/guide-heavy-update-jobs.md.

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

The charge loop is the other half, and it never turns off. Every counter and every Avalanche lights the charge, and a landed auto-attack has a 15% chance to, no more than once every ten seconds. The charge caps at one, and once it's lit you have eight seconds to 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 forced, but it won't wait all fight. The bar and the charge never touch each other. TODO: exact charge windows and follow-up numbers pending.

Spending the Charge

Every counter and every Avalanche charges a single trigger, and now and then an auto-attack does too; when it lights up you choose the follow-up yourself — an enmity hit, a damage hit, an interrupt, or a water heal. TODO: expand.

The Four Follow-Ups

The charge caps at one and holds for eight seconds, so once it's lit the question isn't whether to spend it — it's which of four things this fight needs next. That choice is the whole job.

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

The Paladin wears holy law as armor, trading incoming damage for outlasting endurance. In a party, that means holding the line for as long as the fight demands, turning the strikes it lands 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 strikes 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
AbilityLvTargetWhat It Does
True CutGCD · instant1Enemy · meleeOath Combo step 1, potency 80. Always valid.
VigilOff-GCD · instant · 5s recast1SelfStance: +100% enmity. Radiance fills whether it is up or not.
RestoreOff-GCD · instant2SelfProc response: heals you for 150 at once. Every other Paladin heal is a cast.
Steady CutGCD · instant4Enemy · meleeOath Combo step 2, potency 100.
FlashGCD · instant · 20s recast6Enemy · meleeBlinding strike, potency 40, with heavy enmity: blinds the target for 6s. Feeds Radiance.
Consecrated BlowGCD · instant8Enemy · meleeOath Combo finisher, potency 140, the only chain step that lands holy. Feeds Radiance.
EnholyGCD · instant · 10s recast10SelfEn-spell: for 60s every auto-attack you land carries 15 holy damage, and each one adds Radiance.
Radiant ArcGCD · instant12Area · 8 m around youHoly swing around you, potency 60; feeds the same Radiance on one target or ten. Situational.
LightwardOff-GCD · instant · 30s recast15Ally · 20 mA 30s absorb barrier on one ally or yourself, worth 50 at an empty gauge. Each Radiance tier you hold raises it, and an enhanced cast spends 25 Radiance.
JudgeOff-GCD · instant · 30s recast20Enemy · meleeHoly strike, potency 120: the one weave that pays into Radiance.
BastionOff-GCD · instant · 90s recast22SelfEvery attack you can block is blocked for 8s.
UnyieldingOff-GCD · instant · 60s recast26SelfYou take 20% less damage for 10s.
CondemnGCD · instant · 25s recast28Enemy · 20 mRanged holy taunt, potency 50, with heavy enmity: the pull and the re-grab. Feeds Radiance.
KindleGCD · instant30Enemy · meleeCheap holy strike, potency 55: the filler you press to buy Radiance.
Binding OathOff-GCD · instant · 30s recast34Enemy · 20 mHoly chains: stuns the target for 3s, interrupting its cast.
AegisOff-GCD · instant · 60s recast35Ally · 20 mNegates the next 1 hit on an ally, plus one more per Radiance tier you hold. Lasts 60s; an enhanced cast spends 25 Radiance.
Shared OathOff-GCD · instant · 120s recast40Party · 8 m around youYou and every ally around you take 10% less damage for 15s.
RetributionGCD · instant · 30s recast45Enemy · meleeHeavy holy strike, potency 200: the largest Radiance deposit on the GCD.
InvincibleOff-GCD · instant · 300s recast50SelfImmune to physical damage for 8s.
Granted Spells
SpellLvTargetWhat It Does
HolyGCD · 4 MP · 3s cast14Enemy · 20 mHoly nuke, potency 120: the first rung of the holy line.
Heal IIGCD · 6 MP · 4s cast24Ally · 20 mHeals one ally for 300. A slow, honest hard cast.
Holy IIGCD · 5 MP · 3s cast32Enemy · 20 mHoly nuke, potency 200: the middle rung of the holy line.
Holy IIIGCD · 6 MP · 3s cast48Enemy · 20 mHoly nuke, potency 300: the top rung of the holy line.
Design note

Designed, not built: the Paladin rows below are in the job design (Jobs-v3) but have no ability in sc-backend as of 2026-09-30, so the generated tables above leave them out. They ship when the backend grants them.

Designed, Not Built — Granted Spells
SpellLvCast TimeGCDCostTargetWhat It Does
Holy BoltYesSingleHoly nuke; first tier of the Holy line.
Masteries
LvChoice AChoice B
Traits by Level
TraitLvWhat It Does

Radiance

Radiance fills by a set amount each time one of your strikes lands: 20 for Retribution, 12 for Kindle or Judge, 10 for Consecrated Blow, 8 for Radiant Arc, 5 for Condemn, 4 for Flash, and 2 for every auto-attack you land while Enholy is up. A miss banks nothing. 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: Radiance costs pending.

The Free Heal

All your other heals are casted, but Restore is instant. Each time you take damage there's an 8% chance your trigger lights, no more than once every ten seconds; press Restore while it's lit and you heal yourself for 150 at once, for free. TODO: expand.

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

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

TODO: recruiter hook?

TODO: in-fiction recruiter voice.
— [NPC], [place]
Samurai at a Glance
RoleStat SoulEngineSignature Weapon (aesthetic)
TankParryChancePoiseGreat-katana
Design note

Designed, not built: sc-backend has no Samurai kit as of 2026-09-30 (no rows in ability_job_unlocks.sql), so the tables below are the Jobs-v3 design and are held out of the retail build until the job ships.

Abilities
AbilityLvGCDCostTargetWhat It Does
Kata Combo
Sweeping CutArea attack.
DeflectAbsorbs the next attack and converts it to Poise.
InterposeTakes an ally's next hit and converts it to Poise.
Execution CutPoise spender; damage scales with Poise spent.
Set CutDeclares a cut that resolves a beat later — timed into an enemy action, it parries and punishes.
Spell List

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

Masteries
LvChoice AChoice B
Traits by Level
TraitLvWhat It Does

Poise

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

A Free Bank

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

Set Cut

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

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

Banking and Spending

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

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

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

TODO: recruiter hook?

TODO: in-fiction recruiter voice.
— [NPC], [place]
Ninja at a Glance
RoleStat SoulEngineSignature Weapon (aesthetic)
TankUtsuKatana
Abilities
AbilityLvTargetWhat It Does
Quick CutGCD · instant1Enemy · meleeChain step 1, potency 60. Always valid.
YoninOff-GCD · instant · 5s recast1SelfStance: +100% enmity, and half your evasion counts as armour. Distract and Sleight pull the target to you under it.
SleightOff-GCD · instant2Enemy · 20 mProc response: a free throw, potency 100. Under Yonin it drags the target onto you.
Crescent SweepGCD · instant4Area · 8 m around youArea attack, potency 55. Feeds no Utsu. Situational.
Cross CutGCD · instant8Enemy · meleeChain step 2, potency 85.
Jutsu: KatonGCD · instant · 16s recast11Enemy · 20 mFire burst, potency 130; your main Utsu feed.
BolaOff-GCD · instant · 45s recast14Enemy · 20 mThrown bind: holds the target in place for 15s.
DistractGCD · instant · 18s recast17Enemy · 20 mThrown strike, potency 90. Under Yonin it taunts, drawing the target onto you; otherwise plain damage.
Final CutGCD · instant20Enemy · meleeChain finisher, potency 115.
Quick ThrowOff-GCD · instant · 20s recast23Enemy · 20 mThrown strike, potency 110, with heavy enmity: your only threat that costs no GCD.
BlurOff-GCD · instant · 60s recast25Self+80 evasion for 15s; under Yonin, half of it counts as armour too.
SubstitutionGCD · instant · 14s recast28Enemy · meleeMelee threat, potency 100. If you dodged in the last 3s, it restores 5% of your max Ward.
Jutsu: KekkaiGCD · instant · 30s recast30SelfRestores 20% of your max Ward and feeds Utsu. Deals no damage.
Star SprayGCD · instant · 16s recast32Area · 12 m coneThrown cone of threat, potency 45 on each target. Feeds no Utsu. Situational.
Jutsu: HyotonGCD · instant · 45s recast35Enemy · 20 mIce burst, potency 65; afterwards you take 12% less damage for 12s.
AfterimageOff-GCD · instant · 45s recast38SelfFor 12s, every attack you evade restores 5% of your max Ward.
Jutsu: EnmakuOff-GCD · instant · 60s recast40Area · 10 m around youSmokescreen: blinds everything around you for 10s. The one jutsu that feeds no Utsu.
KagemushaOff-GCD · instant · 90s recast47Party · 15 m around youEvery ally around you gets a body double for 10s: the first attack against each is evaded outright.
VanishOff-GCD · instant · 300s recast50SelfFor 8s nothing reaches you, attacks and spells alike.
Spell List

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

Masteries
LvChoice AChoice B
Traits by Level
TraitLvWhat It Does

Utsu

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

Sleight

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

Shadows

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

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

Evasion as Armor

Yonin, your enmity stance, does most of the heavy lifting: while it's up, your evasion rating counts in full as evasion and half of it again as though it were armor. Evasion gear is dead weight on every other job in Vhael and real tank itemization only in Ninja hands, which is why a Ninja's gear list looks nothing like a Paladin's. Blur stacks a window of extra evasion on top of it.

Ward

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

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

Healers

Cleric
Cleric portrait render

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

TODO: recruiter hook?

TODO: in-fiction recruiter voice.
— [NPC], [place]
Cleric at a Glance
RoleStat SoulEngineSignature Weapon (aesthetic)
HealerCharisma (CHR)OblationMace & shield
Abilities
AbilityLvTargetWhat It Does
Holy StrikeGCD · instant1Enemy · meleeMelee strike, potency 100; opens the chain. Spends 15 Oblation, when you hold it, as healing for the party around you.
ZealOff-GCD · instant2SelfProc response after a landed cast: for 10s your standing aura, and the flame if it is lit, run stronger.
SmiteGCD · 4 MP · instant6Enemy · 20 mRanged holy bolt, potency 100: your filler when you can't stand in the pack. Never touches Oblation.
Resist AuraOff-GCD · 20 CHR · instant9PartyRaises your field: allies within 15 m gain 15 resistance to every element. One aura at a time; raising one drops the last.
AbsolveGCD · instant14Enemy · meleeChain finisher, potency 130. Spends 25 Oblation for a larger party heal.
Clarity AuraOff-GCD · 20 CHR · instant18PartyRaises your field: allies within 15 m regain mana and cast 15% faster. One aura at a time.
Dread AuraOff-GCD · 20 CHR · instant20PartyRaises your field: what strikes an ally inside it is marked with Dread and hits softer. One aura at a time.
BarrierOff-GCD · instant · 20s recast ×224Ally · 20 mA 20s absorb shield on one ally, worth 350 damage.
SalvationGCD · 12 MP · 3s cast · 30s recast25Ally · 20 mEmergency heal for 500: the one heal in the kit worth standing still for.
CrackGCD · instant · 20s recast32Enemy · meleePriority melee strike, potency 150; strips 20% of the target's armour for 20s. Spends 15 Oblation.
DevotionOff-GCD · instant · 120s recast38SelfYou take 30% less damage for 30s: the shield half of mace-and-shield.
ImmolationOff-GCD · 40 HP/s · instant · 5s recast40SelfSets you ablaze, or douses you. The burn is what charges Oblation, and your aura decides what the flame gives. It puts itself out at 33% health, so it can never kill you.
DenounceGCD · 8 MP · instant · 20s recast42Enemy · 20 mRanged holy cast, potency 200, that lays Dread (15% less damage for 20s) on targets your field never reaches.
ProtectOff-GCD · instant · 90s recast44Ally · 20 mOne ally takes 25% less damage for 10s: the tankbuster answer.
ConsecrateOff-GCD · instant · 120s recast47Party · 30 m around youEvery ally around you takes 15% less damage for 15s.
SanctuaryGCD · 18 MP · 2.5s cast · 90s recast48Party · 30 m around youA 20s absorb bubble on every ally around you, worth 300 damage each.
MiracleOff-GCD · instant · 300s recast50Party · 30 m around youEvery ally's resistances rise by 50, caps included, for 10s: the encounter answer.
Granted Spells
SpellLvTargetWhat It Does
HealGCD · 4 MP · 2s cast3Ally · 20 mHeals one ally for 180.
RegenGCD · 4 MP · 1.5s cast12Ally · 20 mHeal over time: 60 every 3s for 18s.
CleanseGCD · 5 MP · instant16Ally · 20 mRemoves every dispelable debuff from the target.
Heal IIGCD · 6 MP · 4s cast22Ally · 20 mHeals one ally for 300. A slow, honest hard cast.
PrayerGCD · 9 MP · 3s cast27Party · 30 m around youHeals every ally around you for 200.
HolyGCD · 4 MP · 3s cast29Enemy · 20 mHoly nuke, potency 120: the first rung of the holy line.
BlindGCD · 5 MP · instant · 45s recast35Enemy · 20 mBlinds the target: 30 accuracy lost for 45s.
Heal IIIGCD · 10 MP · 4.5s cast45Ally · 20 mHeals one ally for 480: the top of the hard-cast line.
Design note

Designed, not built: the Cleric rows below are in the job design (Jobs-v3) but have no ability in sc-backend as of 2026-09-30, so the generated tables above leave them out. They ship when the backend grants them.

Designed, Not Built — Granted Spells
SpellLvCast TimeGCDCostTargetWhat It Does
ReviveYesManaSingleRaises a fallen ally.
Masteries
LvChoice AChoice B
Traits by Level
TraitLvWhat It Does

Oblation

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

Zeal

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

The Three Auras

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

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

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

TODO: recruiter hook?

TODO: in-fiction recruiter voice.
— [NPC], [place]
Druid at a Glance
RoleStat SoulEngineSignature Weapon (aesthetic)
HealerThe YearStaff
Abilities
AbilityLvTargetWhat It Does
EarthshakeGCD · 5 MP · 2.5s cast1Enemy · 20 mEarth nuke, potency 120, that leaves a tremor ticking on the target (5 every 1s for 15s). Your damage filler.
BloomOff-GCD · instant2SelfProc response after a DoT tick: each stack makes your DoTs and your healing 6% stronger, up to 5 stacks for 20s.
RegrowthGCD · 8 MP · 2s cast11Ally · 20 mSignature heal over time: 90 every 3s for 21s. Expensive; plant it on the tank.
Hold the SunOff-GCD · instant · 30s recast20SelfHolds the season where it stands for 10s, so a good season outlasts its thirty seconds. Main job only.
Harvest RainOff-GCD · instant · 60s recast23Party · 15 m around youHeals every ally around you for 180: the only heal with no cast and no setup.
BarkskinOff-GCD · instant · 120s recast25SelfYou take 30% less damage for 30s.
EntangleGCD · 3 MP · instant · 45s recast28Enemy · 20 mRoots the target in place for 15s. Bosses are immune.
Sacred GroveGCD · 10 MP · 2s cast · 30s recast30Ground · 15 m circleRaises a healing field on a chosen point: everyone standing in it regains 55 every 3s for 15s. Main job only.
HarvestGCD · 6 MP · instant · 20s recast35Ally · 20 mHeals for 150, plus 120 for each HoT already on the target, up to 3. Reads the garden without spending it.
WitherGCD · 5 MP · instant · 60s recast40Enemy · 20 mEarth damage over time (10 every 1s for 30s); the target deals 15% less damage while it stands.
Force of NatureOff-GCD · instant · 90s recast44SelfTurns the year one season on, right now. Main job only.
RenewOff-GCD · instant · 90s recast45Party · 30 m around youEvery HoT you have out is re-laid to a full bed, at the season it was grown under.
IronwoodOff-GCD · instant · 90s recast47Party · 30 m around youEach ally around you gets a 15s shield worth 3 ticks of the strongest HoT already on them.
SolsticeOff-GCD · instant · 120s recast48SelfAll four seasons at once for 15s.
Full BloomOff-GCD · instant · 300s recast50Party · 30 m around youHeals every ally around you for 800 and lays a full Regrowth on each of them.
Granted Spells
SpellLvTargetWhat It Does
HealGCD · 4 MP · 2s cast3Ally · 20 mHeals one ally for 180.
RegenGCD · 4 MP · 1.5s cast4Ally · 20 mHeal over time: 60 every 3s for 18s.
CrumbleGCD · 4 MP · instant8Enemy · 20 mEarth damage over time: about 12 every 1s for 30s. The DoT that keeps Bloom fed.
CleanseGCD · 5 MP · instant14Ally · 20 mRemoves every dispelable debuff from the target.
PrayerGCD · 9 MP · 3s cast32Party · 30 m around youHeals every ally around you for 200.
Heal IIGCD · 6 MP · 4s cast38Ally · 20 mHeals one ally for 300. A slow, honest hard cast.
Crumble IIGCD · 7 MP · 2.5s cast41Area · 12 m around youCrumble over a crowd: about 8 every 1s for 30s on everything around you. Single target, plain Crumble is better.
Design note

Designed, not built: the Druid rows below are in the job design (Jobs-v3) but have no ability in sc-backend as of 2026-09-30, so the generated tables above leave them out. They ship when the backend grants them.

Designed, Not Built — Granted Spells
SpellLvCast TimeGCDCostTargetWhat It Does
ReviveYesManaSingleRaises a fallen ally.
Masteries
LvChoice AChoice B
Traits by Level
TraitLvWhat It Does

The Year

An ambient year turns beneath every Druid, cycling roughly every thirty seconds through Spring, Summer, Autumn, and Winter, each pass granting a different passive edge to your healing: Spring makes HoTs stronger and longer, and Winter turns half of any overheal into a shield instead of wasting it. Summer and Autumn are designed but not built in sc-backend as of 2026-09-30 (druid.luau reads only Spring and Winter): Summer speeds up MP refresh, Autumn cuts the cost of your heals and refunds some of it back. None of it is a downside season — your kit stays fully competent year-round, and the cycle is pure bonus on top. There is no gauge. Two buttons steer the year: Hold the Sun pauses it for about ten seconds, and Force of Nature advances it one season right now. HoTs remember the season they were cast in.

Deeper Ticks

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

The Four Seasons

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

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

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

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

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

TODO: recruiter hook?

TODO: in-fiction recruiter voice.
— [NPC], [place]
Arbiter at a Glance
RoleStat SoulEngineSignature Weapon (aesthetic)
HealerThe NeedleWand
Design note

Designed, not built: sc-backend has no Arbiter kit as of 2026-09-30 (no rows in ability_job_unlocks.sql), so the tables below are the Jobs-v3 design and are held out of the retail build until the job ships.

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.
Granted Spells
SpellLvCast TimeGCDCostTargetWhat It Does
Heal IYesManaSingleEntry-tier healing spell.
Heal IIYesManaSingleMid-tier healing spell.
Party HealYesManaPartyHeals all nearby party members.
CleanseInstantNoManaSingleRemoves status ailments.
ReviveYesManaSingleRaises a fallen ally.
Dark BoltYesManaSingleDark nuke; entry-tier.
DarkYesManaSingleDark nuke; mid-tier.
BioYesManaSingleDark damage-over-time.
Holy BoltYesManaSingleLow-tier Holy nuke for the light side.
SleepYesManaSingleControl spell; induces sleep. TODO: finalize vs Blind.
Masteries
LvChoice AChoice B
Traits by Level
TraitLvWhat It Does

The Needle

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

A Free Sliver

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

Where the Needle Sits

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

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

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

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

The Apothecary throws chemistry at the problem, mixing venom, vitriol, and balm from the same satchel. Every ability is a vial with a reagent tag, so a party can lean on the same kit for healing, debuff support, or poison damage depending on which reagent gets poured most. Solo, that flexibility means never being locked into one role — 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
Design note

Designed, not built: sc-backend has no Apothecary kit as of 2026-09-30 (no rows in ability_job_unlocks.sql), so the tables below are the Jobs-v3 design and are held out of the retail build until the job ships.

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.
Granted Spells
SpellLvCast TimeGCDCostTargetWhat It Does
Heal IInstantYesBalm pourSingleHealing vial; thrown-skinned.
Heal IIInstantYesBalm pourSingleMid-tier healing vial; thrown-skinned.
RegenInstantYesBalm pourSingleHeal-over-time buff; thrown-skinned.
CleanseInstantNoBalm pourSingleRemoves status ailments; thrown-skinned.
ReviveInstantYesBalm pourSingleRaises a fallen ally; thrown-skinned.
Masteries
LvChoice AChoice B
Traits by Level
TraitLvWhat It Does

The Mix

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

A Free Throw

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

Reading a Mix

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

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

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

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
AbilityLvTargetWhat It Does
ChordGCD · instant1Enemy · 25 mBow chain step 1, potency 90. Builds Volume while a song plays.
FlourishOff-GCD · instant2SelfProc response after a crit: +2 Volume bars. Deals no damage.
MinuetGCD · 20 CHR · instant3Enemy · 25 mSong: a shot, potency 100, then 40s of play. Listeners deal 15% more physical damage.
VerseGCD · instant6Enemy · 25 mBow chain step 2, potency 110.
MadrigalGCD · 20 CHR · instant9Enemy · 25 mSong: a shot, potency 100, then 40s of play. Listeners gain 10% crit chance.
BalladGCD · 20 CHR · instant12Enemy · 25 mSong: a shot, potency 100, then 40s of play. Listeners regain 12 MP a tick.
HookGCD · instant14Enemy · 25 mBow chain finisher, potency 140.
PaeonGCD · 20 CHR · instant16Enemy · 25 mSong: a shot, potency 100, then 40s of play. Listeners regain 20 HP a tick. Takes no setlist slot.
MarchGCD · 20 CHR · instant18Enemy · 25 mSong: a shot, potency 100, then 40s of play. Listeners swing and cast 10% faster; the global recast is untouched.
CrashGCD · instant · 30s recast20Enemy · 25 mPriority shot, potency 200: the biggest single grant of Volume.
MamboGCD · 20 CHR · instant22Enemy · 25 mSong: a shot, potency 100, then 40s of play. Listeners gain 12% evasion. Takes no setlist slot.
EncoreOff-GCD · instant · 30s recast24Party · 20 m around youEveryone in earshot has the songs they carry handed back at full length.
ScherzoGCD · 20 CHR · instant25Enemy · 25 mSong: a shot, potency 100, then 40s of play. Listeners move 10% faster. Takes no setlist slot.
SerenadeGCD · 6 MP · instant · 15s recast28Ally · 35 mThrows your whole setlist to one ally, however far from the formation they have wandered.
DissonanceGCD · instant · 20s recast30Area · 9 m around youArea shot, potency 100. Grants no Volume. Situational.
LullabyGCD · 8 MP · 2s cast32Area · 12 m around youPuts everything around you to sleep for 20s. Damage wakes it.
Battle HymnGCD · 20 CHR · instant35Enemy · 25 mEnemy-facing song: stamps a dirge on the target that deals 12 damage every 3s for 40s.
HumOff-GCD · instant · 5s recast38SelfStance toggle: songs you play reach only you, so you can rebuild a setlist without touching what the party already carries.
RequiemGCD · 20 CHR · instant40Enemy · 25 mAnchored song: one enemy wears it wherever you walk, taking 15 damage every 3s for 40s and landing everything else harder.
Turn It UpOff-GCD · All Volume · instant · 30s recast45SelfSpends every bar: for 6s plus 2s per bar, your songs on allies play at 150%, and Battle Hymn and Requiem deal double damage to enemies. An empty gauge still opens the window.
Ring OutOff-GCD · instant · 60s recast ×248Party · 40 m around youCarries your setlist to the whole formation at once, not just to whoever is in earshot.
CrescendoOff-GCD · instant · 180s recast50SelfThe grand performance: for 20s every song surges, and the setlist replays from the top so none of it falls due.
Spell List

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

Masteries
LvChoice AChoice B
Traits by Level
TraitLvWhat It Does

Volume

Volume is a bar of eleven. Every crit you land adds one, and while one of your songs is playing each song you play and each shot of the bow chain adds another, and Crash adds two. Turn It Up is the one button that spends it: press it and every song you are playing on your allies surges to half again its strength while Battle Hymn and Requiem hit their enemies twice as hard, for six seconds plus two more for every bar you cashed in. An empty bar still opens the short window, so the button is never dead.

Flourish

A crit can also light Flourish, the Bard's proc response: one off-GCD press that hands you two more bars of Volume and deals no damage. Landing crits is the participation hook twice over — they fill the bar themselves, and they light the button that fills it faster. TODO: expand.

Design note

Changed to match sc-backend (2026-09-30): the design gave the Bard no trigger button and called the spender Release. bard.luau ships a Flourish proc response (25% on a crit, +2 bars), the spender is Turn It Up, and the bar caps at 11. Logged in kb/issues/guide-heavy-update-jobs.md.

The Setlist

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

Songs
SongWhat It Gives
MarchAttack speed.
MinuetAttack power.
MadrigalCrit chance — and crits are what feed Volume.
BalladMana regeneration.
PaeonHealth regeneration.
MamboEvasion.
ScherzoMovement speed.
Battle HymnA dirge on the enemy you play it at: damage every three seconds while the song runs.
RequiemA mark that rides one enemy wherever you walk: damage every three seconds, and everything else lands harder.
Changing the Set Without Dropping It

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

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

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

TODO: recruiter hook?

TODO: in-fiction recruiter voice.
— [NPC], [place]
Beastmaster at a Glance
RoleStat SoulEngineSignature Weapon (aesthetic)
SupportCharisma (CHR)FerocityAxe
Abilities
AbilityLvTargetWhat It Does
TameGCD · instant · 10s recast1Enemy · 20 mCharms a wild creature into your pet: one of a family a Beastmaster can tame, within your level band, while you have no pet out.
Pet AttackOff-GCD · instant · 1s recast1Enemy · 30 mSends your pet in on the target.
Pet StayOff-GCD · instant · 0.5s recast1SelfHolds your pet where it stands.
Pet HeelOff-GCD · instant · 0.5s recast1SelfEnds a Stay or an attack; your pet returns to follow you.
Pet ReleaseOff-GCD · instant · 0.5s recast1SelfLets your pet go. It walks home.
BiteGCD · instant1Enemy · meleeChain opener, potency 90. Builds Ferocity.
The Wild AnswersOff-GCD · instant2Enemy · 20 mProc response: a species you have mastered (5 tames) cameos for free, and answers by kind: a strike, a ward, a heal, or a debuff.
Aspect of FangOff-GCD · 20 CHR · instant3SelfAura toggle: allies in your field deal 12% more physical damage.
GnashGCD · instant4Enemy · meleeChain step 2, potency 110. Builds Ferocity.
CommandGCD · instant · 20s recast6Enemy · 20 mYour pet strikes for 70 plus your current Ferocity, which stays where it is. Rallies the pack: allies in your field deal 10% more for 10s.
Aspect of HideOff-GCD · 20 CHR · instant7SelfAura toggle: allies in your field take 8% less damage.
SnareOff-GCD · instant · 45s recast8Enemy · 20 mA called beast binds the target in place for 15s.
PerchOff-GCD · instant · 15s recast ×210Ground · 5 m circleSends the hawk to a chosen point and your field radiates from there. Press again to call it back. The field goes dark while the hawk flies. Main job only.
Aspect of BloodOff-GCD · 20 CHR · instant11SelfAura toggle: allies in your field regain 25 HP a tick.
WeakenOff-GCD · instant · 45s recast12Enemy · 20 mA called beast strikes for 80 and strips 20% of the target's armour for 20s.
PounceOff-GCD · instant · 30s recast14Enemy · 20 mA called beast flashes in and strikes, potency 130, at range. Builds no Ferocity.
Aspect of ScentOff-GCD · 20 CHR · instant15SelfAura toggle: allies in your field gain 8% crit chance.
ThrashGCD · instant16Area · 5 m around youYour own area attack, potency 80. Builds no Ferocity. Situational.
RavageGCD · instant18Enemy · meleeDamage finisher, potency 150: everything the chain built, spent on the hit.
Great RoarGCD · All Ferocity · instant · 45s recast20PartySpends every point of Ferocity: for 15s allies in your field deal more damage and wear a ward, both scaled by what you spent. An empty gauge still roars.
Aspect of WingOff-GCD · 20 CHR · instant21SelfAura toggle: allies in your field act 6% faster.
RendGCD · instant · 15s recast22Enemy · meleeYour heavy hit, potency 170.
ShellguardOff-GCD · instant · 60s recast24Ally · 20 mA called crab guards one ally for 30s, eating the next attack that reaches them.
Aspect of HornOff-GCD · 20 CHR · instant25SelfAura toggle: allies in your field gain 15 elemental resistance.
RileGCD · instant26Enemy · meleeFuel finisher, potency 110: less damage than Ravage for +14 Ferocity toward your next Command.
AmbushOff-GCD · instant · 45s recast28Enemy · 20 mA called predator flashes in and strikes, potency 100. Builds no Ferocity.
MaulGCD · instant · 30s recast30Area · 6 m around youYour pet sweeps everything near the target, potency 110, and rallies the pack. Builds no Ferocity.
BloodfangOff-GCD · instant · 90s recast45Enemy · meleeMelee execute, potency 200. Builds no Ferocity.
StampedeGCD · instant · 180s recast50Party · 30 m around youA herd runs through the party: everyone around you deals 10% more damage and acts faster for 20s.
Spell List

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

Masteries
LvChoice AChoice B
Traits by Level
TraitLvWhat It Does

TODO: Engine Name

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

The Wild Answers

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

The Hawk

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

Your Buddy

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

Aspects

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

Calls

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

The Journal

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

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

Recommended Subjobs
SubjobThe Play
WarriorRaw damage on top of the buddy.
ReaverVenom uptime alongside the buddy's hits.
SpellbladeEn-spell fangs add elemental damage.
RogueSteal runs a second line of support 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
Design note

Designed, not built: sc-backend has no Rogue kit as of 2026-09-30 (no rows in ability_job_unlocks.sql), so the tables below are the Jobs-v3 design and are held out of the retail build until the job ships.

Abilities
AbilityLvGCDCostTargetWhat It Does
QuickdrawGCD—EnemyMagical shot, chain step 1. Builds Haul.
Double DownGCD—EnemyChain step 2. Builds Haul.
AceGCD—EnemyChain finisher. Builds Haul.
Dead Man's HandGCD—EnemyHeavy shot on a cooldown — the best flat Haul of the shots.
LiftGCD—Party + enemyTwo-way theft: removes a random debuff from the party and a random buff from the enemy.
ScattershotGCD—AreaArea attack. Situational; builds nothing.
ShivoGCD—Enemy (melee)Mainhand slash, two charges — the workhorse gauge pump. Darting into melee is how you charge faster.
CutpurseoGCD—Enemy (melee)Heavy slash — the biggest single Haul chunk.
StealoGCD—EnemyRobs 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 AttackoGCD—Through the tankFire through the tank: about half your enmity dumps onto them, plus a solid hit.
SapoGCD—EnemyInterrupt; briefly dazes trash.
Smoke BomboGCD—PartyBrief party evasion/damage-reduction cloud.
SlideoGCD—SelfShort repositioning dash, two charges — your way in and out of slash range.
Spell List

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

Masteries
LvChoice AChoice B
Traits by Level
TraitLvWhat It Does

Haul

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

The Roll

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

The Hand

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

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

Designed, not built: sc-backend has no Summoner kit as of 2026-09-30 (no rows in ability_job_unlocks.sql), so the tables below are the Jobs-v3 design and are held out of the retail build until the job ships.

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.
Granted Spells
SpellLvCast TimeGCDCostTargetWhat It Does
SleepYesManaSingleMomentary crowd control; hexes never carry crowd control of their own.
DrainYesManaSingleDamage spell that heals the caster.
Fire BoltYesManaSingleFire nuke; entry-tier. Carried before signatures fill out.
FireYesManaSingleFire nuke; mid-tier. Carried before signatures fill out.
Ice BoltYesManaSingleIce nuke; entry-tier. Carried before signatures fill out.
IceYesManaSingleIce nuke; mid-tier. Carried before signatures fill out.
Lightning BoltYesManaSingleLightning nuke; entry-tier. Carried before signatures fill out.
LightningYesManaSingleLightning nuke; mid-tier. Carried before signatures fill out.
Masteries
LvChoice AChoice B
Traits by Level
TraitLvWhat It Does

Resonance

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

A Free Act

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

Hexes

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

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

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

The Partner

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

Grand Summons

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

Recommended Subjobs
SubjobThe Play
ClericFeeds the partner's mend role plus heals.
BardFeeds the partner's buff role plus songs.
MageFeeds the partner's damage role 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 open a Prismatic window — 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
AbilityLvTargetWhat It Does
Prism BoltGCD · 3 MP · instant1Enemy · 20 mYour main nuke, potency 100: fires the wheel's current colour, claims it, and turns the wheel one step.
Prism FlareOff-GCD · instant2Enemy · 20 mProc response after a crit: a free cast, potency 140, in the wheel's colour that counts as every colour at once.
CataclysmGCD · 4 MP · instant · 30s recast6Enemy · 20 mFire, potency 80. Off the wheel it also leaves a burn (20 a second for 9s); landing on Fire it detonates for 180 instead.
ShatterGCD · 4 MP · instant · 30s recast10Enemy · 20 mIce, a heavy 180 hit. Landing on Ice it also binds the target for 8s and slows it for 15s.
Static LashOff-GCD · instant · 30s recast14Enemy · 20 mLightning strike, potency 80, that stuns for 3s. Steers the wheel to Lightning without claiming it.
GaleGCD · 4 MP · instant · 30s recast18Enemy · 20 mWind: 3 fast hits of 50. Landing on Wind it also raises the Tailwind Chorus over the party for 15s.
RefractOff-GCD · instant · 20s recast ×224SelfTurns the wheel one step without casting; the colour it passes goes unclaimed.
QuakeGCD · 4 MP · 2.5s cast · 45s recast26Enemy · 20 mEarth, a slow 200 hit. Landing on Earth it also raises the Stoneskin Chorus, a barrier on the party, for 15s.
Chain LightningGCD · 4 MP · instant · 30s recast30Enemy · 20 mLightning, potency 120. Landing on Lightning it also stuns the target for 3s.
DelugeGCD · 4 MP · instant · 30s recast36Enemy · 20 mWater, potency 130. Off the wheel you drink 40% of it back as health; landing on Water it raises the Cloudburst Chorus, a party heal field, for 15s instead.
Split BeamOff-GCD · instant · 45s recast41SelfYour next wheel command claims two colours instead of one. Holds for 30s.
Elemental ShroudOff-GCD · instant · 60s recast44SelfA 20s barrier worth 300 damage, skinned in the wheel's current colour.
AfterglowOff-GCD · instant · 60s recast46SelfPress it while Prismatic is up and your casts stay empowered for 3s from the press, even if Prismatic ends first. With more than 3s of Prismatic left it adds nothing. Does nothing without Prismatic.
DiffractionGCD · 6 MP · 2s cast · 60s recast49Enemy · 20 mThe wheel's heavy nuke, potency 250; 500 while Prismatic stands.
KaleidoscopeOff-GCD · instant · 180s recast50SelfFor 20s every cast lands as all six colours at once, empowered.
Granted Spells
SpellLvTargetWhat It Does
Fire IIGCD · 5 MP · 2.5s cast4Enemy · 20 mFire nuke, potency 100; 150 when the wheel stands on Fire. Like every Elementalist cast, it commands the wheel.
Ice IIGCD · 5 MP · 2.5s cast8Enemy · 20 mIce nuke, potency 100; 150 when the wheel stands on Ice.
BurnGCD · 4 MP · instant12Enemy · 20 mFire damage over time for 18s: potency 20 a tick, 30 when the wheel stands on Fire.
Wind IIGCD · 5 MP · 2.5s cast16Enemy · 20 mWind nuke, potency 100; 150 when the wheel stands on Wind.
FrostGCD · 4 MP · instant20Enemy · 20 mIce damage over time for 18s that also slows the target's actions by 15%: potency 20 a tick, 30 on Ice.
Earth IIGCD · 5 MP · 2.5s cast22Enemy · 20 mEarth nuke, potency 100; 150 when the wheel stands on Earth.
Lightning IIGCD · 5 MP · 2.5s cast28Enemy · 20 mLightning nuke, potency 100; 150 when the wheel stands on Lightning.
WindburnGCD · 4 MP · instant32Enemy · 20 mWind damage over time for 18s: potency 20 a tick, 30 on Wind.
Water IIGCD · 5 MP · 2.5s cast34Enemy · 20 mWater nuke, potency 100; 150 when the wheel stands on Water.
Rime BindGCD · 3 MP · instant · 30s recast38Enemy · 20 mBinds the target in ice for 30s. Steers the wheel to Ice and claims it.
SandscourGCD · 4 MP · instant40Enemy · 20 mEarth damage over time for 18s: potency 20 a tick, 30 on Earth.
Rime SlowGCD · 3 MP · instant · 30s recast42Enemy · 20 mSlows the target for 60s. Steers the wheel to Ice and claims it.
ArcburnGCD · 4 MP · instant43Enemy · 20 mLightning damage over time for 18s: potency 20 a tick, 30 on Lightning.
WaterlogGCD · 4 MP · instant45Enemy · 20 mWater damage over time for 18s: potency 20 a tick, 30 on Water.
Design note

Designed, not built: the Elementalist rows below are in the job design (Jobs-v3) but have no ability in sc-backend as of 2026-09-30, so the generated tables above leave them out. They ship when the backend grants them.

Designed, Not Built — Granted Spells
SpellLvCast TimeGCDCostTargetWhat It Does
FireYesManaSingleFire nuke; mid-tier.
FiragaYesManaAreaFire area damage.
IceYesManaSingleIce nuke; mid-tier.
ChillYesManaSingleIce damage-over-time.
BlizzagaYesManaAreaIce area damage.
LightningYesManaSingleLightning nuke; mid-tier.
ShockYesManaSingleLightning damage-over-time.
ThundagaYesManaAreaLightning area damage.
EarthYesManaSingleEarth nuke; mid-tier.
PoisonYesManaSingleWater poison damage-over-time.
PoisonaYesManaAreaWater poison area damage.
WaterYesManaSingleWater nuke; mid-tier.
WateraYesManaAreaWater area damage.
WindYesManaSingleWind nuke; mid-tier.
AeroYesManaAreaWind area damage.
HolyYesManaSingleHoly nuke; mid-tier.
HolygaYesManaAreaHoly area damage.
BindYesManaSingleIce-skinned binding crowd control.
SlowYesManaSingleIce-skinned movement slow.
Masteries
LvChoice AChoice B
Traits by Level
TraitLvWhat It Does

Revolution

Casting all six elements, in any order, opens Prismatic — fifteen seconds in which every cast you make lands half again as hard — 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.

A Bolt of Everything

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

Alignment

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

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

Turning the Wheel

Prism Bolt always fires whatever element the wheel currently sits on, which means your main nuke is perpetually striking a weakness you created a moment ago. Casting all six elements in any order opens Prismatic and resets the checklist — where the wheel finishes doesn't matter, only that the six casts happened. Diffraction doubles while Prismatic burns. Afterglow only works while Prismatic is up, and it keeps your casts empowered for three seconds from the moment you press it — so it buys extra time only in Prismatic's last three seconds, and nothing before that.

Design note

Changed to match sc-backend (2026-09-30): the guide had the checklist banking a Prismatic charge with an undesigned payoff. elementalist.luau opens Prismatic at once (checklist = { effect = "Prismatic" }): a 15s window in which Elementalist casts land at 150%. Logged in kb/issues/guide-heavy-update-jobs.md.

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 school 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 line of dark spells 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
Design note

Designed, not built: sc-backend has no Mage kit as of 2026-09-30 (no rows in ability_job_unlocks.sql), so the tables below are the Jobs-v3 design and are held out of the retail build until the job ships.

Abilities
AbilityLvGCDCostTargetWhat It Does
AttunementsSix elemental stances; while attuned, all your nukes cast in that element through one button-set.
Granted Spells
SpellLvCast TimeGCDCostTargetWhat It Does
Nuke IYesManaSingleEntry-tier elemental nuke; attunement-swapped.
Nuke IIYesManaSingleMid-tier elemental nuke; attunement-swapped.
Nuke IIIYesManaSingleHigh-tier elemental nuke; attunement-swapped.
BurnYesManaSingleElemental DoT; attunement-swapped.
NukeagaYesManaAreaElemental AoE; attunement-swapped.
PoisonYesManaSingleWater poison damage-over-time.
BioYesManaSingleDark damage-over-time.
Dark BoltYesManaSingleDark nuke; entry-tier.
DarkYesManaSingleDark nuke; mid-tier.
Dark IIYesManaSingleDark nuke; high-tier.
SleepYesManaSingleSleep crowd control.
BindYesManaSingleBinding crowd control.
SlowYesManaSingleSlows the target's movement and attack speed.
BlindYesManaSingleBlinds the target, lowering accuracy.
DrainYesManaSingleDamage spell that heals the caster.
Masteries
LvChoice AChoice B
Traits by Level
TraitLvWhat It Does

Umbra

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

An Instant Cast

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

Six Attunements, One Button-Set

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

The Dark Spells

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

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

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

TODO: recruiter hook?

TODO: in-fiction recruiter voice.
— [NPC], [place]
Reaver at a Glance
RoleStat SoulEngineSignature Weapon (aesthetic)
DPSVirulenceDual-wield blades
Design note

Designed, not built: sc-backend has no Reaver kit as of 2026-09-30 (no rows in ability_job_unlocks.sql), so the tables below are the Jobs-v3 design and are held out of the retail build until the job ships.

Abilities
AbilityLvGCDCostTargetWhat It Does
Viper Combo
Scissor SweepArea attack.
EnvenomStacking poison damage over time.
VirulenceHeavier, slow-ticking poison.
Flank StrikeGuaranteed crit from any angle but the front; crits apply an extra poison instance.
GougeMelee stun crowd control.
FesterExtends and deepens your active poisons.
DetonateConsumes your damage-over-time effects on the target for immediate burst damage.
SerpentToggles the wraith-serpent: drains Virulence to strike your target on a fixed tempo.
Spell List

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

Masteries
LvChoice AChoice B
Traits by Level
TraitLvWhat It Does

Virulence

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

A Free Tick

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

The Wraith-Serpent

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

Poisons, and Cashing Them In

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

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

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

TODO: recruiter hook?

TODO: in-fiction recruiter voice.
— [NPC], [place]
Ranger at a Glance
RoleStat SoulEngineSignature Weapon (aesthetic)
DPSThe ClipBow
Abilities
AbilityLvTargetWhat It Does
True ShotGCD · instant1Enemy · 25 mShot chain step 1: a physical arrow, potency 100.
Quick DrawOff-GCD · instant2Enemy · 25 mProc response after a landed ability: a free arrow, potency 90, that loads a wild round, which counts as whichever round the clip is missing.
Let FlyOff-GCD · instant2Enemy · 25 mFires the whole clip as one bang, 25 potency a round. Inferno burns, Blizzard splashes everything near the target, Maelstrom does both. Refused while the clip is empty.
Steady ShotGCD · instant4Enemy · 25 mShot chain step 2: a physical arrow, potency 130.
Flame TipsOff-GCD · instant · 8s recast6SelfYour next 4 shots fire as fire. A tip pressed over another replaces it.
Piercing ShotGCD · instant · 20s recast10Enemy · 25 mHeavy ice arrow, potency 150. Fires as ice whatever tip stands, and spends none of it.
Gale TipsOff-GCD · instant · 8s recast14SelfYour next 4 shots fire as wind.
VolleyGCD · instant18Area · 9 m around youPhysical area attack, potency 80. Loads nothing. Situational.
DeadeyeGCD · instant22Enemy · 25 mShot chain finisher: a physical arrow, potency 160.
Zephyr StepOff-GCD · instant · 30s recast26SelfA 6 m wind dash.
Storm TipsOff-GCD · instant · 8s recast30SelfYour next 4 shots fire as lightning.
Frost TipsOff-GCD · instant · 8s recast32SelfYour next 4 shots fire as ice.
BarrageOff-GCD · instant · 60s recast36SelfYour next shot within 30s fires 3 arrows. Still one shot for the clip.
Hunter's MarkOff-GCD · instant · 60s recast40Enemy · 25 mMarks the target: it takes 10% more damage from everyone for 20s.
ShadowbindOff-GCD · instant · 45s recast46Enemy · 25 mRoots the target in place for 8s. Bosses are immune.
Open FireOff-GCD · instant · 180s recast50SelfFor 15s, every arrow loads a round of its own.
Spell List

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

Masteries
LvChoice AChoice B
Traits by Level
TraitLvWhat It Does

The Clip

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

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

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

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

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

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

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

TODO: recruiter hook?

TODO: in-fiction recruiter voice.
— [NPC], [place]
Dark Knight at a Glance
RoleStat SoulEngineSignature Weapon (aesthetic)
DPSCooldownRecoveryRateStack GaugeScythe/greatsword
Design note

Designed, not built: sc-backend has no Dark Knight kit as of 2026-09-30 (no rows in ability_job_unlocks.sql), so the tables below are the Jobs-v3 design and are held out of the retail build until the job ships.

Abilities
AbilityLvGCDCostTargetWhat It Does
Duskrend ComboBuilds stacks toward your next nuke.
Granted Spells
SpellLvCast TimeGCDCostTargetWhat It Does
Nuke IIYesStack GaugeSingleTier II elemental nuke; consumes stack gauge.
Dark BoltYesStack GaugeSingleDark nuke; entry-tier; consumes stack gauge.
DarkYesStack GaugeSingleDark nuke; mid-tier; consumes stack gauge.
Dark IIYesStack GaugeSingleDark nuke; high-tier; consumes stack gauge.
EndarkInstantNoManaSelfWeapon enchant; does not consume stack gauge.
DrainYesManaSingleDamage spell that heals the caster; does not consume stack gauge.
BindYesManaSingleRoot crowd control; does not consume stack gauge.
Masteries
LvChoice AChoice B
Traits by Level
TraitLvWhat It Does

Stack Gauge

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

A Free Stack

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

Cashing the Stack

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

Why Cooldown Recovery Is the Stat Soul

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

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

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

TODO: recruiter hook?

TODO: in-fiction recruiter voice.
— [NPC], [place]
Warrior at a Glance
RoleStat SoulEngineSignature Weapon (aesthetic)
DPSFormsGreatsword
Abilities
AbilityLvTargetWhat It Does
BashGCD · instant · 5s recast1EnemyA brutal physical strike, potency 100.
ChargeGCD · instant · 10s recast1Enemy · 25 mGap-closer to the target. The charge has no movement or arrival strike in the backend yet; the button only starts its recast.
Design note

Designed, not built: sc-backend has no Warrior kit. Its two unlocks, Bash and Charge, are test stubs (ruled 2026-10-01), so the generated table above is held out of the retail build. The rows below are the Jobs-v3 kit; they ship when the backend grants them.

Designed, Not Built — Abilities
AbilityLvGCDCostTargetWhat It Does
Warpath Combo
CleaveArea attack.
SlamHuge single-target hit.
BraverLeaping slash; short gap-closer.
WarcryWindow of increased attack.
OnslaughtCooldown: two prompted heavy swings ending in a big finisher.
RampageCooldown: four prompted heavy swings ending in the earth-splitting finisher.
Spell List

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

Masteries
LvChoice AChoice B
Traits by Level
TraitLvWhat It Does

Forms

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

Heavy Overhead

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

Forms

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

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

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

TODO: recruiter hook?

TODO: in-fiction recruiter voice.
— [NPC], [place]
Dragoon at a Glance
RoleStat SoulEngineSignature Weapon (aesthetic)
DPSBondPolearm
Abilities
AbilityLvTargetWhat It Does
Pet AttackOff-GCD · instant · 1s recast1Enemy · 30 mSends your pet in on the target.
Pet StayOff-GCD · instant · 0.5s recast1SelfHolds your pet where it stands.
Pet HeelOff-GCD · instant · 0.5s recast1SelfEnds a Stay or an attack; your pet returns to follow you.
Pet ReleaseOff-GCD · instant · 0.5s recast1SelfLets your pet go. It walks home.
VaultGCD · instant1Enemy · meleeChain step 1, potency 90. Always valid.
Summon WyvernOff-GCD · 20 CHR · instant1SelfCalls your wyvern, which holds Charisma while it flies. Your subjob sets its breath: Fang (an elemental bolt), Scale (a barrier), or Mend (a heal).
Wyvern's WillOff-GCD · instant2Enemy · 20 mProc response: the wyvern breathes on its own, free and instant.
JumpGCD · instant · 15s recast5Enemy · 20 mLeaping strike, potency 130; carries you to the target.
ImpaleGCD · instant12Enemy · meleeChain step 2, potency 115.
High JumpGCD · instant · 45s recast15Enemy · 20 mHeavy leap, potency 180, that opens Talon Dive for 15s.
Talon DiveOff-GCD · instant18Enemy · 20 mThe dive after a High Jump, potency 100. Only usable while High Jump's window stands.
BackflipOff-GCD · instant · 30s recast20SelfFlips you 10 m back out of the fight. No damage.
SkewerGCD · instant22Enemy · meleeChain finisher, potency 150; your wyvern breathes on it.
Nail DownOff-GCD · instant · 45s recast25Enemy · meleeRoots the target in place for 15s. Bosses are immune.
Wide ThrustGCD · instant28Area · 8 m around youArea attack, potency 80. The wyvern breathes on your target only. Situational.
Super JumpOff-GCD · instant · 60s recast30Enemy · 20 mWipes all the enmity you have built on the target.
Wyvern's GiftOff-GCD · All Bond · instant · 60s recast35SelfHeals you for 200 plus 4 per point of Bond spent, and your next chain finisher draws an extra breath.
Dragon DiveGCD · All Bond · instant · 45s recast45Enemy · 20 mPaired dive with the wyvern, potency 200 plus 3 per point of Bond spent. At an empty gauge it is still your heaviest jump.
SoarOff-GCD · instant · 180s recast50SelfFor 20s the wyvern breathes on every activation that lands, and every jump comes back twice as fast. None of it costs Bond.
Spell List

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

Masteries
LvChoice AChoice B
Traits by Level
TraitLvWhat It Does

Bond

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

Wyvern's Will

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

The Wyvern

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

Temperament

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

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

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

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

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

TODO: recruiter hook?

TODO: in-fiction recruiter voice.
— [NPC], [place]
Spellblade at a Glance
RoleStat SoulEngineSignature Weapon (aesthetic)
DPSArcane ChargeSword
Abilities
AbilityLvTargetWhat It Does
EnfireGCD · instant · 10s recast1SelfEn-spell: your weapon carries fire for 60s. One en-spell at a time; wearing one sets the element your nukes and Runescar use.
Rune SlashGCD · instant1Enemy · meleeRune chain step 1, potency 80. +4 Arcane Charge.
EchoOff-GCD · instant2Enemy · meleeProc response after a landed ability: a free weapon strike, potency 120. The Mirror never repeats it.
Rune CutGCD · instant6Enemy · meleeRune chain step 2, potency 105. +4 Arcane Charge.
EniceGCD · instant · 10s recast8SelfEn-spell: your weapon carries ice for 60s.
SparkOff-GCD · instant · 20s recast ×210Enemy · meleeQuick strike, potency 55. +6 Arcane Charge: the fine adjustment near the cap.
SurgeOff-GCD · instant · 60s recast14Self+30 Arcane Charge at once. No strike.
EnwindGCD · instant · 10s recast15SelfEn-spell: your weapon carries wind for 60s.
Mirror StrikeOff-GCD · instant · 30s recast16Enemy · 20 mThe Mirror's own strike, potency 85. Melee, or at range while the Mirror stands.
Flash StepGCD · instant · 30s recast ×220Enemy · 20 mTeleport-slash, potency 80, that carries you to the target. +4 Arcane Charge.
EnearthGCD · instant · 10s recast22SelfEn-spell: your weapon carries earth for 60s.
Rune BreakGCD · instant22Enemy · meleeRune chain finisher, potency 130. +7 Arcane Charge.
SpellsweepGCD · instant24Area · 8 m around youArea attack, potency 75 on each target. Banks nothing; the Mirror never repeats it.
RunescarGCD · instant · 30s recast26Enemy · meleeStrike, potency 85, that marks the target for 30s: it takes your en-spell's element harder. +4 Arcane Charge. A bare blade marks nothing.
EnlightningGCD · instant · 10s recast28SelfEn-spell: your weapon carries lightning for 60s.
Elemental ShiftOff-GCD · instant · 60s recast30Enemy · 20 mSwaps your en-spell on the spot; the old element bursts out at the target, potency 70.
Arcane ShellOff-GCD · instant · 60s recast32SelfA 10s absorb barrier worth 300 damage.
EnwaterGCD · instant · 10s recast34SelfEn-spell: your weapon carries water for 60s.
OverchargeGCD · instant · 30s recast36Enemy · meleeStrike, potency 135. +12 Arcane Charge: the big deposit that reaches the Mirror early.
RuneburstGCD · instant38Enemy · meleeEmpties the bank: potency 80 plus 1.3 per point of Arcane Charge spent.
RecoupOff-GCD · instant · 90s recast40SelfYour next Runeburst within 30s hands half its spend back.
QuicksilverOff-GCD · instant · 90s recast45SelfFor 12s the Mirror copies at 45% instead of 25%.
Twin SoulOff-GCD · instant · 180s recast50SelfFor 15s the Mirror echoes at 100%, and emptying the bank cannot dismiss it.
Granted Spells
SpellLvTargetWhat It Does
Elemental Nuke IGCD · 4 MP · 1.5s cast4Enemy · 20 mNuke in your en-spell's element, potency 50; 105 when it spends 30 Arcane Charge. Instant at 60+ Charge.
BindGCD · 3 MP · instant42Enemy · 20 mRoots the target for 30s.
Masteries
LvChoice AChoice B
Traits by Level
TraitLvWhat It Does

Arcane Charge

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

The Mirror Blade

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

En-Spells

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

Echo

Landing an ability can light Echo: press it for a free weapon strike at potency 120, off the global cooldown. It doesn't copy what you just pressed; it's the same strike every time. The Mirror never copies it.

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

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

TODO: recruiter hook?

TODO: in-fiction recruiter voice.
— [NPC], [place]
Juggernaut at a Glance
RoleStat SoulEngineSignature Weapon (aesthetic)
DPSMomentumMaul
Abilities
AbilityLvTargetWhat It Does
Heavy SwingGCD · 2s cast on the move1Enemy · meleeWind-up chain step 1, potency 90. Like every wind-up, you can walk while it winds, 40% slower; it is instant while the Avalanche rides.
AftershockOff-GCD · instant2Enemy · meleeProc response: a strike of 60 now, and your next wind-up within 15s erupts with 50% of its damage again.
RumbleOff-GCD · instant · 20s recast ×24Enemy · meleeInstant strike, potency 60: the weave between wind-ups. +4 Momentum.
SunderGCD · 2s cast on the move8Enemy · meleeWind-up chain step 2, potency 115.
FissureGCD · instant · 20s recast11Enemy · 20 mInstant ranged eruption, potency 100: the button for when the boss leaves you behind. +5 Momentum.
Blunt TraumaOff-GCD · instant · 45s recast14Enemy · meleeStuns the target for 4s, stopping it mid-cast.
Rolling StoneOff-GCD · instant · 45s recast17Enemy · 20 mCharges you to the target. No damage; usable mid-wind-up, which rides it out.
SubductionGCD · 2s cast on the move20Enemy · meleeWind-up chain finisher, potency 150.
BedrockOff-GCD · instant · 90s recast25SelfYou take 20% less damage and cannot be knocked back for 12s.
UpheavalGCD · 2s cast on the move · 15s recast28Enemy · meleeHeavy wind-up off the chain, potency 150.
BallastOff-GCD · instant · 60s recast30Self+30 Momentum at once: the opener and the re-entry after a burn.
RockslideGCD · instant32Area · 8 m around youArea attack, potency 70 on each target. Builds no Momentum. Situational.
Big BangGCD · 2s cast on the move · 30s recast35Enemy · meleeThe biggest arc you swing: a wind-up, potency 190.
DeadweightOff-GCD · instant · 90s recast38SelfYour next 3 wind-ups under the Avalanche within 30s spend no Momentum.
LandfallGCD · 2s cast on the move · 30s recast41Enemy · 12 mWind-up, potency 120, that lunges you to the target as it lands.
EpicenterGCD · instant · 30s recast44Area · 8 m around youArea burst, potency 130 on each target. Builds no Momentum. Situational.
LandslideOff-GCD · instant · 180s recast50SelfFor 20s the Avalanche rides at any Momentum, and your recasts and actions run 20% faster.
Spell List

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

Masteries
LvChoice AChoice B
Traits by Level
TraitLvWhat It Does

Momentum & the Avalanche

Momentum comes from your abilities, never your auto-attacks: every landed wind-up banks 8, Fissure 5 and Rumble 4, and Ballast adds a flat 30. It never drains on its own — not dodging a mechanic, not a phase transition, not standing still. 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 10 of the bank instead of adding to it (unless Landslide is up, when it banks as usual), so roughly ten great blows ride down before the mass comes to rest and the cranking begins again. Because primed Momentum keeps forever, the timing of the crack is yours: hold it for the party's burst window, or for the moment a fight finally lets you plant your feet.

Aftershock

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

Momentum Never Decays

Momentum never drains on its own. Not dodging a mechanic, not a phase transition, not standing still doing nothing at all. Your abilities bank it and auto-attacks add nothing, and when the bar fills it goes primed and simply waits — as long as you like — until your next landed wind-up cracks it open. Every other gauge in Vhael punishes you for leaving; this one waits.

The Avalanche

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

Riding It Longer

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

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

Raising a Character

Your First Levels

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

Your First Mission

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

Grouping Becomes Important

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

Moving to New Regions

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

Unlocking Your Subjob

Once unlocked, your subjob runs at its own level, capped at half your main job's, 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