Fighter - Class Tree

Fighter (Playable in Starter Set)

The most adaptable martial class in Essentia, Fighters are defined by mastery of raw combat fundamentals, developing unmatched weapon mastery through sheer repetition and battlefield Experience (XP) that no trained academic can replicate, making them the most reliable class in sustained combat regardless of the situation they find themselves in.

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‡ Abilities from their respective trees are summarized below. Ability Cards are released with Module and their expansions, supporting various Character Levels, and list the DIFS for any check an Ability requires. Refer pg. 6 for more on Ability Cards.

Note: Main Class baseline stats, Armament requirements and thresholds, and other Class features change depending on the Classes Tier, Path or Branch as noted in each respective Sub-Class.


Alignment: Alignments range from Lawful, Moral, Ambivalent, Amoral and Evil, and are Path and Branch Dependent.

To use the Abilities of this Path or Branch, you must fall within the Alignment's Spectrum. To devote to the Path's Higher Power you must fall exactly at that Alignment (see Alignment, Basic Rules pg. 2).

Higher Power: Path Dependent (see Path below)

Fighter's Paths individually restrict by alignment from LVL 4 on, see each Path above for its specific Alignment.

To learn a Path's Abilities, or any of its three Branches', your own alignment need only sit inside this Class's Spectrum.

To draw a Path's Higher Power bonus you must hold that Path's exact base Alignment, and that same base is what its three Branches require (see Alignment, pg. 2).

Favored Races:
Troll (Village) +5, Troll (Common) +5, Human† +5, Dwarf (Common)† +5, Halfling† +5, Hobbling +5

†Human, Dwarf, and Halfling Playable with Starter Set.

Averse Races: Elf (Common) -5, Halfling -5

Refer to Races for details on favored and averse paths and branches.


Passive Abilities:
These passive Abilities belong to the Main Class alone, granted once and active regardless of Tier, Path, or Branch; they are not re-granted, replaced, or duplicated at any Path or Branch.

Combat Focus, lasts 6 hours (must be recast every 6 hours to stay active). No mana cost for Main Class Abilities.

Battle-Forged, Once Per Day the Fighter draws on raw battle instinct, gaining a bonus to Hit and Damage equal to their Grit SCR for the rest of the encounter.

Extra 1d6 + LVL physical damage on Critical Hits.
Once per encounter, Fighters can Flourish their weapon that lowers their target's Defense at a number equal to their Strength SCR.

Fighters get +5 feet their base movement speed, once per encounter.

Fighters get +4 plus their STR SCR on Athletics checks.


Fighter Paths and Branches
Each Path and Branch has full descriptions in their Ability section.
i. Brawler - An unarmed Fighter who relies on fists and raw grit over steel.
  Alignment: Ambivalent
  Observance: None. Ambivalent Paths answer to no god and no patron at all.
  No Higher Power, so no exact alignment is required at this Path or at any of its three Branches below.
  a. Bruiser - A Brawler who wears down enemies through sheer, relentless punishment.
  b. Enforcer - A Brawler who intimidates as much as strikes, breaking enemy resolve with brute presence.
  c. Rager - A Brawler who fights harder the more damage they take.
ii. Hero - A versatile Fighter who takes up any cause, adapting their fighting style to whatever the moment demands.
  Alignment: Moral
  Observance: Service and care. Devotion is spent on other people rather than performed.
  Will not share a Character with: Evil and Amoral.
  The Higher Power bonus requires holding Moral exactly, and that same base carries through all three of its Branches below.
  a. Combatant - A Hero who masters the fundamentals of every fighting style equally well.
  b. Merc - A Hero who fights for coin and contract, adapting to whatever the job demands.
  c. Vigilante - A Hero who takes justice into their own hands, striking wherever it's needed most.
iii. Juggernaut - A heavy-hitting Fighter who wades into the thick of battle, built to take and deal punishment in equal measure.
  Alignment: Amoral
  Observance: Bargain and price. Devotion is a contract kept, whatever it was for.
  Will not share a Character with: Moral.
  The Higher Power bonus requires holding Amoral exactly, and that same base carries through all three of its Branches below.
  a. Reaver - A Juggernaut who tears through enemy lines with unstoppable forward momentum.
  b. Rumbler - A Juggernaut whose ground-shaking strikes stagger everything nearby.
  c. Vanguard - A Juggernaut who leads the charge, absorbing the first and heaviest blows.

Favorite Talent and Profession Trees
Talent Trees: Tactician
Professions: Blacksmith, Body Artist, Hunter

No Cost to open Talent Tree. 5% rate increase on Profession tiers. See Talent and Profession Bonuses: Races vs. Classes for how these bonuses work.

Features such as; Companion Pairing, buffs, and various Armaments and Accessories and their Modifiers and Enhancements modify base stats, refer to Basic Rules for more.
Fighter Tier Armaments
Select to Expand Armaments
Armor Threshold (Tier): Medium Grade. Armor heavier than Medium will incur an Armament Penalty (-5 per Grade of difference) when performing Tier Abilities, though heavier armor can still be worn (see Armament Penalties, pg. 4).

Weapon Proficiency (Tier): Variant: Telluric, TAW, or Chthonic. Type: Tactical. Hand: 2h, 1h (Main), 1h (Off), or bare hands. Distance: Melee. Style: Slashing, Blunt, Piercing, or Chop. Forbidden: Magic Type. Each Path refines these specifications further; see each Path below for its baseline, and each Branch for any exceptions it states.

▾ Collapse Armament


Fighter Main Class Abilities
Each tree below runs LVL 1 through 30, Tier (1-3), Path (4-20), Branch (21-30). See Martial Abilities individually for details, see card examples on this page.
Wearing a heavier Grade than the current tier allows brings a -5 Armament Penalty per Grade of difference.
Note: See each Classes respective Ability Card for full details; Ability Cards are released with Module and their expansions, supporting various Character Levels, and list the DIFS for any check an Ability requires. Refer pg. 6 for more on Ability Cards.

For full versions see each Ability's Card, per module.
Tier Abilities (Fighter)
Expand Ability Tree
LVL 1 Fighter Tier Ability †
Select to Expand Abilities
† For Paths see LVL 3 Tier Abilities Below
Martial AbilitiesSpell Abilities
  • (Slot A) Measured Strike
    ATTKRange: Touch | Style: Any | Hand: 1h or 2h | Discipline: Mastery
    Cost: 2 Stamina
    Uses: Unlimited
    A disciplined strike honed through repetition, a Fighter's earliest lesson in what pure repetition can do... refer to Ability Card.
  • (Slot B) Practiced Cut
    ATTKRange: Touch | Style: Any | Hand: 1h or 2h | Discipline: Mastery
    Cost: 2 Stamina
    Uses: Unlimited
    A cut thrown from the same well of repetition... refer to Ability Card.
  • (Slot C) Disciplined Guard
    ATTKRange: Touch | Style: Any | Hand: 1h or 2h | Discipline: Mastery
    Cost: 2 Stamina
    Uses: Unlimited
    A guard held with the same discipline as a measured strike... refer to Ability Card.
  • (Slot A) Disciplined Aegis
    ATTKRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Arcane
    Cost: 2 Mana
    Uses: Unlimited
    Discipline itself drawn into a shield over self or an ally... refer to Ability Card.
  • (Slot B) Practiced Bolt
    ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Arcane
    Cost: 2 Mana
    Uses: Unlimited
    A bolt honed through the same repetition, loosed at a foe... refer to Ability Card.
  • (Slot C) Measured Renewal
    ATTKRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Arcane
    Cost: 2 Mana
    Uses: Unlimited
    A renewal drawn with the same measured discipline, self or ally... refer to Ability Card.

†See Ability Cards for LVL 1.5 midpoint Abilities.

LVL 2 Fighter Tier Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Weapon Flow
    ATTKRange: Touch | Style: Any | Hand: 1h or 2h | Discipline: Mastery
    Cost: 2 Stamina
    Uses: Unlimited
    Momentum carried from one strike into the next, a Fighter's earliest taste of a fight that never really stops... refer to Ability Card.
  • (Slot B) Flowing Cut
    ATTKRange: Touch | Style: Any | Hand: 1h or 2h | Discipline: Mastery
    Cost: 2 Stamina
    Uses: Unlimited
    A cut carried on momentum from the last strike... refer to Ability Card.
  • (Slot C) Flowing Guard
    ATTKRange: Touch | Style: Any | Hand: 1h or 2h | Discipline: Mastery
    Cost: 2 Stamina
    Uses: Unlimited
    A guard that never really stops moving... refer to Ability Card.
  • (Slot A) Flowing Aegis
    ATTKRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Arcane
    Cost: 2 Mana
    Uses: Unlimited
    Momentum itself drawn into a shield over self or an ally... refer to Ability Card.
  • (Slot B) Flowing Bolt
    ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Arcane
    Cost: 2 Mana
    Uses: Unlimited
    A bolt carried on momentum, loosed at a foe... refer to Ability Card.
  • (Slot C) Flowing Renewal
    ATTKRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Arcane
    Cost: 2 Mana
    Uses: Unlimited
    A renewal carried on the same unbroken momentum, self or ally... refer to Ability Card.

†See Ability Cards for LVL 2.5 midpoint Abilities.

LVL 3 Fighter Tier Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Adaptive Guard
    ATTKRange: Touch | Style: Any | Hand: 1h or 2h | Discipline: Mastery
    Cost: 2 Stamina
    Uses: Unlimited
    A stance that reads the fight and bends with it, a Fighter's earliest step toward becoming whatever the fight needs... refer to Ability Card.
  • (Slot B) Adaptive Cut
    ATTKRange: Touch | Style: Any | Hand: 1h or 2h | Discipline: Mastery
    Cost: 2 Stamina
    Uses: Unlimited
    A cut thrown from a stance still reading the fight... refer to Ability Card.
  • (Slot C) Bending Guard
    ATTKRange: Touch | Style: Any | Hand: 1h or 2h | Discipline: Mastery
    Cost: 2 Stamina
    Uses: Unlimited
    A guard that bends with whatever the fight needs... refer to Ability Card.
  • (Slot A) Adaptive Aegis
    ATTKRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Arcane
    Cost: 2 Mana
    Uses: Unlimited
    A shield that reads the fight and bends with it, self or ally... refer to Ability Card.
  • (Slot B) Adaptive Bolt
    ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Arcane
    Cost: 2 Mana
    Uses: Unlimited
    A bolt that reads the fight, loosed at a foe... refer to Ability Card.
  • (Slot C) Adaptive Renewal
    ATTKRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Arcane
    Cost: 2 Mana
    Uses: Unlimited
    A renewal that bends with whatever the fight needs, self or ally... refer to Ability Card.
Fighter Paths †
† For Branches, refer to LVL 20 of each Path
i. Brawler (Penalties and Bonuses TBA)
Alignment: Ambivalent
Higher Power: TBA (Ambivalent)
An unarmed Fighter who relies on fists and raw grit over steel. (LVL 4-20)
(see Brawler Path and Branch Abilities Below)
Brawler Path
Select to Expand Armaments
Weapon Proficiency (Culture, Brawler) (Abilities require one of the weapons below to be readied; Basic ATTKs do not)
Weapon Style: Any (Slashing, Blunt, Piercing, or Chop), 1h (Main), 1h (Off), or 2h; unarmed strikes also usable and gain a bonus. Brawlers get bonuses to everyday items used as weapons, and to grappling, gouging and so forth, as long as no weapon is drawn (see Improvised Tools, Combat, pg. 5). Weapon Type: Tactical for Martial, Magic for Spell. +8 to Hit (Main Hand), +2 to Hit (Off Hand) when wielded (Weapon/Hand Proficiency).

Weapons Forbidden (Culture, Brawler):
◆None; this Culture bars no Weapon Type outright, though the profile above still governs what performs its Abilities.
Armor Thresholds
Armor Grade: caps at Delicate, Light, or Medium (Knuckle Wraps).
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
Brawler Branches
◆ Bruiser (LVL 21-30)
A Brawler who wears down enemies through sheer, relentless punishment.
Bruiser Branch
Select to Expand Armaments
Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)
Set by the Bruiser Branch chosen at LVL 21 - see Bruiser above for its specific Weapon Style and Type.

This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Bruiser Branch chosen at LVL 21 - see Bruiser above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
◆ Enforcer (LVL 21-30)
A Brawler who intimidates as much as strikes, breaking enemy resolve with brute presence.
Enforcer Branch
Select to Expand Armaments
Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)
Set by the Enforcer Branch chosen at LVL 21 - see Enforcer above for its specific Weapon Style and Type.

This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Enforcer Branch chosen at LVL 21 - see Enforcer above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
◆ Rager (LVL 21-30)
A Brawler who fights harder the more damage they take.
Rager Branch
Select to Expand Armaments
Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)
Set by the Rager Branch chosen at LVL 21 - see Rager above for its specific Weapon Style and Type.

This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Rager Branch chosen at LVL 21 - see Rager above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
For full versions see each Ability's Card, per module.
Path: Brawler Abilities (Fighter Tier)

Expand Ability Tree Paths
LVL 4 Fighter - Brawler Path Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Flurry of Fists
    ATTKRange: Touch | Style: Any | Hand: 1h or 2h | Discipline: Grit
    Cost: 2 Stamina
    Uses: Unlimited
    The first rapid combo thrown bare-knuckle, a Brawler's earliest proof that hands alone can be enough... refer to Ability Card.
  • (Slot B) Bare Cut
    ATTKRange: Touch | Style: Any | Hand: 1h or 2h | Discipline: Grit
    Cost: 2 Stamina
    Uses: Unlimited
    A cut thrown bare-knuckle before a real weapon is drawn... refer to Ability Card.
  • (Slot C) Fists Up Guard
    ATTKRange: Touch | Style: Any | Hand: 1h or 2h | Discipline: Grit
    Cost: 2 Stamina
    Uses: Unlimited
    A guard held with nothing but fists raised... refer to Ability Card.
  • (Slot A) Bare-Knuckle Aegis
    ATTKRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Arcane
    Cost: 2 Mana
    Uses: Unlimited
    Bare-knuckle proof drawn into a shield over self or an ally... refer to Ability Card.
  • (Slot B) Flurry Bolt
    ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Arcane
    Cost: 2 Mana
    Uses: Unlimited
    A rapid combo loosed at range instead of bare-knuckle... refer to Ability Card.
  • (Slot C) Fists Up Renewal
    ATTKRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Arcane
    Cost: 2 Mana
    Uses: Unlimited
    A renewal drawn with nothing but fists raised, self or ally... refer to Ability Card.

†See Ability Cards for LVL 4.5 midpoint Abilities.

LVL 5 Fighter - Brawler Path Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Body Blow
    ATTKRange: Touch | Style: Any | Hand: 1h or 2h | Discipline: Grit
    Cost: 3 Stamina
    Uses: 3/Round
    A blow aimed at the wind rather than the flesh, a Brawler's earliest lesson in where a fight really ends... refer to Ability Card.
  • (Slot B) Wind Cut
    ATTKRange: Touch | Style: Any | Hand: 1h or 2h | Discipline: Grit
    Cost: 3 Stamina
    Uses: 3/Round
    A cut aimed at the wind rather than the flesh... refer to Ability Card.
  • (Slot C) Winded Guard
    ATTKRange: Touch | Style: Any | Hand: 1h or 2h | Discipline: Grit
    Cost: 3 Stamina
    Uses: 3/Round
    A guard held where a fight really ends... refer to Ability Card.
  • (Slot A) Winded Aegis
    ATTKRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Arcane
    Cost: 3 Mana
    Uses: 3/Round
    A shield drawn where a fight really ends, self or ally... refer to Ability Card.
  • (Slot B) Body Blow Bolt
    ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Arcane
    Cost: 3 Mana
    Uses: 3/Round
    A blow aimed at the wind, loosed at range... refer to Ability Card.
  • (Slot C) Winded Renewal
    ATTKRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Arcane
    Cost: 3 Mana
    Uses: 3/Round
    A renewal drawn where a fight really ends, self or ally... refer to Ability Card.

†See Ability Cards for LVL 5.5 midpoint Abilities.

LVL 6 Fighter - Brawler Path Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Knuckle Rush
    A rush closed with knuckle and elbow before a real weapon is ever drawn... refer to Ability Card.
  • (Slot B) Elbow Cut
    A cut thrown with knuckle and elbow, closing distance fast... refer to Ability Card.
  • (Slot C) Rushing Guard
    A guard held while closing distance before a real weapon is drawn... refer to Ability Card.
  • (Slot A) Rushing Aegis
    A shield sung while closing distance, self or ally... refer to Ability Card.
  • (Slot B) Knuckle Bolt
    A rush closed with knuckle and elbow, loosed at range instead... refer to Ability Card.
  • (Slot C) Rushing Renewal
    A renewal drawn while closing distance, self or ally... refer to Ability Card.

†See Ability Cards for LVL 6.5 midpoint Abilities.

LVL 7 Fighter - Brawler Path Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Read Opening
    An opening read mid-swing, grinding a fight down to whoever hits last... refer to Ability Card.
  • (Slot B) Opening Cut
    A cut thrown the instant an opening is read... refer to Ability Card.
  • (Slot C) Closing Guard
    A guard held while grinding a fight down to whoever hits last... refer to Ability Card.
  • (Slot A) Closing Aegis
    A shield sung while grinding a fight down to whoever hits last, self or ally... refer to Ability Card.
  • (Slot B) Opening Bolt
    An opening read mid-swing, loosed at range instead... refer to Ability Card.
  • (Slot C) Closing Renewal
    A renewal drawn while grinding a fight down to whoever hits last, self or ally... refer to Ability Card.

†See Ability Cards for LVL 7.5 midpoint Abilities.

LVL 8 Fighter - Brawler Path Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Ground Grind
    Brawlers trade steel for knuckle and wrap, closing distance and grinding a fight down to fists and will... refer to Ability Card.
  • (Slot B) Ground Cut
    Brawlers strike whoever's caught in a fight ground down to fists and will... refer to Ability Card.
  • (Slot C) Ground Guard
    Brawlers guard whoever's caught in a fight ground down to fists and will... refer to Ability Card.
  • (Slot A) Ground Aegis
    Brawlers shield whoever's caught in a fight ground down to fists and will, self or ally... refer to Ability Card.
  • (Slot B) Ground Bolt
    Brawlers trade steel for range, grinding a fight down to fists and will... refer to Ability Card.
  • (Slot C) Ground Renewal
    Brawlers mend whoever's caught in a fight ground down to fists and will, self or ally... refer to Ability Card.

†See Ability Cards for LVL 8.5 midpoint Abilities.

LVL 9-20 Fighter - Brawler Path Abilities
Select to Expand Abilities
LVL 9-20 (Path)Content TBA. The same 3-Slot choice pattern as the Path Levels above continues this Path's progression through LVL 20, before its three Branches open at LVL 21.
◆ Bruiser (LVL 21-30)
A Brawler who wears down enemies through sheer, relentless punishment.
Branch: Bruiser Abilities (Brawler Path)

Expand Ability Tree Branches
LVLMartial AbilitiesSpell Abilities
LVL 21-30 (Branch)TBA. The Bruiser Branch continues this Path's progression exclusively through LVL 30.
◆ Enforcer (LVL 21-30)
A Brawler who intimidates as much as strikes, breaking enemy resolve with brute presence.
Branch: Enforcer Abilities (Brawler Path)

Expand Ability Tree Branches
LVLMartial AbilitiesSpell Abilities
LVL 21-30 (Branch)TBA. The Enforcer Branch continues this Path's progression exclusively through LVL 30.
◆ Rager (LVL 21-30)
A Brawler who fights harder the more damage they take.
Branch: Rager Abilities (Brawler Path)

Expand Ability Tree Branches
LVLMartial AbilitiesSpell Abilities
LVL 21-30 (Branch)TBA. The Rager Branch continues this Path's progression exclusively through LVL 30.
ii. Hero (Penalties and Bonuses TBA)
Alignment: Moral
Higher Power: TBA (Moral)
A versatile Fighter who takes up any cause, adapting their fighting style to whatever the moment demands. (LVL 4-20)
(see Hero Path and Branch Abilities Below)
Hero Path
Select to Expand Armaments
Weapon Proficiency (Culture, Hero) (Abilities require one of the weapons below to be readied; Basic ATTKs do not)
Weapon Style: Any (Slashing, Blunt, Piercing, or Chop), 1h (Main), 1h (Off), or 2h; unarmed strikes also usable. Weapon Type: Tactical for Martial, Magic for Spell. +8 to Hit (Main Hand), +2 to Hit (Off Hand) when wielded (Weapon/Hand Proficiency).

Weapons Forbidden (Culture, Hero):
◆None; this Culture bars no Weapon Type outright, though the profile above still governs what performs its Abilities.
Armor Thresholds
Armor Grade: caps at Delicate, Light, or Medium (Battleworn Leather).
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
Hero Branches
◆ Combatant (LVL 21-30)
A Hero who masters the fundamentals of every fighting style equally well.
Combatant Branch
Select to Expand Armaments
Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)
Set by the Combatant Branch chosen at LVL 21 - see Combatant above for its specific Weapon Style and Type.

This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Combatant Branch chosen at LVL 21 - see Combatant above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
◆ Merc (LVL 21-30)
A Hero who fights for coin and contract, adapting to whatever the job demands.
Merc Branch
Select to Expand Armaments
Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)
Set by the Merc Branch chosen at LVL 21 - see Merc above for its specific Weapon Style and Type.

This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Merc Branch chosen at LVL 21 - see Merc above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
◆ Vigilante (LVL 21-30)
A Hero who takes justice into their own hands, striking wherever it's needed most.
Vigilante Branch
Select to Expand Armaments
Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)
Set by the Vigilante Branch chosen at LVL 21 - see Vigilante above for its specific Weapon Style and Type.

This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Vigilante Branch chosen at LVL 21 - see Vigilante above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
For full versions see each Ability's Card, per module.
Path: Hero Abilities (Fighter Tier)

Expand Ability Tree Paths
LVL 4 Fighter - Hero Path Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Adaptive Reckoning
    ATTKRange: Touch | Style: Any | Hand: 1h or 2h | Discipline: Allguard
    Cost: 2 Stamina
    Uses: Unlimited
    The reading stance sharpened into instinct, a Hero's earliest proof that adapting isn't just surviving... refer to Ability Card.
  • (Slot B) Instinct Cut
    ATTKRange: Touch | Style: Any | Hand: 1h or 2h | Discipline: Allguard
    Cost: 2 Stamina
    Uses: Unlimited
    A cut thrown on instinct sharpened past mere reading... refer to Ability Card.
  • (Slot C) Instinctive Guard
    ATTKRange: Touch | Style: Any | Hand: 1h or 2h | Discipline: Allguard
    Cost: 2 Stamina
    Uses: Unlimited
    A guard held on the same sharpened instinct... refer to Ability Card.
  • (Slot A) Instinctive Aegis
    ATTKRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Arcane
    Cost: 2 Mana
    Uses: Unlimited
    Sharpened instinct drawn into a shield over self or an ally... refer to Ability Card.
  • (Slot B) Reckoning Bolt
    ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Arcane
    Cost: 2 Mana
    Uses: Unlimited
    A reckoning sharpened into instinct, loosed at a foe... refer to Ability Card.
  • (Slot C) Instinctive Renewal
    ATTKRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Arcane
    Cost: 2 Mana
    Uses: Unlimited
    A renewal drawn on the same sharpened instinct, self or ally... refer to Ability Card.

†See Ability Cards for LVL 4.5 midpoint Abilities.

LVL 5 Fighter - Hero Path Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Weapon Swap Flow
    ATTKRange: Touch | Style: Any | Hand: 1h or 2h | Discipline: Allguard
    Cost: 3 Stamina
    Uses: 3/Round
    A seamless switch between one weapon and the next, a Hero's earliest lesson in fighting for whatever the moment demands... refer to Ability Card.
  • (Slot B) Swap Cut
    ATTKRange: Touch | Style: Any | Hand: 1h or 2h | Discipline: Allguard
    Cost: 3 Stamina
    Uses: 3/Round
    A cut thrown mid-switch between one weapon and the next... refer to Ability Card.
  • (Slot C) Seamless Guard
    ATTKRange: Touch | Style: Any | Hand: 1h or 2h | Discipline: Allguard
    Cost: 3 Stamina
    Uses: 3/Round
    A guard held through a seamless switch of weapons... refer to Ability Card.
  • (Slot A) Seamless Aegis
    ATTKRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Arcane
    Cost: 3 Mana
    Uses: 3/Round
    A seamless switch drawn into a shield over self or an ally... refer to Ability Card.
  • (Slot B) Swap Bolt
    ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Arcane
    Cost: 3 Mana
    Uses: 3/Round
    A seamless switch loosed at range instead... refer to Ability Card.
  • (Slot C) Seamless Renewal
    ATTKRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Arcane
    Cost: 3 Mana
    Uses: 3/Round
    A renewal drawn through a seamless switch, self or ally... refer to Ability Card.

†See Ability Cards for LVL 5.5 midpoint Abilities.

LVL 6 Fighter - Hero Path Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Shifting Guard
    A stance that shifts mid-fight to whatever an ally needs most, standing wherever the line is about to break... refer to Ability Card.
  • (Slot B) Shifting Cut
    A cut thrown wherever the line is about to break... refer to Ability Card.
  • (Slot C) Breaking Line Guard
    A guard standing wherever the line is about to break... refer to Ability Card.
  • (Slot A) Shifting Aegis
    A shield standing wherever the line is about to break, self or ally... refer to Ability Card.
  • (Slot B) Shifting Bolt
    A stance shifted into a bolt, loosed wherever the line is about to break... refer to Ability Card.
  • (Slot C) Breaking Line Renewal
    A renewal drawn wherever the line is about to break, self or ally... refer to Ability Card.

†See Ability Cards for LVL 6.5 midpoint Abilities.

LVL 7 Fighter - Hero Path Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Shifting Tide
    A battlefield read like a shifting tide, the guard adapting before it even needs to... refer to Ability Card.
  • (Slot B) Tide Cut
    A cut thrown as the battlefield shifts like a tide... refer to Ability Card.
  • (Slot C) Tidal Guard
    A guard adapting before the shifting tide even needs it to... refer to Ability Card.
  • (Slot A) Tidal Aegis
    A shield adapting before the shifting tide even needs it to, self or ally... refer to Ability Card.
  • (Slot B) Tide Bolt
    A battlefield read like a shifting tide, loosed at range instead... refer to Ability Card.
  • (Slot C) Tidal Renewal
    A renewal adapting before the shifting tide even needs it to, self or ally... refer to Ability Card.

†See Ability Cards for LVL 7.5 midpoint Abilities.

LVL 8 Fighter - Hero Path Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Whatever the Line
    Heroes fight for whoever's beside them, adapting their guard and their blade to whatever the line needs... refer to Ability Card.
  • (Slot B) Whatever It Takes
    Heroes strike for whoever's beside them, adapting their blade to whatever the line needs... refer to Ability Card.
  • (Slot C) Whatever Guards
    Heroes guard for whoever's beside them, adapting to whatever the line needs... refer to Ability Card.
  • (Slot A) Whatever Aegis
    Heroes shield whoever's beside them, adapting to whatever the line needs, self or ally... refer to Ability Card.
  • (Slot B) Whatever Bolt
    Heroes fight for whoever's beside them at range, adapting to whatever the line needs... refer to Ability Card.
  • (Slot C) Whatever Renewal
    Heroes mend whoever's beside them, adapting to whatever the line needs, self or ally... refer to Ability Card.

†See Ability Cards for LVL 8.5 midpoint Abilities.

LVL 9-20 Fighter - Hero Path Abilities
Select to Expand Abilities
LVL 9-20 (Path)Content TBA. The same 3-Slot choice pattern as the Path Levels above continues this Path's progression through LVL 20, before its three Branches open at LVL 21.
◆ Combatant (LVL 21-30)
A Hero who masters the fundamentals of every fighting style equally well.
Branch: Combatant Abilities (Hero Path)

Expand Ability Tree Branches
LVLMartial AbilitiesSpell Abilities
LVL 21-30 (Branch)TBA. The Combatant Branch continues this Path's progression exclusively through LVL 30.
◆ Merc (LVL 21-30)
A Hero who fights for coin and contract, adapting to whatever the job demands.
Branch: Merc Abilities (Hero Path)

Expand Ability Tree Branches
LVLMartial AbilitiesSpell Abilities
LVL 21-30 (Branch)TBA. The Merc Branch continues this Path's progression exclusively through LVL 30.
◆ Vigilante (LVL 21-30)
A Hero who takes justice into their own hands, striking wherever it's needed most.
Branch: Vigilante Abilities (Hero Path)

Expand Ability Tree Branches
LVLMartial AbilitiesSpell Abilities
LVL 21-30 (Branch)TBA. The Vigilante Branch continues this Path's progression exclusively through LVL 30.
iii. Juggernaut (Penalties and Bonuses TBA)
Alignment: Amoral
Higher Power: TBA (Amoral)
A heavy-hitting Fighter who wades into the thick of battle, built to take and deal punishment in equal measure. (LVL 4-20)
(see Juggernaut Path and Branch Abilities Below)
Juggernaut Path
Select to Expand Armaments
Weapon Proficiency (Culture, Juggernaut) (Abilities require one of the weapons below to be readied; Basic ATTKs do not)
Weapon Style: Any (Slashing, Blunt, Piercing, or Chop), 1h (Main), 1h (Off), or 2h; unarmed strikes also usable. Weapon Type: Tactical for Martial, Magic for Spell. +8 to Hit (Main Hand), +2 to Hit (Off Hand) when wielded (Weapon/Hand Proficiency).

Weapons Forbidden (Culture, Juggernaut):
◆None; this Culture bars no Weapon Type outright, though the profile above still governs what performs its Abilities.
Armor Thresholds
Armor Grade: caps at Delicate, Light, or Medium (Ironhide Padding).
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
Juggernaut Branches
◆ Reaver (LVL 21-30)
A Juggernaut who tears through enemy lines with unstoppable forward momentum.
Reaver Branch
Select to Expand Armaments
Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)
Set by the Reaver Branch chosen at LVL 21 - see Reaver above for its specific Weapon Style and Type.

This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Reaver Branch chosen at LVL 21 - see Reaver above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
◆ Rumbler (LVL 21-30)
A Juggernaut whose ground-shaking strikes stagger everything nearby.
Rumbler Branch
Select to Expand Armaments
Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)
Set by the Rumbler Branch chosen at LVL 21 - see Rumbler above for its specific Weapon Style and Type.

This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Rumbler Branch chosen at LVL 21 - see Rumbler above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
◆ Vanguard (LVL 21-30)
A Juggernaut who leads the charge, absorbing the first and heaviest blows.
Vanguard Branch
Select to Expand Armaments
Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)
Set by the Vanguard Branch chosen at LVL 21 - see Vanguard above for its specific Weapon Style and Type.

This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Vanguard Branch chosen at LVL 21 - see Vanguard above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
For full versions see each Ability's Card, per module.
Path: Juggernaut Abilities (Fighter Tier)

Expand Ability Tree Paths
LVL 4 Fighter - Juggernaut Path Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Crushing Blow
    ATTKRange: Touch | Style: Any | Hand: 1h or 2h | Discipline: Ironhide
    Cost: 2 Stamina
    Uses: Unlimited
    A heavy blow that leaves more than a bruise behind, a Juggernaut's earliest lesson in the weight behind a blow... refer to Ability Card.
  • (Slot B) Heavy Cut
    ATTKRange: Touch | Style: Any | Hand: 1h or 2h | Discipline: Ironhide
    Cost: 2 Stamina
    Uses: Unlimited
    A cut thrown with the full weight behind it... refer to Ability Card.
  • (Slot C) Weighted Guard
    ATTKRange: Touch | Style: Any | Hand: 1h or 2h | Discipline: Ironhide
    Cost: 2 Stamina
    Uses: Unlimited
    A guard held with the same weight behind a crushing blow... refer to Ability Card.
  • (Slot A) Weighted Aegis
    ATTKRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Arcane
    Cost: 2 Mana
    Uses: Unlimited
    The full weight of a crushing blow drawn into a shield over self or an ally... refer to Ability Card.
  • (Slot B) Crushing Bolt
    ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Arcane
    Cost: 2 Mana
    Uses: Unlimited
    A heavy bolt that leaves more than a bruise behind, loosed at a foe... refer to Ability Card.
  • (Slot C) Weighted Renewal
    ATTKRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Arcane
    Cost: 2 Mana
    Uses: Unlimited
    A renewal drawn with the same weight behind a crushing blow, self or ally... refer to Ability Card.

†See Ability Cards for LVL 4.5 midpoint Abilities.

LVL 5 Fighter - Juggernaut Path Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Sundering Strike
    ATTKRange: Touch | Style: Any | Hand: 1h or 2h | Discipline: Ironhide
    Cost: 3 Stamina
    Uses: 3/Round
    A strike that finds the seam beneath the plate, a Juggernaut's earliest reach past mere armor... refer to Ability Card.
  • (Slot B) Seam Cut
    ATTKRange: Touch | Style: Any | Hand: 1h or 2h | Discipline: Ironhide
    Cost: 3 Stamina
    Uses: 3/Round
    A cut aimed at the seam beneath the plate... refer to Ability Card.
  • (Slot C) Plated Guard
    ATTKRange: Touch | Style: Any | Hand: 1h or 2h | Discipline: Ironhide
    Cost: 3 Stamina
    Uses: 3/Round
    A guard held over the same seam a Juggernaut learns to find... refer to Ability Card.
  • (Slot A) Sundering Aegis
    ATTKRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Arcane
    Cost: 3 Mana
    Uses: 3/Round
    A shield drawn over the seam beneath the plate, self or ally... refer to Ability Card.
  • (Slot B) Sundering Bolt
    ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Arcane
    Cost: 3 Mana
    Uses: 3/Round
    A bolt that finds the seam beneath the plate, loosed at a foe... refer to Ability Card.
  • (Slot C) Plated Renewal
    ATTKRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Arcane
    Cost: 3 Mana
    Uses: 3/Round
    A renewal drawn over the same seam a Juggernaut learns to find, self or ally... refer to Ability Card.

†See Ability Cards for LVL 5.5 midpoint Abilities.

LVL 6 Fighter - Juggernaut Path Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Iron Root Stance
    A stance that plants the Juggernaut's feet, daring the fight to move them, soaking up whatever comes next... refer to Ability Card.
  • (Slot B) Rooted Cut
    A cut thrown from feet already planted, daring the fight to move them... refer to Ability Card.
  • (Slot C) Iron Root Guard
    A guard planted like iron roots, soaking up whatever comes next... refer to Ability Card.
  • (Slot A) Iron Root Aegis
    A shield planted like iron roots, self or ally... refer to Ability Card.
  • (Slot B) Rooted Bolt
    A stance planted like iron roots, loosed at range instead... refer to Ability Card.
  • (Slot C) Iron Root Renewal
    A renewal drawn from feet already planted, self or ally... refer to Ability Card.

†See Ability Cards for LVL 6.5 midpoint Abilities.

LVL 7 Fighter - Juggernaut Path Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Held Line
    A held line turned into a weapon of its own, absorbing a blow only to send it back harder... refer to Ability Card.
  • (Slot B) Returned Cut
    A cut sent back harder than the blow that was absorbed... refer to Ability Card.
  • (Slot C) Line Holding Guard
    A guard held like a line turned into a weapon of its own... refer to Ability Card.
  • (Slot A) Held Line Aegis
    A shield sung from a held line turned into a weapon of its own, self or ally... refer to Ability Card.
  • (Slot B) Returned Bolt
    A held line turned into a bolt, sent back harder at range... refer to Ability Card.
  • (Slot C) Held Line Renewal
    A renewal drawn from a held line turned into a weapon of its own, self or ally... refer to Ability Card.

†See Ability Cards for LVL 7.5 midpoint Abilities.

LVL 8 Fighter - Juggernaut Path Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Iron Wall
    Juggernauts plant like a wall of iron, absorbing and returning every blow that dares to reach them... refer to Ability Card.
  • (Slot B) Iron Wall Cut
    Juggernauts strike back at every blow that dares to reach their wall of iron... refer to Ability Card.
  • (Slot C) Iron Wall Stance
    Juggernauts plant like a wall of iron, absorbing every blow that dares to reach them... refer to Ability Card.
  • (Slot A) Iron Wall Aegis
    Juggernauts shield like a wall of iron, absorbing every blow that dares to reach them, self or ally... refer to Ability Card.
  • (Slot B) Iron Wall Bolt
    Juggernauts return every blow that reaches their wall of iron, at range instead... refer to Ability Card.
  • (Slot C) Iron Wall Renewal
    Juggernauts mend behind their wall of iron, self or ally... refer to Ability Card.

†See Ability Cards for LVL 8.5 midpoint Abilities.

LVL 9-20 Fighter - Juggernaut Path Abilities
Select to Expand Abilities
LVL 9-20 (Path)Content TBA. The same 3-Slot choice pattern as the Path Levels above continues this Path's progression through LVL 20, before its three Branches open at LVL 21.
◆ Reaver (LVL 21-30)
A Juggernaut who tears through enemy lines with unstoppable forward momentum.
Branch: Reaver Abilities (Juggernaut Path)

Expand Ability Tree Branches
LVLMartial AbilitiesSpell Abilities
LVL 21-30 (Branch)TBA. The Reaver Branch continues this Path's progression exclusively through LVL 30.
◆ Rumbler (LVL 21-30)
A Juggernaut whose ground-shaking strikes stagger everything nearby.
Branch: Rumbler Abilities (Juggernaut Path)

Expand Ability Tree Branches
LVLMartial AbilitiesSpell Abilities
LVL 21-30 (Branch)TBA. The Rumbler Branch continues this Path's progression exclusively through LVL 30.
◆ Vanguard (LVL 21-30)
A Juggernaut who leads the charge, absorbing the first and heaviest blows.
Branch: Vanguard Abilities (Juggernaut Path)

Expand Ability Tree Branches
LVLMartial AbilitiesSpell Abilities
LVL 21-30 (Branch)TBA. The Vanguard Branch continues this Path's progression exclusively through LVL 30.

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