Magic User - Class Tree
Magic User (Not Playable in Starter Set)
Arcane scholars and innate tricksters who bend reality through illusion, transformation, and raw magical force, Magic Users sacrifice all physical durability for nearly limitless manipulation of both the material and immaterial world, equally comfortable turning an enemy into a toad, stepping sideways through time, or opening a rift to somewhere else entirely.
‡ 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.
Alignment: Alignments range from 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)
Magic User'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:
Imperials +5, Gnome +5, Miceling +5, Dwarf (Common)† +5, Human† +5, Halfling† +5
†Dwarf, Human, and Halfling Playable with Starter Set.
Averse Races: Ogre -5, Dwarf, Common -5, Neanderthal (Glaciera) -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.
Spellweaver's Trance, lasts 6 hours (must be recast every 6 hours to stay active). No mana cost for Main Class Abilities.
Reality Fracture, Once Per Day the Magic User tears a seam in reality, dealing arcane damage equal to twice their Knowledge SCR to one target.
Extra 1d6 + LVL arcane damage on Critical Hits.
Once per encounter, Magic Users can Flourish their arcane focus that lowers their target's Defense at a number equal to their Wit SCR.
Magic Users get +5 feet their base movement speed, once per encounter.
Magic Users get +4 plus their KNOWLEDGE SCR on Knowledge checks involving arcane lore.
Magic User Paths and Branches
Each Path and Branch has full descriptions in their Ability section.
i. Illusionist - A Magic User who reshapes reality and self alike, mastering illusion and transformation.
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. Astral Weaver - An Illusionist who weaves astral threads into illusions few can see through.
b. Metamorphiser - An Illusionist who reshapes their own form to fit any need.
c. Shapeshifter - An Illusionist who takes on another's shape entirely, not just its likeness.
ii. Mage - A destructive Magic User who channels raw arcane power into devastating, direct spellcraft.
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. Blood Mage - A Mage who fuels devastating spells with their own vitality.
b. Chronomancer - A Mage who bends time itself, slowing enemies or hastening allies.
c. RuinMaster - A Mage who specializes in outright destruction, LVLing anything in their path.
iii. Trickster - A cunning Magic User who bends reality with misdirection and illusion as much as raw spellcraft. Favors the Guile School, spells that seduce, charm, or coerce, altering another's mind to establish dominance over it.
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. Arcana - A Trickster devoted to raw sleight-of-hand magic, bending small truths into big illusions.
b. Jester - A Trickster who fights through misdirection, turning laughter into a weapon.
c. Shadow Dancer - A Trickster who slips between light and shadow, never quite where they seem.
Favorite Talent and Profession Trees
Talent Trees: Hacker
Professions: Enchanter, Artificer, Gem Crafter
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.
Magic User Tier Armaments
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Armor Threshold (Tier): Delicate Grade. Armor heavier than Delicate 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. Type: Magic. Hand: 1h (Main), or 1h (Off) with Spellbook or a free hand. Distance: Melee. Style: Arcane Focus (wand, orb, or tome). Forbidden: All Variants outside Telluric. Tactical Type. Each Path refines these specifications further; see each Path below for its baseline, and each Branch for any exceptions it states.
Magic User Main Class Abilities
Each tree below runs LVL 1 through 30, Tier (1-3), Path (4-20), Branch (21-30). See Spell 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 (Magic User)
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LVL 1 Magic User Tier Ability †
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† For Paths see LVL 3 Tier Abilities Below
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†See Ability Cards for LVL 1.5 midpoint Abilities.
LVL 2 Magic User Tier Ability
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†See Ability Cards for LVL 2.5 midpoint Abilities.
LVL 3 Magic User Tier Ability
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† For Branches, refer to LVL 20 of each Path
Alignment: Ambivalent
Higher Power: TBA (Ambivalent)
A Magic User who reshapes reality and self alike, mastering illusion and transformation. (LVL 4-20)
(see Illusionist Path and Branch Abilities Below)
Illusionist Path
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Weapon Proficiency (Culture, Illusionist) (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Weapon Style: none (Arcane Focus). Weapon Type: Tactical for Martial, Magic for Spell. +8 to Hit when wielded (Weapon/Hand Proficiency).
Weapons Forbidden (Culture, Illusionist):
◆TAW
◆Chthonic
Armor Thresholds
Armor Grade: caps at Delicate (Mirrorweave Silk).
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
An Illusionist who weaves astral threads into illusions few can see through.
Astral Weaver Branch
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Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Set by the Astral Weaver Branch chosen at LVL 21 - see Astral Weaver 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 Astral Weaver Branch chosen at LVL 21 - see Astral Weaver above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
An Illusionist who reshapes their own form to fit any need.
Metamorphiser Branch
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Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Set by the Metamorphiser Branch chosen at LVL 21 - see Metamorphiser 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 Metamorphiser Branch chosen at LVL 21 - see Metamorphiser above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
An Illusionist who takes on another's shape entirely, not just its likeness.
Shapeshifter Branch
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Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Set by the Shapeshifter Branch chosen at LVL 21 - see Shapeshifter 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 Shapeshifter Branch chosen at LVL 21 - see Shapeshifter 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: Illusionist Abilities (Magic User Tier)
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LVL 4 Magic User - Illusionist Path Ability
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†See Ability Cards for LVL 4.5 midpoint Abilities.
LVL 5 Magic User - Illusionist Path Ability
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†See Ability Cards for LVL 5.5 midpoint Abilities.
LVL 6 Magic User - Illusionist Path Ability
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†See Ability Cards for LVL 6.5 midpoint Abilities.
LVL 7 Magic User - Illusionist Path Ability
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†See Ability Cards for LVL 7.5 midpoint Abilities.
LVL 8 Magic User - Illusionist Path Ability
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†See Ability Cards for LVL 8.5 midpoint Abilities.
LVL 9-20 Magic User - Illusionist Path Abilities
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| 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. |
An Illusionist who weaves astral threads into illusions few can see through.
Branch: Astral Weaver Abilities (Illusionist Path)
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| LVL | Martial Abilities | Spell Abilities |
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| LVL 21-30 (Branch) | TBA. The Astral Weaver Branch continues this Path's progression exclusively through LVL 30. | |
An Illusionist who reshapes their own form to fit any need.
Branch: Metamorphiser Abilities (Illusionist Path)
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| LVL | Martial Abilities | Spell Abilities |
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| LVL 21-30 (Branch) | TBA. The Metamorphiser Branch continues this Path's progression exclusively through LVL 30. | |
An Illusionist who takes on another's shape entirely, not just its likeness.
Branch: Shapeshifter Abilities (Illusionist Path)
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| LVL | Martial Abilities | Spell Abilities |
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| LVL 21-30 (Branch) | TBA. The Shapeshifter Branch continues this Path's progression exclusively through LVL 30. | |
Alignment: Ambivalent
Higher Power: TBA (Ambivalent)
A destructive Magic User who channels raw arcane power into devastating, direct spellcraft. (LVL 4-20)
(see Mage Path and Branch Abilities Below)
Mage Path
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Weapon Proficiency (Culture, Mage) (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Weapon Style: none (Arcane Focus). Weapon Type: Tactical for Martial, Magic for Spell. +8 to Hit when wielded (Weapon/Hand Proficiency).
Weapons Forbidden (Culture, Mage):
◆TAW
◆Chthonic
Armor Thresholds
Armor Grade: caps at Delicate (Runewoven Cloth).
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Mage who fuels devastating spells with their own vitality.
Blood Mage Branch
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Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Set by the Blood Mage Branch chosen at LVL 21 - see Blood Mage 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 Blood Mage Branch chosen at LVL 21 - see Blood Mage above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Mage who bends time itself, slowing enemies or hastening allies.
Chronomancer Branch
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Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Set by the Chronomancer Branch chosen at LVL 21 - see Chronomancer 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 Chronomancer Branch chosen at LVL 21 - see Chronomancer above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Mage who specializes in outright destruction, LVLing anything in their path.
RuinMaster Branch
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Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Set by the RuinMaster Branch chosen at LVL 21 - see RuinMaster 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 RuinMaster Branch chosen at LVL 21 - see RuinMaster 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: Mage Abilities (Magic User Tier)
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LVL 4 Magic User - Mage Path Ability
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†See Ability Cards for LVL 4.5 midpoint Abilities.
LVL 5 Magic User - Mage Path Ability
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†See Ability Cards for LVL 5.5 midpoint Abilities.
LVL 6 Magic User - Mage Path Ability
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†See Ability Cards for LVL 6.5 midpoint Abilities.
LVL 7 Magic User - Mage Path Ability
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†See Ability Cards for LVL 7.5 midpoint Abilities.
LVL 8 Magic User - Mage Path Ability
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†See Ability Cards for LVL 8.5 midpoint Abilities.
LVL 9-20 Magic User - Mage Path Abilities
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| 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. |
A Mage who fuels devastating spells with their own vitality.
Branch: Blood Mage Abilities (Mage Path)
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| LVL | Martial Abilities | Spell Abilities |
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| LVL 21-30 (Branch) | TBA. The Blood Mage Branch continues this Path's progression exclusively through LVL 30. | |
A Mage who bends time itself, slowing enemies or hastening allies.
Branch: Chronomancer Abilities (Mage Path)
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| LVL | Martial Abilities | Spell Abilities |
|---|---|---|
| LVL 21-30 (Branch) | TBA. The Chronomancer Branch continues this Path's progression exclusively through LVL 30. | |
A Mage who specializes in outright destruction, LVLing anything in their path.
Branch: RuinMaster Abilities (Mage Path)
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| LVL | Martial Abilities | Spell Abilities |
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| LVL 21-30 (Branch) | TBA. The RuinMaster Branch continues this Path's progression exclusively through LVL 30. | |
Alignment: Amoral
Higher Power: TBA (Amoral)
A cunning Magic User who bends reality with misdirection and illusion as much as raw spellcraft. Favors the Guile School, spells that seduce, charm, or coerce, altering another's mind to establish dominance over it. (LVL 4-20)
(see Trickster Path and Branch Abilities Below)
Trickster Path
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Weapon Proficiency (Culture, Trickster) (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Weapon Style: none (Arcane Focus). Weapon Type: Tactical for Martial, Magic for Spell. +8 to Hit when wielded (Weapon/Hand Proficiency).
Weapons Forbidden (Culture, Trickster):
◆TAW
◆Chthonic
Armor Thresholds
Armor Grade: caps at Delicate (Shifting Silk).
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Trickster devoted to raw sleight-of-hand magic, bending small truths into big illusions.
Arcana Branch
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Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Set by the Arcana Branch chosen at LVL 21 - see Arcana 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 Arcana Branch chosen at LVL 21 - see Arcana above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Trickster who fights through misdirection, turning laughter into a weapon.
Jester Branch
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Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Set by the Jester Branch chosen at LVL 21 - see Jester 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 Jester Branch chosen at LVL 21 - see Jester above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Trickster who slips between light and shadow, never quite where they seem.
Shadow Dancer Branch
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Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Set by the Shadow Dancer Branch chosen at LVL 21 - see Shadow Dancer 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 Shadow Dancer Branch chosen at LVL 21 - see Shadow Dancer 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: Trickster Abilities (Magic User Tier)
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LVL 4 Magic User - Trickster Path Ability
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†See Ability Cards for LVL 4.5 midpoint Abilities.
LVL 5 Magic User - Trickster Path Ability
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†See Ability Cards for LVL 5.5 midpoint Abilities.
LVL 6 Magic User - Trickster Path Ability
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†See Ability Cards for LVL 6.5 midpoint Abilities.
LVL 7 Magic User - Trickster Path Ability
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†See Ability Cards for LVL 7.5 midpoint Abilities.
LVL 8 Magic User - Trickster Path Ability
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†See Ability Cards for LVL 8.5 midpoint Abilities.
LVL 9-20 Magic User - Trickster Path Abilities
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| 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. |
A Trickster devoted to raw sleight-of-hand magic, bending small truths into big illusions.
Branch: Arcana Abilities (Trickster Path)
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| LVL | Martial Abilities | Spell Abilities |
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| LVL 21-30 (Branch) | TBA. The Arcana Branch continues this Path's progression exclusively through LVL 30. | |
A Trickster who fights through misdirection, turning laughter into a weapon.
Branch: Jester Abilities (Trickster Path)
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| LVL | Martial Abilities | Spell Abilities |
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| LVL 21-30 (Branch) | TBA. The Jester Branch continues this Path's progression exclusively through LVL 30. | |
A Trickster who slips between light and shadow, never quite where they seem.
Branch: Shadow Dancer Abilities (Trickster Path)
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| LVL | Martial Abilities | Spell Abilities |
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| LVL 21-30 (Branch) | TBA. The Shadow Dancer Branch continues this Path's progression exclusively through LVL 30. | |