Warrior - Class Tree

Warrior (Not Playable in Starter Set)

Comprehensive martial masters who have developed mastery across every armament type, from heavy armor and shield work through every blade discipline, spear, lance, and even command-LVL battlefield magic, Warriors are the most armor-flexible and weapon-diverse class in Essentia, capable of filling any martial role while outperforming dedicated specialists in their chosen lane at high LVLs.

Place Holder awaiting Image.

‡ 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)

Warrior'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:
Dwarf (Arctic) +5, Dwarf (Ash) +5, Dwarf (Common)† +5, Human† +5, Halfling† +5, Neanderthal (Glaciera) +5, Omnè +5

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

Averse Races: None recorded.

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.

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

Tactical Mastery, Once Per Day the Warrior adapts mid-combat, gaining a bonus to Hit and Damage equal to their Grit SCR until the end of the encounter.

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

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

Warriors get +4 plus their VIGOR SCR on Endurance checks.


Warrior Paths and Branches
Each Path and Branch has full descriptions in their Ability section.
i. Armorer - A defense-focused Warrior who turns armor and shield into an unbreakable wall.
  Alignment: Lawful
  Observance: Oath, record and public rite. Devotion is witnessed and written down.
  Will not share a Character with: Evil, and any Path that takes by force what it has not earned.
  The Higher Power bonus requires holding Lawful exactly, and that same base carries through all three of its Branches below.
  a. Bulwark - An Armorer devoted entirely to holding a line no enemy can push through.
  b. Champion - An Armorer who leads by example, standing firm at the front of every fight.
  c. Ironclad - An Armorer who trusts nothing but the heaviest armor available.
ii. Blade Master - A precision-focused Warrior devoted to mastering the blade above all else.
  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. Duelist - A Blade Master who favors precision and timing over raw power.
  b. Gladiator - A Blade Master trained for single combat, thriving in one-on-one duels.
  c. Slayer - A Blade Master whose every strike is aimed to end the fight quickly.
iii. Warlord - A commanding Warrior who channels rune-etched weapons and raw battlefield authority into overwhelming force.
  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. Runeblades - A Warlord who fights with a pair of rune-etched weapons, each empowering the other.
  b. Stormbringer - A Warlord who channels raw storm-force directly into their weapon.
  c. Sun Thrower - A Warlord who hurls sun-charged weapons, striking from range as readily as up close.

Favorite Talent and Profession Trees
Talent Trees: Olympiad
Professions: Blacksmith, Stonesmith, Tinker

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.
Warrior 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), or 1h (Off) with Shield or a second Weapon. Distance: Melee, Throw, or Ranged. 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


Warrior Main Class Abilities
Armaments reminder: Heavy Grade armor or lighter; Weapon Type: Tactical, TAW, or Chthonic for Martial, Magic for Spell; Weapon Style (Martial only): Slashing, Blunt, or Piercing; 1h or 2h, Melee, Throw, or Range (e.g., sword, axe, mace, spear, lance, bow, TAW blade/rifle, or an elemental Chthonic blade). Wearing a heavier Grade 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.

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.
For full versions see each Ability's Card, per module.
Tier Abilities (Warrior)
Expand Ability Tree
LVL 1 Warrior Tier Ability †
Select to Expand Abilities
† For Paths see LVL 3 Tier Abilities Below
Martial AbilitiesSpell Abilities
  • (Slot A) Battle-Honed Strike
    ATTKRange: Touch | Style: Any | Hand: 1h or 2h | Discipline: Adaptation
    Cost: 2 Stamina
    Uses: Unlimited
    A well-drilled strike, a Warrior's earliest proof that discipline alone can carry a fight... refer to Ability Card.
  • (Slot B) Honed Cut
    ATTKRange: Touch | Style: Any | Hand: 1h or 2h | Discipline: Adaptation
    Cost: 2 Stamina
    Uses: Unlimited
    A cut thrown with the same well-drilled discipline... refer to Ability Card.
  • (Slot C) Honed Guard
    ATTKRange: Touch | Style: Any | Hand: 1h or 2h | Discipline: Adaptation
    Cost: 2 Stamina
    Uses: Unlimited
    A guard held with discipline alone carrying a fight... refer to Ability Card.
  • (Slot A) Honed Aegis
    ATTKRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Arcane
    Cost: 2 Mana
    Uses: Unlimited
    Well-drilled discipline drawn into a shield over self or an ally... refer to Ability Card.
  • (Slot B) Honed Bolt
    ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Arcane
    Cost: 2 Mana
    Uses: Unlimited
    A well-drilled bolt loosed at a foe... refer to Ability Card.
  • (Slot C) Honed Renewal
    ATTKRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Arcane
    Cost: 2 Mana
    Uses: Unlimited
    A renewal drawn from discipline alone carrying a fight, self or ally... refer to Ability Card.

†See Ability Cards for LVL 1.5 midpoint Abilities.

LVL 2 Warrior Tier Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Weapon Mastery Strike
    ATTKRange: Touch | Style: Any | Hand: 1h or 2h | Discipline: Adaptation
    Cost: 2 Stamina
    Uses: Unlimited
    A strike that builds on the one before it, a Warrior's earliest taste of momentum turned into a weapon of its own... refer to Ability Card.
  • (Slot B) Mastery Cut
    ATTKRange: Touch | Style: Any | Hand: 1h or 2h | Discipline: Adaptation
    Cost: 2 Stamina
    Uses: Unlimited
    A cut that builds on the one before it... refer to Ability Card.
  • (Slot C) Mastery Guard
    ATTKRange: Touch | Style: Any | Hand: 1h or 2h | Discipline: Adaptation
    Cost: 2 Stamina
    Uses: Unlimited
    A guard held with momentum turned into a weapon of its own... refer to Ability Card.
  • (Slot A) Mastery Aegis
    ATTKRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Arcane
    Cost: 2 Mana
    Uses: Unlimited
    Momentum turned into a shield over self or an ally... refer to Ability Card.
  • (Slot B) Mastery Bolt
    ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Arcane
    Cost: 2 Mana
    Uses: Unlimited
    A strike that builds on the one before it, loosed at range... refer to Ability Card.
  • (Slot C) Mastery Renewal
    ATTKRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Arcane
    Cost: 2 Mana
    Uses: Unlimited
    A renewal drawn from momentum turned into a weapon of its own, self or ally... refer to Ability Card.

†See Ability Cards for LVL 2.5 midpoint Abilities.

LVL 3 Warrior Tier Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Marked for the Blade
    ATTKRange: Touch | Style: Any | Hand: 1h or 2h | Discipline: Adaptation
    Cost: 2 Stamina
    Uses: Unlimited
    A precise strike that marks the target, a Warrior's earliest reach toward mastering every weapon in reach... refer to Ability Card.
  • (Slot B) Marked Cut
    ATTKRange: Touch | Style: Any | Hand: 1h or 2h | Discipline: Adaptation
    Cost: 2 Stamina
    Uses: Unlimited
    A cut thrown at a target already marked... refer to Ability Card.
  • (Slot C) Marked Guard
    ATTKRange: Touch | Style: Any | Hand: 1h or 2h | Discipline: Adaptation
    Cost: 2 Stamina
    Uses: Unlimited
    A guard held while mastering every weapon in reach... refer to Ability Card.
  • (Slot A) Marked Aegis
    ATTKRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Arcane
    Cost: 2 Mana
    Uses: Unlimited
    A shield drawn while mastering every weapon in reach, over self or an ally... refer to Ability Card.
  • (Slot B) Marked Bolt
    ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Arcane
    Cost: 2 Mana
    Uses: Unlimited
    A precise bolt that marks the target, loosed at range... refer to Ability Card.
  • (Slot C) Marked Renewal
    ATTKRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Arcane
    Cost: 2 Mana
    Uses: Unlimited
    A renewal drawn while mastering every weapon in reach, self or ally... refer to Ability Card.
Warrior Paths †
† For Branches, refer to LVL 20 of each Path
i. Armorer (Penalties and Bonuses TBA)
Alignment: Lawful
Higher Power: TBA (Lawful)
A defense-focused Warrior who turns armor and shield into an unbreakable wall. (LVL 4-20)
(see Armorer Path and Branch Abilities Below)
Armorer Path
Select to Expand Armaments
Weapon Proficiency (Culture, Armorer) (Abilities require one of the weapons below to be readied; Basic ATTKs do not)
Weapon Style: Slashing or Blunt, 2h, Melee, or 1h (Main) with a shield. Weapon Type: Martial, TAW, or Chthonic for Nature, Magic for Spell. +8 to Hit when wielded (Weapon/Hand Proficiency).

Weapons Forbidden (Culture, Armorer):
◆None; this Culture bars no Weapon Type outright, though the profile above still governs what performs its Abilities.
Armor Thresholds
Armor Grade: caps at Heavy (Tower Plate).
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
Armorer Branches
◆ Bulwark (LVL 21-30)
An Armorer devoted entirely to holding a line no enemy can push through.
Bulwark Branch
Select to Expand Armaments
Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)
Set by the Bulwark Branch chosen at LVL 21 - see Bulwark 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 Bulwark Branch chosen at LVL 21 - see Bulwark above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
◆ Champion (LVL 21-30)
An Armorer who leads by example, standing firm at the front of every fight.
Champion Branch
Select to Expand Armaments
Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)
Set by the Champion Branch chosen at LVL 21 - see Champion 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 Champion Branch chosen at LVL 21 - see Champion above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
◆ Ironclad (LVL 21-30)
An Armorer who trusts nothing but the heaviest armor available.
Ironclad Branch
Select to Expand Armaments
Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)
Set by the Ironclad Branch chosen at LVL 21 - see Ironclad 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 Ironclad Branch chosen at LVL 21 - see Ironclad 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: Armorer Abilities (Warrior Tier)
(Heavy Grade armor or lighter; Weapon Style: Slashing or Blunt, 2h, Melee, or 1h (Main) with a shield, Tank style, e.g., greatsword, maul, or sword and shield)
Expand Ability Tree Paths
LVL 4 Warrior - Armorer Path Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Shield Slam
    ATTKRange: Touch | Style: Slashing or Blunt | Hand: 2h or 1h with Shield | Discipline: Wallguard
    Cost: 2 Stamina
    Uses: Unlimited
    A blow that puts the Armorer squarely in the way, an Armorer's earliest proof that a wall can hit back... refer to Ability Card.
  • (Slot B) Shield Cut
    ATTKRange: Touch | Style: Slashing or Blunt | Hand: 2h or 1h with Shield | Discipline: Wallguard
    Cost: 2 Stamina
    Uses: Unlimited
    A cut thrown from squarely in the way... refer to Ability Card.
  • (Slot C) Shield Guard
    ATTKRange: Touch | Style: Slashing or Blunt | Hand: 2h or 1h with Shield | Discipline: Wallguard
    Cost: 2 Stamina
    Uses: Unlimited
    A guard held knowing a wall can hit back... refer to Ability Card.
  • (Slot A) Shield Aegis
    ATTKRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Arcane
    Cost: 2 Mana
    Uses: Unlimited
    A wall that hits back, drawn into a shield over self or an ally... refer to Ability Card.
  • (Slot B) Shield Bolt
    ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Arcane
    Cost: 2 Mana
    Uses: Unlimited
    A blow that puts the Armorer squarely in the way, loosed at range... refer to Ability Card.
  • (Slot C) Shield Renewal
    ATTKRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Arcane
    Cost: 2 Mana
    Uses: Unlimited
    A renewal drawn knowing a wall can hit back, self or ally... refer to Ability Card.

†See Ability Cards for LVL 4.5 midpoint Abilities.

LVL 5 Warrior - Armorer Path Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Revenge Strike
    ATTKRange: Touch | Style: Slashing or Blunt | Hand: 2h or 1h with Shield | Discipline: Wallguard
    Cost: 3 Stamina
    Uses: 3/Round
    A strike that answers whoever struck first, an Armorer's earliest taste of a line that answers every hit twice... refer to Ability Card.
  • (Slot B) Revenge Cut
    ATTKRange: Touch | Style: Slashing or Blunt | Hand: 2h or 1h with Shield | Discipline: Wallguard
    Cost: 3 Stamina
    Uses: 3/Round
    A cut that answers whoever struck first... refer to Ability Card.
  • (Slot C) Revenge Guard
    ATTKRange: Touch | Style: Slashing or Blunt | Hand: 2h or 1h with Shield | Discipline: Wallguard
    Cost: 3 Stamina
    Uses: 3/Round
    A guard held with a line that answers every hit twice... refer to Ability Card.
  • (Slot A) Revenge Aegis
    ATTKRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Arcane
    Cost: 3 Mana
    Uses: 3/Round
    A line that answers every hit twice, drawn into a shield over self or an ally... refer to Ability Card.
  • (Slot B) Revenge Bolt
    ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Arcane
    Cost: 3 Mana
    Uses: 3/Round
    A strike that answers whoever struck first, loosed at range... refer to Ability Card.
  • (Slot C) Revenge Renewal
    ATTKRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Arcane
    Cost: 3 Mana
    Uses: 3/Round
    A renewal drawn from a line that answers every hit twice, self or ally... refer to Ability Card.

†See Ability Cards for LVL 5.5 midpoint Abilities.

LVL 6 Warrior - Armorer Path Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Early Plant
    A stance planted behind shield and plate before the fight even asks the Armorer to move... refer to Ability Card.
  • (Slot B) Early Cut
    A cut thrown before the fight even asks the Armorer to move... refer to Ability Card.
  • (Slot C) Early Guard
    A guard planted behind shield and plate before the fight even asks... refer to Ability Card.
  • (Slot A) Early Aegis
    A stance planted behind shield and plate, drawn into a shield over self or an ally... refer to Ability Card.
  • (Slot B) Early Bolt
    A stance planted early, loosed at range before the fight even asks... refer to Ability Card.
  • (Slot C) Early Renewal
    A renewal planted before the fight even asks the Armorer to move, self or ally... refer to Ability Card.

†See Ability Cards for LVL 6.5 midpoint Abilities.

LVL 7 Warrior - Armorer Path Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Taunted Swing
    A line taunted into swinging where the Armorer wants it to, absorbing a blow that was never meant for them... refer to Ability Card.
  • (Slot B) Taunted Cut
    A cut thrown where the Armorer wants the line to swing... refer to Ability Card.
  • (Slot C) Taunted Guard
    A guard held that absorbs a blow that was never meant for them... refer to Ability Card.
  • (Slot A) Taunted Aegis
    A shield sung that absorbs a blow that was never meant for them, self or ally... refer to Ability Card.
  • (Slot B) Taunted Bolt
    A line taunted into swinging where the Armorer wants it, loosed at range... refer to Ability Card.
  • (Slot C) Taunted Renewal
    A renewal drawn while absorbing a blow that was never meant for them, self or ally... refer to Ability Card.

†See Ability Cards for LVL 7.5 midpoint Abilities.

LVL 8 Warrior - Armorer Path Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Taunted Line
    Armorers plant behind shield and plate, taunting and absorbing until nothing else can reach the line behind them... refer to Ability Card.
  • (Slot B) Taunted Line Cut
    Armorers strike while taunting and absorbing until nothing else can reach the line behind them... refer to Ability Card.
  • (Slot C) Taunted Line Guard
    Armorers guard the line, absorbing until nothing else can reach it... refer to Ability Card.
  • (Slot A) Taunted Line Aegis
    Armorers shield the line, absorbing until nothing else can reach it, self or ally... refer to Ability Card.
  • (Slot B) Taunted Line Bolt
    Armorers taunt at range, absorbing until nothing else can reach the line behind them... refer to Ability Card.
  • (Slot C) Taunted Line Renewal
    Armorers mend the line, absorbing until nothing else can reach it, self or ally... refer to Ability Card.

†See Ability Cards for LVL 8.5 midpoint Abilities.

LVL 9-20 Warrior - Armorer 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.
◆ Bulwark (LVL 21-30)
An Armorer devoted entirely to holding a line no enemy can push through.
Branch: Bulwark Abilities (Armorer Path)

Expand Ability Tree Branches
LVLMartial AbilitiesSpell Abilities
LVL 21-30 (Branch)TBA. The Bulwark Branch continues this Path's progression exclusively through LVL 30.
◆ Champion (LVL 21-30)
An Armorer who leads by example, standing firm at the front of every fight.
Branch: Champion Abilities (Armorer Path)

Expand Ability Tree Branches
LVLMartial AbilitiesSpell Abilities
LVL 21-30 (Branch)TBA. The Champion Branch continues this Path's progression exclusively through LVL 30.
◆ Ironclad (LVL 21-30)
An Armorer who trusts nothing but the heaviest armor available.
Branch: Ironclad Abilities (Armorer Path)

Expand Ability Tree Branches
LVLMartial AbilitiesSpell Abilities
LVL 21-30 (Branch)TBA. The Ironclad Branch continues this Path's progression exclusively through LVL 30.
ii. Blade Master (Penalties and Bonuses TBA)
Alignment: Ambivalent
Higher Power: TBA (Ambivalent)
A precision-focused Warrior devoted to mastering the blade above all else. (LVL 4-20)
(see Blade Master Path and Branch Abilities Below)
Blade Master Path
Select to Expand Armaments
Weapon Proficiency (Culture, Blade Master) (Abilities require one of the weapons below to be readied; Basic ATTKs do not)
Weapon Style: Slashing, 1h (Main) and 1h (Off), Melee, dual-wielded. Weapon Type: Martial, TAW, or Chthonic for Nature, Magic for Spell. +8 to Hit (Main Hand), +2 to Hit (Off Hand) when wielded (Weapon/Hand Proficiency).

Weapons Forbidden (Culture, Blade Master):
◆None; this Culture bars no Weapon Type outright, though the profile above still governs what performs its Abilities.
Armor Thresholds
Armor Grade: caps at Medium (Duelist's Mail).
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
Blade Master Branches
◆ Duelist (LVL 21-30)
A Blade Master who favors precision and timing over raw power.
Duelist Branch
Select to Expand Armaments
Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)
Set by the Duelist Branch chosen at LVL 21 - see Duelist 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 Duelist Branch chosen at LVL 21 - see Duelist above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
◆ Gladiator (LVL 21-30)
A Blade Master trained for single combat, thriving in one-on-one duels.
Gladiator Branch
Select to Expand Armaments
Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)
Set by the Gladiator Branch chosen at LVL 21 - see Gladiator 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 Gladiator Branch chosen at LVL 21 - see Gladiator above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
◆ Slayer (LVL 21-30)
A Blade Master whose every strike is aimed to end the fight quickly.
Slayer Branch
Select to Expand Armaments
Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)
Set by the Slayer Branch chosen at LVL 21 - see Slayer 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 Slayer Branch chosen at LVL 21 - see Slayer 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: Blade Master Abilities (Warrior Tier)
(Medium Grade armor or lighter; Weapon Style: Slashing, 1h (Main) and 1h (Off), Melee, dual-wielded, Fury style, e.g., twin swords, twin axes, or sword and axe)
Expand Ability Tree Paths
LVL 4 Warrior - Blade Master Path Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Claim the Blade
    ATTKRange: Touch | Style: Slashing | Hand: 1h dual-wielded | Discipline: Swordcraft
    Cost: 2 Stamina
    Uses: Unlimited
    The precise mark cut deeper still, a Blade Master's earliest proof that mastery is more than one blade deep... refer to Ability Card.
  • (Slot B) Deeper Blade Cut
    ATTKRange: Touch | Style: Slashing | Hand: 1h dual-wielded | Discipline: Swordcraft
    Cost: 2 Stamina
    Uses: Unlimited
    A cut carved deeper than the precise mark that came before it... refer to Ability Card.
  • (Slot C) Blade Guard
    ATTKRange: Touch | Style: Slashing | Hand: 1h dual-wielded | Discipline: Swordcraft
    Cost: 2 Stamina
    Uses: Unlimited
    A guard held with mastery more than one blade deep... refer to Ability Card.
  • (Slot A) Blade Aegis
    ATTKRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Arcane
    Cost: 2 Mana
    Uses: Unlimited
    Mastery more than one blade deep, drawn into a shield over self or an ally... refer to Ability Card.
  • (Slot B) Blade Bolt
    ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Arcane
    Cost: 2 Mana
    Uses: Unlimited
    The precise mark cut deeper still, loosed at range... refer to Ability Card.
  • (Slot C) Blade Renewal
    ATTKRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Arcane
    Cost: 2 Mana
    Uses: Unlimited
    A renewal drawn from mastery more than one blade deep, self or ally... refer to Ability Card.

†See Ability Cards for LVL 4.5 midpoint Abilities.

LVL 5 Warrior - Blade Master Path Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Rending Blades
    ATTKRange: Touch | Style: Slashing | Hand: 1h dual-wielded | Discipline: Swordcraft
    Cost: 3 Stamina
    Uses: 3/Round
    Twin edges that leave more than one kind of wound, a Blade Master's earliest taste of the damage twin edges leave behind... refer to Ability Card.
  • (Slot B) Rending Blade Cut
    ATTKRange: Touch | Style: Slashing | Hand: 1h dual-wielded | Discipline: Swordcraft
    Cost: 3 Stamina
    Uses: 3/Round
    A cut thrown from twin edges that leave more than one kind of wound... refer to Ability Card.
  • (Slot C) Rending Guard
    ATTKRange: Touch | Style: Slashing | Hand: 1h dual-wielded | Discipline: Swordcraft
    Cost: 3 Stamina
    Uses: 3/Round
    A guard held with the damage twin edges leave behind... refer to Ability Card.
  • (Slot A) Rending Blade Aegis
    ATTKRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Arcane
    Cost: 3 Mana
    Uses: 3/Round
    Twin edges' own damage drawn into a shield over self or an ally... refer to Ability Card.
  • (Slot B) Rending Blade Bolt
    ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Arcane
    Cost: 3 Mana
    Uses: 3/Round
    Twin edges' own wound loosed at a foe from range... refer to Ability Card.
  • (Slot C) Rending Blade Renewal
    ATTKRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Arcane
    Cost: 3 Mana
    Uses: 3/Round
    A renewal drawn from the damage twin edges leave behind, self or ally... refer to Ability Card.

†See Ability Cards for LVL 5.5 midpoint Abilities.

LVL 6 Warrior - Blade Master Path Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Opening Flurry
    A flurry opened with more cuts than a single blade could keep up with... refer to Ability Card.
  • (Slot B) Opening Cut
    A cut thrown with more force than a single blade could keep up with... refer to Ability Card.
  • (Slot C) Opening Guard
    A guard held through a flurry more than a single blade could keep up with... refer to Ability Card.
  • (Slot A) Opening Aegis
    A flurry drawn into a shield over self or an ally... refer to Ability Card.
  • (Slot B) Opening Bolt
    A flurry opened at range, more than a single blade could keep up with... refer to Ability Card.
  • (Slot C) Opening Renewal
    A renewal drawn through a flurry more than a single blade could keep up with, self or ally... refer to Ability Card.

†See Ability Cards for LVL 6.5 midpoint Abilities.

LVL 7 Warrior - Blade Master Path Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Storm's Mark
    A target marked mid-storm of cuts, finishing whoever's already caught in it... refer to Ability Card.
  • (Slot B) Storm's Cut
    A cut thrown at whoever's already caught in a storm of cuts... refer to Ability Card.
  • (Slot C) Storm's Guard
    A guard held mid-storm of cuts... refer to Ability Card.
  • (Slot A) Storm's Aegis
    A storm of cuts drawn into a shield over self or an ally... refer to Ability Card.
  • (Slot B) Storm's Bolt
    A target marked mid-storm, finished at range instead... refer to Ability Card.
  • (Slot C) Storm's Renewal
    A renewal drawn mid-storm of cuts, self or ally... refer to Ability Card.

†See Ability Cards for LVL 7.5 midpoint Abilities.

LVL 8 Warrior - Blade Master Path Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Storm of Cuts
    Blade Masters dual-wield a storm of cuts, marking and finishing a target in the same relentless motion... refer to Ability Card.
  • (Slot B) Storm of Cuts Finisher
    Blade Masters strike a target already marked in the same relentless motion... refer to Ability Card.
  • (Slot C) Storm of Cuts Guard
    Blade Masters guard through a relentless storm of cuts... refer to Ability Card.
  • (Slot A) Storm of Cuts Aegis
    Blade Masters shield through a relentless storm of cuts, self or ally... refer to Ability Card.
  • (Slot B) Storm of Cuts Bolt
    Blade Masters dual-wield a storm of cuts at range, marking and finishing in the same motion... refer to Ability Card.
  • (Slot C) Storm of Cuts Renewal
    Blade Masters mend through a relentless storm of cuts, self or ally... refer to Ability Card.

†See Ability Cards for LVL 8.5 midpoint Abilities.

LVL 9-20 Warrior - Blade Master 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.
◆ Duelist (LVL 21-30)
A Blade Master who favors precision and timing over raw power.
Branch: Duelist Abilities (Blade Master Path)

Expand Ability Tree Branches
LVLMartial AbilitiesSpell Abilities
LVL 21-30 (Branch)TBA. The Duelist Branch continues this Path's progression exclusively through LVL 30.
◆ Gladiator (LVL 21-30)
A Blade Master trained for single combat, thriving in one-on-one duels.
Branch: Gladiator Abilities (Blade Master Path)

Expand Ability Tree Branches
LVLMartial AbilitiesSpell Abilities
LVL 21-30 (Branch)TBA. The Gladiator Branch continues this Path's progression exclusively through LVL 30.
◆ Slayer (LVL 21-30)
A Blade Master whose every strike is aimed to end the fight quickly.
Branch: Slayer Abilities (Blade Master Path)

Expand Ability Tree Branches
LVLMartial AbilitiesSpell Abilities
LVL 21-30 (Branch)TBA. The Slayer Branch continues this Path's progression exclusively through LVL 30.
iii. Warlord (Penalties and Bonuses TBA)
Alignment: Amoral
Higher Power: TBA (Amoral)
A commanding Warrior who channels rune-etched weapons and raw battlefield authority into overwhelming force. (LVL 4-20)
(see Warlord Path and Branch Abilities Below)
Warlord Path
Select to Expand Armaments
Weapon Proficiency (Culture, Warlord) (Abilities require one of the weapons below to be readied; Basic ATTKs do not)
Weapon Style: Blunt or Slashing, 2h, Melee. Weapon Type: Martial, TAW, or Chthonic for Nature, Magic for Spell. +8 to Hit when wielded (Weapon/Hand Proficiency).

Weapons Forbidden (Culture, Warlord):
◆None; this Culture bars no Weapon Type outright, though the profile above still governs what performs its Abilities.
Armor Thresholds
Armor Grade: caps at Heavy (Warforge Plate).
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
Warlord Branches
◆ Runeblades (LVL 21-30)
A Warlord who fights with a pair of rune-etched weapons, each empowering the other.
Runeblades Branch
Select to Expand Armaments
Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)
Set by the Runeblades Branch chosen at LVL 21 - see Runeblades 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 Runeblades Branch chosen at LVL 21 - see Runeblades above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
◆ Stormbringer (LVL 21-30)
A Warlord who channels raw storm-force directly into their weapon.
Stormbringer Branch
Select to Expand Armaments
Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)
Set by the Stormbringer Branch chosen at LVL 21 - see Stormbringer 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 Stormbringer Branch chosen at LVL 21 - see Stormbringer above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
◆ Sun Thrower (LVL 21-30)
A Warlord who hurls sun-charged weapons, striking from range as readily as up close.
Sun Thrower Branch
Select to Expand Armaments
Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)
Set by the Sun Thrower Branch chosen at LVL 21 - see Sun Thrower 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 Sun Thrower Branch chosen at LVL 21 - see Sun Thrower 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: Warlord Abilities (Warrior Tier)
(Heavy Grade armor or lighter; Weapon Style: Blunt or Slashing, 2h, Melee, Clobber style, e.g., greathammer, greatsword, or warblade)
Expand Ability Tree Paths
LVL 4 Warrior - Warlord Path Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Rune-Etched Blow
    ATTKRange: Touch | Style: Blunt or Slashing | Hand: 2h | Discipline: Runeforce
    Cost: 2 Stamina
    Uses: Unlimited
    A blow that leaves a rune behind as much as a bruise, a Warlord's earliest proof that command cuts as deep as steel... refer to Ability Card.
  • (Slot B) Rune-Etched Cut
    ATTKRange: Touch | Style: Blunt or Slashing | Hand: 2h | Discipline: Runeforce
    Cost: 2 Stamina
    Uses: Unlimited
    A cut that leaves a rune behind as much as a bruise... refer to Ability Card.
  • (Slot C) Rune-Etched Guard
    ATTKRange: Touch | Style: Blunt or Slashing | Hand: 2h | Discipline: Runeforce
    Cost: 2 Stamina
    Uses: Unlimited
    A guard held knowing command cuts as deep as steel... refer to Ability Card.
  • (Slot A) Rune-Etched Aegis
    ATTKRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Arcane
    Cost: 2 Mana
    Uses: Unlimited
    Command cut into a shield over self or an ally... refer to Ability Card.
  • (Slot B) Rune-Etched Bolt
    ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Arcane
    Cost: 2 Mana
    Uses: Unlimited
    A blow that leaves a rune behind, loosed at range... refer to Ability Card.
  • (Slot C) Rune-Etched Renewal
    ATTKRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Arcane
    Cost: 2 Mana
    Uses: Unlimited
    A renewal drawn knowing command cuts as deep as steel, self or ally... refer to Ability Card.

†See Ability Cards for LVL 4.5 midpoint Abilities.

LVL 5 Warrior - Warlord Path Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Colossal Strike
    ATTKRange: Touch | Style: Blunt or Slashing | Hand: 2h | Discipline: Runeforce
    Cost: 3 Stamina
    Uses: 3/Round
    A strike that finds the seam beneath the plate, a Warlord's earliest taste of the storm they command... refer to Ability Card.
  • (Slot B) Colossal Cut
    ATTKRange: Touch | Style: Blunt or Slashing | Hand: 2h | Discipline: Runeforce
    Cost: 3 Stamina
    Uses: 3/Round
    A cut that finds the seam beneath the plate... refer to Ability Card.
  • (Slot C) Colossal Guard
    ATTKRange: Touch | Style: Blunt or Slashing | Hand: 2h | Discipline: Runeforce
    Cost: 3 Stamina
    Uses: 3/Round
    A guard held with the storm they command... refer to Ability Card.
  • (Slot A) Colossal Aegis
    ATTKRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Arcane
    Cost: 3 Mana
    Uses: 3/Round
    The storm they command, drawn into a shield over self or an ally... refer to Ability Card.
  • (Slot B) Colossal Bolt
    ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Arcane
    Cost: 3 Mana
    Uses: 3/Round
    A strike that finds the seam beneath the plate, loosed at range... refer to Ability Card.
  • (Slot C) Colossal Renewal
    ATTKRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Arcane
    Cost: 3 Mana
    Uses: 3/Round
    A renewal drawn from the storm they command, self or ally... refer to Ability Card.

†See Ability Cards for LVL 5.5 midpoint Abilities.

LVL 6 Warrior - Warlord Path Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) First Rune
    The first rune etched into a blade before the line's even finished forming... refer to Ability Card.
  • (Slot B) First Rune Cut
    A cut thrown before the line's even finished forming... refer to Ability Card.
  • (Slot C) First Rune Guard
    A guard etched with the first rune, before the line's even finished forming... refer to Ability Card.
  • (Slot A) First Rune Aegis
    The first rune drawn into a shield over self or an ally... refer to Ability Card.
  • (Slot B) First Rune Bolt
    The first rune etched into a bolt, loosed before the line's even finished forming... refer to Ability Card.
  • (Slot C) First Rune Renewal
    A renewal etched before the line's even finished forming, self or ally... refer to Ability Card.

†See Ability Cards for LVL 6.5 midpoint Abilities.

LVL 7 Warrior - Warlord Path Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Commanding Strike
    A line commanded mid-strike, rune and storm etched into every blow struck... refer to Ability Card.
  • (Slot B) Commanding Cut
    A cut thrown with rune and storm etched into it... refer to Ability Card.
  • (Slot C) Commanding Guard
    A guard held while a line is commanded mid-strike... refer to Ability Card.
  • (Slot A) Commanding Aegis
    A line commanded mid-cast, drawn into a shield over self or an ally... refer to Ability Card.
  • (Slot B) Commanding Bolt
    Rune and storm etched into a bolt, loosed at a foe... refer to Ability Card.
  • (Slot C) Commanding Renewal
    A renewal drawn while a line is commanded mid-strike, self or ally... refer to Ability Card.

†See Ability Cards for LVL 7.5 midpoint Abilities.

LVL 8 Warrior - Warlord Path Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Commanding Rune
    Warlords etch their strikes with rune and storm, commanding the whole line while they fight... refer to Ability Card.
  • (Slot B) Commanding Rune Cut
    Warlords strike with rune and storm etched in, commanding the whole line while they fight... refer to Ability Card.
  • (Slot C) Commanding Rune Guard
    Warlords guard the whole line while they fight, rune and storm etched in... refer to Ability Card.
  • (Slot A) Commanding Rune Aegis
    Warlords shield the whole line while they fight, self or ally... refer to Ability Card.
  • (Slot B) Commanding Rune Bolt
    Warlords etch their strikes with rune and storm at range, commanding the whole line... refer to Ability Card.
  • (Slot C) Commanding Rune Renewal
    Warlords mend the whole line while they fight, rune and storm etched in, self or ally... refer to Ability Card.

†See Ability Cards for LVL 8.5 midpoint Abilities.

LVL 9-20 Warrior - Warlord 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.
◆ Runeblades (LVL 21-30)
A Warlord who fights with a pair of rune-etched weapons, each empowering the other.
Branch: Runeblades Abilities (Warlord Path)

Expand Ability Tree Branches
LVLMartial AbilitiesSpell Abilities
LVL 21-30 (Branch)TBA. The Runeblades Branch continues this Path's progression exclusively through LVL 30.
◆ Stormbringer (LVL 21-30)
A Warlord who channels raw storm-force directly into their weapon.
Branch: Stormbringer Abilities (Warlord Path)

Expand Ability Tree Branches
LVLMartial AbilitiesSpell Abilities
LVL 21-30 (Branch)TBA. The Stormbringer Branch continues this Path's progression exclusively through LVL 30.
◆ Sun Thrower (LVL 21-30)
A Warlord who hurls sun-charged weapons, striking from range as readily as up close.
Branch: Sun Thrower Abilities (Warlord Path)

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

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