Specializations
A viewer owns one specialization and brings four of its spells. A commander fields fifteen at once.
| Specialization | Chain | Cap | Tagline | |
|---|---|---|---|---|
| Almswarden | Surplus | 10 per caster | Health is something the enemy should fear more. | |
| Arrowmind | held arrow | 8 arrows per caster · 24 arrows party-wide | The arrow forgets it was ever just wood. | |
| Battlemage | revive charge | 20 per caster | Fight in front, cast magic, sick scythe | |
| Bramble | stamina | — | A curved blade that grew that way; the edge is alive, faintly. | |
| Cleaver | Dread | 5 per enemy · 12 enemies party-wide | One axe, some confidence, and much terror. | |
| Duelist | touched mark | 1 per enemy · 2 enemies per caster · 4 enemies party-wide | Just footwork and a very sharp opinion. | |
| Earthshaker | stamina | — | Hits the ground, not the enemy — the ground handles the rest. | |
| Hexblade | hex stack | 8 per enemy | Two blades, angrier magic — a Mage who decided range was a liability. | |
| Hexknife | mana | — | The wand is just another name for blade. | |
| Iron Wall | stamina | — | Both hands are shields. Not passive. Just waiting for everyone else to notice. | |
| Ironclad | Sunder | 5 per enemy | Beeg axe, no apology, no survivors. | |
| Machinist | standing slab | 3 slabs per caster · 9 slabs party-wide | Machines are my expression of art. | |
| Naturalist | active combination | 4 combinations party-wide | The book is annotated in bark-script. Apothecarian delight in every measure. | |
| Punchknight | stamina | — | The armor is the weapon. The fists just help it understand. | |
| Rampart | stamina | — | Armored arrow dude, what are you ranged or melee? | |
| Rascal | stolen buff | 3 buffs per caster | A Rogue with a sword. | |
| Ravager | stamina | — | Explicitly: all offense, no apology. | |
| Runeknight | mana | — | A scaredy-cat wizard that wants to get in on the action. Armor reduces ability to cast magic well. | |
| Savage | Rend | 8 per enemy | Two weapons means twice the reasons to charge. | |
| Shadow | energy | — | Just like shadows: no introduction. | |
| Shadowdancer | Exposed | 5 per enemy · 8 enemies party-wide | Two blades and the footwork to make them both count from behind. | |
| Sharpshooter | armed trip wire | 2 wires per caster · 8 wires party-wide | pew pew pew! | |
| Sniper | Bead | 5 per enemy · 3 enemies per caster | Range on range combat is my romance! | |
| Spellblade | glyph fragment | 5 fragments per caster · 15 fragments party-wide | Hexes etched into the steel; the swing reads as both strike and incantation. | |
| Spellguard | revive charge | 20 per caster | Need a buff upfront? Here's your boiii | |
| Spellshield | mana | — | One hand of arcane-metal violence; one hand of very deliberate stubbornness. | |
| Stormcaller | charge | 10 per enemy · 12 enemies party-wide · 10 per object | Staff, not walking stick. The clouds are listening. | |
| Swordmaster | stamina | — | Two swords, full plate armor, run in and make sh*t happen. | |
| Templar | Judgment mark | 1 per enemy · 6 marks per caster · 18 marks party-wide | Sword raised in faith; shield braced for the moment of judgment. | |
| Tinkerer | stamina | — | The wrench is the mind, body, and soul, of the blade | |
| 30 specializations | 226 spells · 18 carry a term beyond the pool | |||
Chain — the resource the kit generates and spends: a bespoke term where the spec carries one, otherwise its standard pool. Cap states what the ceiling is scoped to. Each specialization page states how it is accrued.