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Compendium

The Spellbook

Version 0.25 gives every class one signature mechanic and a Spellbook of pages and variants to build around it. Pick a class to see its mechanic, its pages and what each variant does.

How the Spellbook works

  • Pages. Your seven core skills stay. From level 4 you also build a Spellbook of pages: extra skills chosen from your class's list. There are 103 pages across the 14 classes.
  • Page picks. At levels 4, 9, 14 and 18 the game offers up to 3 pages you don't own yet, and you take one. A class uses only as many picks as it can always fill with at least two choices, so a class with few pages has fewer picks.
  • One mechanic per class. Your class's signature mechanic switches on with your first page, at level 4: Oathlight, the Grave, the Weave, Flux and the rest. Before then you play as you always did.
  • Page mastery. A page skill gains a flat +30% power at rank 4 and rank 8, besides its variants.
  • No book for sellswords. Hired sellswords never get a Spellbook; the pages are for your heroes.

Variants

  • What a variant does. Every page has variants that change how it plays: a wider spiral, a burst at the end, a boss-killing single blow. They unlock at skill mastery ranks 2, 5 and 8.
  • One at a time. Only one variant is active per page, chosen on the hero sheet's Spellbook tab, so one page can power different builds.

The class mentor

  • A page you passed over can be bought from your class mentor for 30 gold × your level squared: 480 gold at level 4, 12,000 at level 20.
  • The mentor only sells while every pick still to come keeps at least two choices. Changing class (possible only to level 5) forgets your pages and refunds what you paid the mentor; the confirm says so.

Every class's mechanic

Each class's page lists every Spellbook page with its variants. The mechanic, its talent and its chase legendary are on the same row.

Every class's mechanic and Spellbook
ClassMechanicThe fantasyTalentChase legendaryPagesPicks
FighterThe ArsenalCarry the whole armoury, and use all of it.Hundred-Weapon DisciplineThe Quartermaster's Baldric7levels 4, 9, 14 and 18
BarbarianRed GyreBecome the storm, and stay in it.Pain Fuels RageHeart of the Maelstrom7levels 4, 9, 14 and 18
PaladinOathlight and the hammer stormA halo of hammers, and then the big one.Heaven's AnvilThe Turning Sun7levels 4, 9, 14 and 18
MonkHarmonyNever repeat yourself, and the dance pays you for it.Perfect FormBeads of the Unbroken Chain7levels 4, 9, 14 and 18
Dread KnightSoulsWear the dead like armour, then spend them.Reaping TideThe Thirteenth Toll7levels 4, 9, 14 and 18
RogueMalice and the Kill ChainOne kill, then the whole pack.Night's HarvestThe Tally Knife7levels 4, 9, 14 and 18
RangerDraw and QuickdrawPatience is a damage stat.Open SkyCloudbreaker Quiver7levels 4, 9, 14 and 18
BardSongs and the MeasureConduct the whole party.MedleyLute of the Long Applause7levels 4, 9, 14 and 18
DruidShapesThe right beast for the moment, and no lock on changing your mind.Hunter's MoonFang of the Hundredth Night7levels 4, 9, 14 and 18
WizardThe WeaveCast in the right order and the elements finish the sentence.Coldsnap WeaveThe Eighth Winter8levels 4, 9, 14 and 18
SorcererFluxRun hot, and choose where it spills.Fulgurite MindThe Crackling Crown7levels 4, 9, 14 and 18
ClericFervor and Hallowed GroundChoose mercy or judgement, and light the floor either way.Sentence PassedThe Last Verdict7levels 4, 9, 14 and 18
WarlockThe LedgerEvery bargain has small print.Open AccountThe Unpaid Ledger9levels 4, 9, 14 and 18
NecromancerThe GraveNothing dies without paying you back.Pyre of BonesThe Hundred Funerals9levels 4, 9, 14 and 18