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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.
| Class | Mechanic | The fantasy | Talent | Chase legendary | Pages | Picks |
|---|---|---|---|---|---|---|
| Fighter | The Arsenal | Carry the whole armoury, and use all of it. | Hundred-Weapon Discipline | The Quartermaster's Baldric | 7 | levels 4, 9, 14 and 18 |
| Barbarian | Red Gyre | Become the storm, and stay in it. | Pain Fuels Rage | Heart of the Maelstrom | 7 | levels 4, 9, 14 and 18 |
| Paladin | Oathlight and the hammer storm | A halo of hammers, and then the big one. | Heaven's Anvil | The Turning Sun | 7 | levels 4, 9, 14 and 18 |
| Monk | Harmony | Never repeat yourself, and the dance pays you for it. | Perfect Form | Beads of the Unbroken Chain | 7 | levels 4, 9, 14 and 18 |
| Dread Knight | Souls | Wear the dead like armour, then spend them. | Reaping Tide | The Thirteenth Toll | 7 | levels 4, 9, 14 and 18 |
| Rogue | Malice and the Kill Chain | One kill, then the whole pack. | Night's Harvest | The Tally Knife | 7 | levels 4, 9, 14 and 18 |
| Ranger | Draw and Quickdraw | Patience is a damage stat. | Open Sky | Cloudbreaker Quiver | 7 | levels 4, 9, 14 and 18 |
| Bard | Songs and the Measure | Conduct the whole party. | Medley | Lute of the Long Applause | 7 | levels 4, 9, 14 and 18 |
| Druid | Shapes | The right beast for the moment, and no lock on changing your mind. | Hunter's Moon | Fang of the Hundredth Night | 7 | levels 4, 9, 14 and 18 |
| Wizard | The Weave | Cast in the right order and the elements finish the sentence. | Coldsnap Weave | The Eighth Winter | 8 | levels 4, 9, 14 and 18 |
| Sorcerer | Flux | Run hot, and choose where it spills. | Fulgurite Mind | The Crackling Crown | 7 | levels 4, 9, 14 and 18 |
| Cleric | Fervor and Hallowed Ground | Choose mercy or judgement, and light the floor either way. | Sentence Passed | The Last Verdict | 7 | levels 4, 9, 14 and 18 |
| Warlock | The Ledger | Every bargain has small print. | Open Account | The Unpaid Ledger | 9 | levels 4, 9, 14 and 18 |
| Necromancer | The Grave | Nothing dies without paying you back. | Pyre of Bones | The Hundred Funerals | 9 | levels 4, 9, 14 and 18 |