SORA / PLAYER GUIDE

Sora

Your next life starts here. A player wiki for learning the controls, building a character and making your journey count.

Player guide · October 5, 2026

FIELD GUIDE / 01

Your first 10 minutes

Start small. Learn to defend yourself, choose a path, then earn your first useful upgrade.

  1. Look around your starting settlement. Speak to Way Of The Wand with E. The guide explains fighting, menus and learning magic.
  2. Try the controls somewhere safe. Move with WASD, attack with left mouse, guard with F and dash with Q. Practice a short attack, then leave room to defend.
  3. Open M → Magic. In Identity, choose your primary affinity and roll your initial talent for free. You remain undecided and can use weapons; these choices do not lock your path.
  4. If you want the Mage path, earn your first spell. In Research, Focus Fire or Lightning until you reach 30 control. Each successful Focus needs six seconds without moving or being interrupted, followed by eight seconds before the next Focus.
  5. Open Spells and press Discover. Learning Flame Burst or Thunder Burst chooses Mage. Learning a physical technique first chooses Weapon instead. Reaching a requirement does not automatically teach an ability.
  6. Press Tab. Drag your learned skill into a hotbar slot, close the box, then use its number key. A normal new character starts undecided, with no spells.
  7. Find a hunting board or explore nearby landmarks. Start with a Newcomer contract. Follow its actual objective; some targets must be rescued or captured alive.
  8. Spend earned points in M → Characters. Every stat stops at 31. Check Cards when you reach a card milestone.

This guide covers the October 5 playtest build. Fire, Lightning, Plasma, Pure Fire and the Duelist weapon path form the current magic prototype. The game has more systems than you need on day one; use the search box whenever a new term appears.

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FIELD GUIDE / 02

Controls

These are the PC bindings in the current build.

InputWhat it does
MMain menu
KEquipment/inventory
TabOpen/close learned-skill box above the ten-slot hotbar
1–0Use the assigned hotbar skill; hold/release only for skills that use charging
Left mouseNormal melee combo
RHeavy attack
FGuard/parry
QDash
GEarned Afterimage escape
Middle mouseLauncher
Right mouseFeint during eligible swing startup; cancel a dash while dashing; otherwise running attack
Double-tap WSprint
Left ControlSlide
SpaceJump; eligible second press performs double jump
PDraw/sheath weapon; H remains an alias
VCarry a downed target
BExecute/grip a downed target
NMend, only with the Health Mend Hyper card
ENearby interaction; otherwise Flash Step when Agility breakthrough is owned
TRage when Physical breakthrough is owned
YCleanser when Magic breakthrough is owned

While a menu, dialogue or the skill box is open, combat inputs are blocked. Finish typing and close the panel before attacking. A skill only uses hold-and-release input when that particular skill supports charging.

Guard details: hold F to guard. A well-timed tap can perfect-guard an incoming strike. F + left mouse requests a parry. These are timing tools, not a promise that every attack can be blocked from any direction.

Feints: start a light attack, then right-click during its allowed early window. You cannot cancel a swing after it has fully committed. Right-click can also cancel a dash; outside those situations it is used for a running attack when eligible.

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FIELD GUIDE / 04

Fighting well

Use spacing, timing and recovery. A longer combo is not always the best choice.

The basic exchange

Face your opponent, step into range, attack, then watch what happens. Melee checks direction, height and walls. Standing behind a target can bypass a frontal guard, but attacks do not automatically snap you toward someone.

A light combo has four hits, and all four apply true stun when they connect. While stunned, you cannot start an ordinary block or parry; the second hit no longer gives you a special opening to defend. You can still block or parry before a hit connects, or once the stun ends. Earned special escapes such as Afterimage keep their own requirements.

The fourth hit is a finisher with extra recovery: missing it gives an opponent a chance to punish you. Keep your attacks in range and timed together; a combo does not automatically hit through distance, direction or walls.

Attacks slow your movement and use a short planted moment near contact. Some swings include a small forward step. You can press your next action near the end of recovery and have it execute when legal. This late-input allowance does not remove the recovery itself.

Defense and movement

Guard works mainly in front of you. Guard damage can break it and leave you open. A failed parry carries a cooldown; a successful parry gives you an opening. Ordinary weapon clashes are brief deflections, so exchanges can continue moving.

ActionCurrent baseline
Combat dashQ; 2-second cooldown; 12 stamina.
Out-of-combat dash1.3-second cooldown; 12 stamina.
Dash timingMovement lasts about 0.35 seconds; the contact-dodge window is 0.15 seconds.
Air dashOne before touching the ground again.
HeavyR; base 20 stamina and 8-second cooldown. Check the weapon’s actual display.
LauncherMiddle mouse; 25 stamina and 18-second cooldown.
Running attack12 stamina; 10-second cooldown.
Double jump8 stamina; 4-second cooldown.
Air slash20 stamina; 16-second cooldown.
Manual parryF + left mouse; 0.11-second (110 ms) contact window. A success stuns the attacker for 0.65 seconds.
Parry cooldown3 seconds after a miss; 0.25 seconds after a success.
Perfect guard0.10-second timing window; a success stuns the attacker for 0.40 seconds.
Guard breakLeaves the defender open for 1.1 seconds.

Fighting a group of enemies

Ordinary NPC enemies share a pressure limit against you: up to four contacts or about 3.4 seconds of pressure before backing off. Their recovery gives you at least 0.7 seconds after the actual stun or knockdown ends to react. Another NPC cannot skip that break simply by becoming the next attacker. This changes enemy behavior; your four-hit PvP combo still applies true stun.

One enemy leads the attack while nearby allies reposition or support from the flanks. Vanguards, Duelists and Skirmishers have different spacing and attack preferences; an enemy running low on stamina or guard may retreat. Use the break to defend, reposition or counterattack. The opening is not invulnerability, and hazards or other players can still be dangerous.

Heat and your earned escape

Build Heat through ten qualifying combo hits. Its base duration is 60 seconds and its base cooldown is ten minutes. Heat improves guard restoration from light hits and awards escape charges.

Afterimage on G is an earned combo escape. It needs three charges; you do not spawn with them. The base capacity is three and charges expire after eight minutes unless your build changes that. Use it to leave pressure, then reposition—walls still matter.

All balance numbers can change during testing. The current HUD and skill description show the state of your own character, including modifiers.

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FIELD GUIDE / 05

Levels and stats

Your character level, stat points and magic mastery are different kinds of progress.

You start at level 1 and can reach level 21. Each level gained gives three stat points: 60 earned points across the full climb. The next level starts at 100 XP and costs 25 more XP for each later level. XP comes from qualifying gameplay rewards; standing nearby is not always enough.

Open M → Characters, type the amount beside a stat and press + or Enter. Allocation requires being ready and out of combat. Each category has a hard cap of 31 points; typing a larger number cannot bypass it.

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StatMain useBreakthrough at 31
DefenseIncreases maximum guard.Adds one earned-escape capacity and 600 seconds to its stack duration.
HealthIncreases maximum health.+25 maximum health.
AgilityImproves movement.Flash Step (E), 20-second cooldown.
ManaImproves your Mana resource.20% faster Mana recovery.
PhysicalImproves physical damage.Rage (T) resets cooldowns and activates Heat; its own cooldown is 480 seconds.
MagicImproves magic damage.Cleanser (Y) cleanses, restores 100 Mana and activates Heat; 480-second cooldown.
StaminaImproves your stamina resource.+20 maximum stamina and an extra 0.5% of maximum stamina restored per damaging light hit.

Each point gives a 0.5% bonus, with another 2.5% at 10, 20 and 30 points. That totals 23% at 31 points, before the breakthrough. Physical and Magic use the same curve. Agility uses 60% of that bonus, reaching 13.8% at 31.

Levels improve health and both damage types together, rising from the starting value to 25% more at level 21. Maximum Mana and stamina gain 20% over the same climb. Your level matters, while equally leveled opponents still have room to make different builds.

More health or more damage?

These examples use the default 175 starting health and exclude equipment, cards, talent and temporary effects. Both level-21 builds put their remaining 29 points into Stamina.

Example buildHealth / physical damage compared with the unbuilt start
Level 1, no allocated points175 HP / normal damage
Level 21, 31 PhysicalAbout 219 HP / 54% more physical damage
Level 21, 31 HealthAbout 294 HP / 25% more physical damage
Limits on stacked player bonuses

Bonuses from levels, stats, gear, cards and other effects have shared limits. Default player health can reach about 394, while default Mana and stamina each cap at 225. Guard caps at 175% of the weapon’s starting guard. Final attack bonuses are limited to 185% of the move’s base damage, and combined damage reduction stops at 20%. These are ceilings, not stats every build receives. A normal paid action still costs at least 60% of its base cost after discounts. Boss and encounter difficulty uses separate rules.

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FIELD GUIDE / 06

Cards and Hyper cards

Cards add choices to your build at levels 3, 6, 9, 12, 15, 18 and 21.

At each milestone, choose from an offer of three cards. An offer stays the same if you close and reopen it. A base card can reach two stars. After a base reaches two stars, its three-way Hyper choice is queued for your next card milestone. A Hyper choice uses a milestone too; you do not get an extra free choice.

Base cardBenefit per star
Health+15 maximum health
Mana+15 maximum Mana
Stamina+10 maximum stamina
Block+15 guard
Afterimage / CounterShock+1 earned-escape capacity
Heat+10 seconds Heat duration
All Hyper choices

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BaseHyper cardEffect
HealthGreater Health+60 health
HealthHealth RecoveryDouble passive out-of-combat health recovery
HealthMendN: heal one nearby player within 20 studs for 25 HP; 30 Mana, 45s cooldown
ManaGreater Mana+60 Mana
ManaMana Recovery+30 Mana per minute (+0.5 per second) before other recovery modifiers
ManaMana Efficiency20% lower Mana costs
StaminaGreater Stamina+40 stamina
StaminaStamina RecoveryAn extra 0.5% of maximum stamina restored per damaging light hit
StaminaStamina Efficiency15% lower stamina costs
BlockGreater Guard+60 guard
BlockGuard RecoveryAnother 5% M1 guard restoration
BlockGuard Fortitude15% less guard damage
AfterimageGreater CounterShock+1 capacity
AfterimageLasting CounterShock+300 seconds
AfterimageHeat Reserves+1 stack from Heat
HeatLasting Heat+30 seconds
HeatReturning Heat20% shorter cooldown
HeatRestorative HeatAnother 5% Heat M1 guard restoration

Mana Efficiency reduces the applicable Mana cost by 20%, including learned Arcane spells and retained elemental magic. It also works when a valid spell input is queued near the end of an attack. Ownership and cooldown rules still apply.

Mend is on N when you own its Hyper card. V remains the carry key. Some older card names still say CounterShock; the current G escape is presented as Afterimage.

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FIELD GUIDE / 07

Learning your first spell

Use weapons while undecided. Learning your first spell chooses Mage.

  1. Choose either Fire or Lightning in Magic → Identity. Selecting an affinity leaves your path undecided.
  2. Roll your initial talent. This first roll is free.
  3. Open Research and Focus your primary affinity. Stay still, unharmed and out of combat for six seconds.
  4. After a completed Focus, wait eight seconds before starting again. Moving more than about one stud, being hit or entering another combat action interrupts it.
  5. At 30 control, open Spells and Discover Flame Burst or Thunder Burst. This successful unlock chooses Mage for this life; normal Mage combat then uses fists.
  6. Press Tab, place the learned spell in a numbered slot, close editing and use the key.

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TalentControl per completed FocusFocus sessions from 0 to your first spellFirst Burst Mana cost before other modifiers
Untalented8.5420.7
Talented12315.3
Prodigy10.5317.1

Discovering the first spell does not charge Gold or consume a book. You must still be undecided or already a Mage, with the required current magic, control, research evidence and capacity. You still pay Mana when you cast in normal progression.

The Burst is a close-area spell. It is a practical starting tool, not a long-range projectile. Reach 50 control for projectile and zone research; beams require 80.

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FIELD GUIDE / 08

Routes, affinities and talents

Your route is your overall style. Your affinity is the element you develop.

You begin Undecided and may equip and use weapons. Selecting an affinity, rolling talent and practicing control do not choose your path. Your first learned magical spell chooses Mage; your first learned physical technique chooses Weapon. Mage develops spells and uses fists in normal play. Weapon develops fighting styles, mastery and eventually Crimson abilities. That first ability commits the path for this life.

Testing exception: the enabled Studio test roster allows magic and weapons together. Trying temporary test skills does not choose or change the saved path. Returning to normal progression restores its restrictions.

Fire and Lightning are the two enabled starting affinities in this build. Old retained moves can have other elements, but that does not mean every full affinity progression is available.

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TalentRoll chanceMagic mastery gainWeapon mastery gainWeapon damageMana cost
Untalented40%75% of normal135% of normal112% of normal115% of normal
Talented40%135% of normal80% of normalNormal85% of normal
Prodigy20%110% of normal110% of normal105% of normal95% of normal

“Untalented” is the game’s name for a weapon-favored roll. It does not mean the character is useless. After the initial roll, rerolling talent consumes a Talent Spinner.

Changing an affinity

At 50 primary control, your initial secondary roll becomes available. It excludes your primary, so Fire receives Lightning and Lightning receives Fire in the current two-affinity pool.

Changing an existing primary requires an Affinity Reshape and cannot select your current secondary. Pure or Fusion commitment blocks that change. A secondary reroll needs a different available candidate. With only these two fundamentals enabled, another secondary reroll is rejected without consuming its Spinner.

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FIELD GUIDE / 09

Spell book and mastery

Four shapes make each current magic kit: projectile, burst, zone and beam.

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KitProjectileBurstZoneBeam
FireFireballFlame BurstFlame FieldFlame Lance
LightningSpark BoltThunder BurstStatic FieldArc Lance
PlasmaPlasma BoltPlasma BurstPlasma FieldPlasma Lance

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ShapeControl neededBase ManaBase cooldownBase cast time
Projectile50144 sec0.35 sec
Burst30186 sec0.4 sec
Zone502410 sec0.55 sec
Beam802610 sec0.65 sec

A projectile travels forward. A burst affects a nearby area. A zone stays in an area and deals repeated effects. A beam applies its effect along a sustained line. Face and position yourself carefully; obstacles can stop contact.

The table shows the starting shape numbers. Talent, mastery, evolution, attached concepts and your build can change the result. Maximum Arcane capacity is 12; the active magic tier uses 2, 4, 6, 8 or 10 capacity as it rises from tier 1 to tier 5.

Mastery comes from use

Mastery is separate from control. Control comes from study and opens research. Mastery improves a learned spell or style through qualifying use. A qualifying damaging hit grants 2 mastery before talent and other modifiers. Casting without a qualifying hit does not award mastery in this build. Mastery caps at 1,000.

Repeated hits on the same target are limited, and training dummies do not count toward these mastery rewards. Spamming a cast or farming the same target endlessly will not provide unrestricted progress.

Earlier elemental skills and retained moves

Retained skills such as Cube Shift, Hellzone Grenade and the earlier elemental moves remain available for testing and valid existing ownership. They are not automatically given to every new production character.

SkillBase Mana / cooldown
Ice Wall20 Mana / 16 seconds
Water Vortex30 Mana / 16 seconds
Ice Rain26 Mana / 14 seconds
Water Pellet14 Mana / 6 seconds
Fire Drop26 Mana / 14 seconds
Fire Blaze28 Mana / 14 seconds
Earth Shatter24 Mana / 14 seconds
Cube Shift30 Mana / 22 seconds
Hellzone Grenade30 Mana / 16 seconds

These are normal-play base costs and cooldowns. Your build can change paid costs, and an enabled free-cast Studio test session skips ability costs and cooldowns. Testing does not make an unlearned spell part of a normal saved character.

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FIELD GUIDE / 10

Fusion or Pure Fire

Choose the direction you want this life to follow.

Fusion: Fire + Lightning → Plasma

An uncommitted mage with Fire and Lightning at 50 control each can fuse them into tier 2 Plasma. Your parent abilities stay saved but become inactive. Discover the Plasma kit separately; fusion does not put four new spells straight into your hotbar.

Pure Fire: deepen the same element

Pure Fire evolves the same four Fire spells instead of adding four more spells at every tier. The first evolution commits you to this path.

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TierNameRequirement
1FireStarting Fire affinity
2Greater Flame50 control
3Inferno80 control and 100 total learned-spell mastery
4Imperial FlamePure Fire trial and 400 total learned-spell mastery
5Flame EmperorFlame Emperor trial and 800 total learned-spell mastery

For the tier 4 trial, be Pure Fire tier 3 with 400 total learned-spell mastery, then defeat the Storm Warden in the Flux Sanctum or its roaming challenge. For tier 5, be Pure Fire tier 4 with 800 total mastery and complete the roaming Fallen King challenge. After earning the evidence, use Evolve Pure; the reward does not press the button for you.

Magic → Research shows the source, requirement and completion state for these milestones. “Ready to pursue” means you qualify to attempt the reward, not that you have already completed it.

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FIELD GUIDE / 11

Concepts: customize a spell

A concept changes how a spell behaves. Read the tradeoff before attaching it.

You can attach up to two compatible concepts to a spell. A successful attachment consumes the book. Replacing a concept normally destroys the old one. Using a Concept Extraction tool instead returns one book and consumes the tool.

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ConceptCompatible shapesMain tradeoff
CompressionProjectile, Burst, Zone15% more damage; radius becomes 75% of normal.
ExpansionProjectile, Burst, Zone35% larger radius; 20% less damage and 10% higher Mana cost.
RotationProjectile, Beam8% more damage; 15% longer cast time.
AccelerationProjectile, Beam30% higher travel-speed modifier; 20% higher Mana cost.

Concepts also cost stability. A modifier only helps a feature the spell actually uses—for example, extra projectile speed is useful for a traveling shot. Check your resolved spell description rather than assuming every modifier changes every effect.

Some combinations reveal a hidden synergy and record it in your journal. This guide leaves the recipe solution out so you can discover it yourself.

Where the materials come from

ActivityMagic reward
The scholar's missing cacheExpansion book × 1
Missing huntersRotation book × 1
The Sunken Archive / Mountain KeeperConcept Extraction × 2; Talent Spinner × 1; Affinity Spinner × 1; Affinity Reshape × 1; Crimson Reforging × 1
A gathering stormCompression book × 1
The Flux SanctumAcceleration book × 1

The missing cache, Missing hunters and Sunken Archive material bonuses are first-clear rewards for that life. Storm and Flux concept rewards can be earned again under their normal reward rules. You must contribute and satisfy the completion checks.

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FIELD GUIDE / 12

Weapon route and Crimson weapons

Build skill with a real weapon, then give an eligible sword its own magic.

The current authored style is Duelist, for Sword-class weapons. Visit its weapon trainer while undecided or already on the Weapon path. Learning Duelist unlocks Advance and chooses Weapon. You must be close enough and in clear view to learn the style.

Duelist techniqueStyle mastery required
Advance0
Pommel25
Assault75

Qualifying weapon hits build weapon mastery. Equip an owned usable weapon from your inventory. Draw or sheath it with P; H also works.

Crimson progression

  1. Learn Duelist and reach 100 Duelist mastery.
  2. Have the supported Fire and Lightning affinities and an owned, unbroken Sword-class weapon.
  3. Complete the roaming Fallen King challenge while eligible. This awards the Crimson trial evidence and one Crimson Crystal for that life.
  4. Use Imbue on the eligible owned sword. This separate action consumes the required crystal and adds two different weapon abilities.

The current pool is Plasma Sever, Thunderflame Rush and Crimson Nova. Reforging consumes a Crimson Reforging material to replace one chosen slot. Imbuing does not automatically turn every sword you own into a Crimson weapon.

Crimson abilityBase Mana / cooldown
Plasma Sever25 Mana / 12 seconds
Thunderflame Rush22 Mana / 12 seconds
Crimson Nova35 Mana / 16 seconds

Crimson effects depend on the specific item. Keep it usable and equipped when you want its benefits. A normal new character receives the legitimate starter equipment; the extra Studio weapon bundle is only a testing convenience.

Weapon technique costs and cooldowns

This is a reference for the available authored techniques, not a starter unlock list. You need valid ownership, the correct equipped weapon and an allowed character path. Values below are base stamina costs before discounts.

TechniqueBase stamina / cooldown
Gut Breaker20 stamina / 12 seconds
Overhead Swing24 stamina / 14 seconds
Ram22 stamina / 16 seconds
Spin Crush22 stamina / 14 seconds
Heavy Halberd26 stamina / 16 seconds
Whirlwind28 stamina / 16 seconds
Head Splitter24 stamina / 14 seconds
Reaping Slash16 stamina / 8 seconds
Rending Slash18 stamina / 10 seconds
Rising Cleave18 stamina / 10 seconds
Pommel Crush16 stamina / 10 seconds
Greatsword Tempest30 stamina / 18 seconds
Striking Advance16 stamina / 10 seconds
Hilt Pommel14 stamina / 10 seconds
Blade Assault22 stamina / 12 seconds
Disarming Slash20 stamina / 12 seconds
Blade Focus14 stamina / 12 seconds
Assassination18 stamina / 12 seconds
Takedown28 stamina / 18 seconds
Crimson Flurry22 stamina / 12 seconds
Vampiric Slash16 stamina / 10 seconds
Quick Slice14 stamina / 8 seconds
Dagger Dance20 stamina / 10 seconds
Piercing Flurry22 stamina / 12 seconds
Riposte20 stamina / 16 seconds
Fencer's Lunge22 stamina / 12 seconds
Fleeting Thrust14 stamina / 8 seconds
Impaling Thrust22 stamina / 12 seconds
Chain Cleave24 stamina / 14 seconds
Musket Shot18 stamina / 10 seconds
Wood Splitter20 stamina / 10 seconds
Musket Barrage20 stamina / 12 seconds
Crossfire22 stamina / 12 seconds
Rapid Volley18 stamina / 10 seconds
Quick Draw24 stamina / 16 seconds
Boot Strike14 stamina / 8 seconds
Powder Blast24 stamina / 14 seconds
Power Shot20 stamina / 10 seconds

Some other weapon families use their own named three-technique set. Its first, second and third techniques use 22, 18 and 14 stamina, with 12-, 10- and 8-second cooldowns respectively. Your skill description identifies the technique you actually own.

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FIELD GUIDE / 13

Equipment, Gold and supplies

Prepare before a long trip. Resources recover at different speeds.

K opens equipment and inventory. Gear has Weapons, Helmets and Armor categories, and the inventory limit is 160 items. A higher tier can carry more rolled passives. Read the item’s actual bonuses before replacing something you use.

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TierRolled passivesWeapon / armor purchaseHelmet purchaseSellRerollRepair
101007525020
213002259010050
32900675300300100

Prices are Gold and are provisional playtest values. An equipped armor item can break on death. Broken armor remains yours, but provides no armor bonus until repaired.

Food and potions

Hunger starts with a maximum of 100 and normally drops by one per minute. Food costs 10 Gold and restores 35 hunger. At zero hunger, your recovery is reduced to a quarter of normal.

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PotionPriceRestoration
Health3530% of the matching maximum resource
Stamina2530% of the matching maximum resource
Mana3030% of the matching maximum resource

Potions share a 20-second cooldown. Base passive health recovery is 4% of maximum health per second after the 90-second combat lockout, then modified by conditions and your build.

Mana and stamina recovery

ResourceBase recovery rules
Mana3 per second in combat; 6 per second outside combat. Wait 0.8 seconds after spending Mana before recovery can start.
Stamina8 per second in combat; 12 per second outside combat. Wait 1.25 seconds after spending stamina before recovery can start.
Stamina while guarding25% of the usual base pace: 2 per second, before your recovery modifiers.

Mana and stamina recovery pauses while you attack, cast, are stunned, are grabbed, are knocked down or are locked in a clash. Recovery resumes once those actions and the resource’s spending delay have ended. It does not refill downed, dead or afterlife characters. Food, cards and breakthroughs can change the rates.

Light attacks cost no stamina. A light hit that actually damages health restores 1% of your maximum stamina; hitting a guard does not give that refund. The Stamina breakthrough and Stamina Recovery card each add another 0.5%, up to 2% per damaging hit together. Landing a combo helps your resources, but it does not pay for unlimited dashes and heavy attacks.

Titles

Earned titles belong to your account and can survive a new life. Only your equipped title gives its bonus. Switching titles has a six-hour cooldown, so choose one that fits what you plan to do.

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FIELD GUIDE / 14

Squads and mission queues

You can create a squad and queue away from your home settlement.

A squad holds up to five players. The leader invites an exact Roblox username; invitations last 45 seconds. Create and manage the group while ready, out of combat and outside conflicting activities. The retired school requirement is not a gate in the current magic framework.

Normal matchmaking missions accept one to four players per party. The leader queues, and all members must be in the same level bracket. A five-person squad is useful for Adventures, but must reduce its party size for this queue.

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BracketLevelsPossible modes
Basic1–11Team Elimination, King of the Hill, Protect the VIP, Bandit Mission
Advanced12–21Artifact Retrieval, Assault/Defend, Hunt the Commander, Bounty Hunt, Moving King of the Hill

The server picks the objective. You are matched in solo, duo or three-to-four-player buckets. A queue can wait up to five minutes; a selected PvP mode needs opponents. A lone player is not guaranteed an immediate Bandit Mission. Once started, the normal mission time limit is six minutes.

Adventures use different limits

Most Adventures allow one to five players. The missing expedition requires two to five. Rival trials require exactly two. The leader starts, members must be within 60 studs, and everyone must be free of conflicting missions, events or sparring. Dungeon entry also requires being near the entrance.

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FIELD GUIDE / 15

Hunting boards and contracts

Read the objective before you fight. “Capture alive” means the target must survive.

Hunting boards rotate their selection about every 15 minutes. A contract can involve combat, travel, escort, recovery, capture or a choice with consequences. The Current adventure page tracks what your group still needs to do.

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ContractLife stageTime limitGold / XPSpecial note
Missing huntersNewcomer15.0 min30 / 55
The long road homeNewcomer15.0 min35 / 50
The scholar's missing cacheNewcomer11.7 min25 / 50
A quiet passageNewcomer11.7 min40 / 55Criminal route
The forbidden ledgerNewcomer15.0 min40 / 60Criminal route
Answers from the ringleaderAdventurer15.0 min45 / 75Capture alive
Smoke on the ridgeAdventurer15.0 min50 / 85
An unpaid debtAdventurer15.0 min65 / 90Criminal route
Cut the supply lineAdventurer15.0 min60 / 90Criminal route
A rival's mercyAdventurer15.0 min60 / 95
The wanted witnessVeteran20.0 min85 / 135Criminal route

These are configured base rewards. Valid participation, completion and repeat-reward rules still apply. A repeat reward normally has a ten-minute cooldown. Being in the group without helping is not an automatic claim.

Criminal work can change honor, faction standing and future reactions. A bigger payout can come with lasting consequences.

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FIELD GUIDE / 16

Dungeons, events and rival trials

Prepare your supplies and know how many allies the activity expects.

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DungeonPlayersTierBossGold / XP
The Ashen Ruins1–52Ashen Guardian70 / 150
The missing expedition2–52Ashen Guardian90 / 175
The Flux Sanctum1–53Storm Warden90 / 190
The Sunken Archive1–53Mountain Keeper90 / 190

Normal dungeon runs have a 40-minute time limit. They use authored combat, shrine and puzzle rooms. Some runs can add Swift Foes, No Passive Healing or Cursed Darkness. Read the modifier before entering; your usual recovery plan may not work.

The Deep Vault

This longer tier 2 expedition allows one to five players, up to 50 floors and a two-hour limit. Each floor has three rooms, with a boss every ten floors and an extraction opportunity every five. Death or disconnect loses unsecured loot, so decide when to leave with what you have earned.

Extraction awards 15 Gold per reached floor up to 600, 30 XP per floor up to 2,500, and one Ancient Fragment per five floors. Pushing deeper increases the potential reward and the amount at risk.

The world between dungeons

World events are considered about every seven minutes. The current event set includes Bandit raid, Merchant caravan, A gathering storm and A light beyond the trees. An event’s availability and outcome depend on the live world.

Rival trials include The paired hunt and The twin seals. Treasure hunts include The waystone’s shadow and Where stars remember. Follow the clues you earn; this guide does not spoil the hidden locations or puzzle answers.

Survive, contribute and finish the actual objectives to qualify for rewards. Leaving, dying, changing activities or failing an objective can affect eligibility.

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FIELD GUIDE / 17

Bosses, marks and rare artifacts

Bosses can unlock progression as well as loot.

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BossThreat tierStyle
Storm Warden3Mage
Ashen Guardian3Warrior
The Pale Beast4Warrior
The Fallen King4Warrior
Mountain Keeper4Mage

Ancient, Corrupted and Enraged variants can change the encounter. Do not assume a familiar boss will always be equally safe. Storm Warden and the roaming Fallen King also provide specific Pure Fire and Crimson milestones when you meet their requirements before completing the challenge.

Boss marks

You can equip one boss mark at a time. The current marks offer small bonuses rather than replacing your whole build.

MarkBenefit
Storm Warden6% less lightning damage taken
Ashen Guardian6% less fire damage taken
Pale Beast3% faster walk speed
Fallen King3% increased maximum guard
Mountain Keeper3% less physical damage taken

Limited artifacts

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ArtifactStock ruleOwnership rule
Eye of the First MageWorld limit: 1Can drop and transfer.
Crown of the Fallen KingServer limit: 1Can drop and transfer.
Heart of the MountainWorld limit: 3Bound to the life; cannot drop or transfer.

Stock limits are shared limits, not personal guaranteed rewards. Contribution, availability and the activity’s reward checks still apply.

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FIELD GUIDE / 18

Choices, honor and a living world

People remember what you do. Your reputation is more than a single score.

Honor and Infamy are separate records. Helping and defending others builds Honor. Harmful choices and crimes build Infamy. You can have both: doing one good deed does not erase your crimes, and one crime does not erase every person you helped. See Life & Legacy → Standing for both scores.

Honor 250 opens the existing honorable opportunities and a 10% lawful-shop discount. Infamy 250 opens the existing criminal opportunities and a 15% criminal-shop discount. Other story and life-stage requirements still apply. These are separate from each faction’s opinion of you.

RecordWhat it means
HonorRecognition for helpful choices and qualifying defense, mercy and bounty work.
InfamyA record of harmful choices, betrayal and crimes.
BountyThe price placed on your current character. Claiming it does not erase Infamy.

The factions are Settlement Council, Road Wardens, Arcanist Circle, Merchant League, Hunters’ Lodge and Ashen Hand. Their standing ranges from Hostile through Neutral to Exalted.

The regional story

Meet Warden Mara in Noctis, Sable, the broker, in Isho, and Archivist Ilyra in Seigan. The story follows The wounded courier, A broker’s ledger and The broken seal. Resolve the courier’s testimony and the ledger’s fate to reach the broken seal choice.

Your choices can alter trust, respect or fear, trigger delayed consequences and create personal enemies. Resolving a quest means choosing an outcome, not always choosing the kindest outcome. Read dialogue carefully before confirming a major choice.

Later legendary contracts
ContractRequirement
The last caravanVeteran, Honor ≥ 250, Protector ≥ 2
The silent exchangeVeteran, Infamy ≥ 250, Dishonorable ≥ 2
The Pale Beast's secretVeteran, Seigan exploration tier ≥ 2, Investigator ≥ 3; capture/subdue objective
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FIELD GUIDE / 19

Exploration, knowledge and your journal

Discover different kinds of places and clues, not just the same landmark repeatedly.

Discoveries contribute to regional exploration and can record knowledge in your journal. Higher exploration tiers need both enough discoveries and enough different categories.

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Regional tierDiscoveriesDifferent categories
Unknown00
Familiar30
Experienced63
Expert104
Mastered155

Your magic journal records learned spells, concepts, interactions, recipes, memories and discoveries. Your life journal records that character’s journey, choices and achievements. These are related records, but remembering something does not automatically grant the spell or item in a new life.

Use Life & Legacy to check your life stage and lineage. Use Magic → Research to see the source and requirement for an Arcane milestone. The Adventures tracker tells you what the current run still needs.

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FIELD GUIDE / 20

Rivals, mentors and sparring

Grow through real shared play. Repeating a fake encounter does not count as a journey.

A mentor can have up to two students, and a student can have one mentor. Relationship invitations last 45 seconds. Valid mentor/student play can give a 5% mastery bonus. A qualifying rivalry can add 3%, with the combined bonus capped at 8%.

Natural rivalry needs three qualifying encounters. A single attack on a stranger is not enough to make a lasting rival. Shared adventures and recorded encounters matter.

Rewarded sparring requires at least 20 seconds and real reciprocal fighting, including 30 damage from each side under its rules. Practice is useful even when a reward limit stops further gains. Do not treat willing players as an unlimited XP or mastery source.

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FIELD GUIDE / 21

PvP: renown, bounties and combat bonds

Your fights build a character history. The opponent, your contribution and your choices all matter.

Open M → Life & Legacy → Standing to see your Renown rank, Honor, Infamy, Bounty, earned titles, Nemeses and recent combat history. Use People for Combat Bonds and student rivalry records. The new controls use the same illustrated journal style.

Earn a name through meaningful fights

Renown measures the current character’s PvP reputation. A normal qualifying victory starts from 35 Renown before adjustments. Beating a stronger or more renowned opponent, surviving real pressure while injured, defending someone, fighting outnumbered or winning a valid faction war can increase the reward. Credit follows your meaningful contribution; landing a tiny final hit does not steal the whole victory.

RenownRank
0Unknown
100Scrapper
350Duelist
900Veteran
2000Feared
4000Champion
7500Warlord
12000Living Legend

These ranks do not increase damage or other combat stats. Higher ranks earn recognition and titles; Veteran-level Renown opens elite bounty contracts. Renown belongs to this life and resets with a new character. Its completed history remains in your lineage and archive.

Why a fight may earn little or nothing

Both sides must really fight. Very weak targets, recently spawned players, inactive targets, tiny contributions, ordinary attacks on party members and arranged kill trading do not qualify normally. Attacking with an overwhelming group or attacking your own faction outside a real war reduces rewards.

Repeated victories against the same account within 30 minutes scale down to 100%, 50%, 20%, then zero. The normal Renown limit is 500 per hour. Real agreed sparring gives reduced recognition without treating it as criminal murder. Standing next to a fight is not participation.

Wanted characters and bounty hunting

Unjustified executions, betrayal, protected-NPC aggression and supported criminal story choices can add Bounty and Infamy. Serious Bounty can make lawful guards hostile. The board shows Wanted characters in your current server; it is not a list of every player across Roblox.

BountyWanted tier
250Wanted
1000Dangerous
3000Notorious
7500Most Wanted
  1. Open Standing and refresh the bounty board.
  2. Choose a Wanted target and accept the contract before fighting. You can hold three contracts, each lasting 30 minutes.
  3. For a target with at least 3,000 Bounty, first reach 900 Renown.
  4. Find and fairly defeat that character while making a real contribution. Board sightings show a region delayed by at least 90 seconds, never a live location.
  5. Earn the eligible share of Gold, Honor and Renown. Multiple qualifying hunters split one reward pool.

The reward starts from 35% of the target’s Bounty, with capped recognition bonuses and a maximum pool of 750 Gold. Fight quality and contribution can reduce your share. The PvP Gold limit is 1,500 per hour. You cannot repeatedly claim the same account within 24 hours, or claim on current/recent squad partners or mentor partners. Claims settle the Bounty; they do not erase the character’s criminal history.

Mercy and capture

After your qualifying victory, Standing can show a nearby downed opponent. Spare lets them recover and can earn mercy recognition. Capture is available for a qualifying contracted Wanted target. Stay nearby for the three-second binding; moving away, taking damage or losing access to the target interrupts it.

Capture returns the target to their settlement without executing them. A spared or captured target has a short ten-second retreat protection, which ends if they attack. Knocking someone down and then executing them does not give a second victory reward. An unjustified execution can instead add criminal consequences.

Nemeses and vengeance

A Nemesis is a specific character with a reason to matter to your life. Repeated meaningful hunting, the qualifying murder of a mentor or student, and an inherited killer from a previous life can create this relationship. An ordinary single defeat does not automatically make a Nemesis.

The journal records rematches, victories and defeats. Your first qualifying victory over that Nemesis can earn the Vengeance Fulfilled title and a one-time 30 Renown bonus, subject to the normal reward limits. Two qualifying victories, or a qualifying execution, can resolve the rivalry. When a life permanently ends, the relationship becomes history rather than attaching itself to an unrelated new character.

Fight alongside a mentor or student

The existing limit stays the same: one mentor per student and up to two students per mentor. Fight nearby in the same squad and contribute meaningfully to earn a Combat Bond. Actual protection of a threatened partner can count; idling nearby does not.

A qualifying shared victory starts from 12 Bond XP. Protection, bounty work and fighting outnumbered can add more, up to 40 for one encounter and 120 per hour for that relationship. Bond levels use 0, 60, 180, 400, 800 and 1,400 XP. Leveling a bond records a milestone and awards Battlebound recognition, without adding new combat-stat bonuses.

Two students of the same mentor can build their existing rivalry’s cooperation record by fighting together. Agreed sparring builds its competition record for both participants; it does not award Combat Bond XP or encourage attacking your own allies outside a duel.

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FIELD GUIDE / 22

Rest, camps and injuries

Travel is easier when you recover before the next fight.

Rest while ready, grounded and out of combat, without a conflicting cast or activity. Moving more than four studs or entering combat interrupts rest. A rest can last up to three minutes. At least one minute at a settlement or camp can cure injuries marked as rest-curable.

Make a camp

Camp building uses one Camp Supplies item. Find a solid, level clearing in a known region, at least 70 studs from a settlement, while ready and outside an activity. Nearby squad members within 60 studs join the expedition membership.

One active camp is allowed for that expedition membership. A camp lasts ten minutes; stay within 18 studs for its nearby-rest benefit. Wilderness rest can bring a visitor or an ambush, especially when threat or night makes the area dangerous.

Injuries

Serious encounters can leave scars, a damaged eye, a Mana scar, a cursed wound or a temporary broken-body condition. You can have up to four injuries. Read the injury entry for its effect and cure: not every injury disappears from a short rest.

An injury, a missing heart and low health are different problems. Healing health does not restore a lost heart, and reducing wound risk does not erase every injury.

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FIELD GUIDE / 23

Knockdown, death and hearts

Being knocked down is dangerous, but it is not the same as losing your whole character.

When someone falls

A knocked traveler normally recovers after 30 seconds with 25% health. Use V within six studs to carry someone, or B to execute a downed target. Carrying slows movement. An execution takes about three seconds and can turn a recoverable knockdown into a recorded death.

How five hearts work

A normal character starts with five hearts and 5% wound risk. A recorded normal death rolls that risk. If it does not cause a wound, the risk rises by five percentage points. If it does cause a wound, you lose one heart and the risk returns to 5%.

For example, a death at 5% risk may leave all your hearts intact but raise the next roll to 10%. Losing one heart resets the risk. Risk can reach 100%, where the next eligible roll wounds you.

One hour of qualifying active play reduces wound risk by five percentage points, down to a minimum of 5%. It does not restore a heart. Idle time and stationary attack loops do not provide unrestricted recovery credit.

Other death costs and protections

A PvP execution removes 15% of your current-level XP, rounded down; it does not reduce your level or remove allocated stat points. The current provisional armor-break rule breaks equipped armor on the relevant death path. Repair restores its usefulness.

A validated assassination execution can remove a heart directly. The death policy protects hearts in designated Colosseum contexts and from a level 12+ attacker’s PvP grip against a level 1–8 victim. Heart protection does not automatically waive XP loss or armor damage, and it does not mean an event is currently scheduled.

Your final heart

The completed life is frozen, archived and moved to the afterlife. It cannot be revived with an old credit. Unused credits remain on the account, and paid revival is not configured in this build. Starting again waits until the completed life’s archive is saved.

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FIELD GUIDE / 24

Life stages

Your life stage measures a varied journey, not just your level.

You must meet every requirement in the row. Boss, quest, dungeon and discovery counts use distinct recorded completions; repeating one easy objective is not a substitute for exploring more of the world.

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StageLevelBossesQuestsDungeonsDiscoveriesTime alive
Newcomer100000
Adventurer4020310 min
Veteran10141860 min
Renowned1637314180 min
Legend21510520360 min

These stages unlock later contracts and story opportunities. Reaching level 21 alone does not make you a Legend.

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FIELD GUIDE / 25

New lives and inheritance

You lose the current build, but your family story can continue.

What resets

A new life resets level and XP, allocated stats, cards, the current-life build, most current gear, active affinities, control and learned spell ownership. A remembered spell is not the same as an owned spell you can cast.

What can remain

Account titles and unlocks, unused revival credits, lineage history, remembered knowledge, unlocked lineage traits, retired ancestors and the retained magic journal can carry forward. Existing saved origin and race/passive identity are preserved by the current migration rules.

Choose one inheritance before finalization

ChoiceWhat it carries
Currency10% of current Gold, rounded down, up to 100 Gold.
ItemOne eligible owned, unbroken, transferable item.
KnowledgeRemembered knowledge; the default selection.

An inherited item copy is bound to the receiving life and cannot be passed down again. Retirement follows the ancestor/heirloom route instead of also granting ordinary item or currency inheritance.

Lineage traits

You can equip up to two Chronicle lineage traits. Their bonuses are small advantages, not a replacement for earning this character’s build.

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TraitUnlockBenefit
Arcane heritage800 magic mastery2% increased mastery gain
Survivor's bloodSURVIVOR achievement2% less physical damage taken
Warden's lineStorm Warden defeated2% increased stamina regeneration

The magic system also keeps separate reincarnation/legacy records. Its internal three-legacy limit does not increase the two equipped lineage-trait limit.

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FIELD GUIDE / 26

The final quest and retirement

Retirement is an earned ending for a completed life.

The personal final quest requires level 21, Legend life stage and the completed regional story. It is a solo challenge with a 40-minute limit. Its theme is chosen from your life: an active personal enemy takes priority, then qualifying hero, outlaw, mage, hunter, faction or warrior paths.

After the objectives, return to Mara, Sable or Ilyra and choose an ending. Finishing the fight without resolving the ending is not the same as completing the final quest.

Retirement requirements

  • Level 21
  • Legend life stage
  • Storm Warden defeated
  • Ashen Guardian defeated
  • The Ashen Ruins completed
  • Regional story completed
  • Personal final quest completed

Retire one eligible owned, unbroken, transferable heirloom. A future character earns it through that ancestor’s two-stage quest; it is not handed over automatically at spawn. Mage ancestors use a lore-and-Arcane-trial route, while weapon ancestors use weapon trials. The claimed copy is bound to that life.

You can keep three active retired ancestors. Adding a fourth requires choosing one active ancestor to replace. The replaced ancestor’s historical archive remains, so your story is not simply erased.

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FIELD GUIDE / 27

Troubleshooting and testing differences

Check the requirement first, then report a repeatable problem.

Why do I have no spells?
You start undecided with no spells. Choose an affinity and talent, Focus to 30 control, then Discover your first Burst to become a Mage. The Studio test roster is a separate convenience.
Why did Focus stop?
You moved, took damage, entered combat or left a ready state. Wait for a safe moment and restart. Its eight-second recovery begins after successful completion.
I have the control requirement. Why is the spell missing?
Use Discover in Spells. Also check your route, active magic, research and capacity. Fusion can make the old kit inactive while preserving ownership.
Why won’t my skill cast?
Close Tab editing and menus, leave any text field, check Mana and cooldown, and finish your current action. Being in recovery, stunned, downed or using an incompatible weapon can block it.
Why can’t I spend more stat points?
You need unspent points, a ready state and no combat lock. The category must be below 31.
Why is the mission queue waiting?
It may have selected a PvP mode and need opponents in the same level bracket and party-size bucket. The normal timeout is five minutes.
Why can’t all five squad members queue?
Normal missions allow up to four. Adventures have their own limits and often support five.
Why didn’t I get a special reward?
Check its prerequisites, contribution, survival and completion state. Some bonuses are once per life, some have repeat cooldowns and artifacts have limited stock.
Why can’t I reroll my secondary affinity?
With only Fire and Lightning enabled, there may be no different eligible result. The rejected request does not spend the Spinner.
Why can’t my final life revive?
A frozen completed life is archived and cannot reopen. Existing unused credits stay on the account. There is no working paid-revival purchase in this build.
How should I report a bug?
Include what you pressed, what happened, your current activity and whether you were in combat, downed or in a menu. A short clip and whether it repeats after respawning are useful.

Admin NPC practice: authorized admins can open F2, choose themselves or one player, then use Spawn Practice NPCs. Choose a bandit, reactive swordsman, defensive guard, stationary training dummy or passive traveler, then spawn 1, 3 or 5 nearby. Clear My Spawned NPCs removes only your spawns. Practice NPCs grant no rewards, do not execute players and do not respawn. The limit is 10 per admin and 24 per server; they expire after 10 minutes or when their admin leaves. Use open ground outside missions and events.

The build contains a playable prototype, not every planned affinity, fusion or Forbidden spell. Skill visuals and authored animations are still being developed separately. This guide explains supported behavior and does not promise that every future feature is already available.

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FIELD GUIDE / 28

Quick glossary

Plain meanings for the words you will see often.

TermMeaning
AffinityAn element your character can develop.
RouteYour Mage or Weapon path for this life.
ControlHow well you handle an affinity; it opens research and evolution requirements.
MasteryExperience with a learned spell or weapon style through qualifying use.
ManaThe resource most spells spend.
StaminaThe resource used by many physical actions.
GuardYour blocking resource; breaking it leaves you vulnerable.
CooldownTime until an action is available again.
RecoveryThe committed period after an action before you may begin certain others.
True stunA hit reaction that temporarily prevents normal actions; an earned special escape may have its own rules.
FeintCancel an attack during its allowed early window to mislead an opponent.
HeatA temporary combat boost earned through qualifying combo hits.
ConceptAn attached spell modifier with benefits and tradeoffs.
StabilityHow stable a modified spell is after its concepts and other changes.
FusionCombine supported affinities into a different active magic kit.
Pure evolutionCommit to deepening one element instead of fusing it.
Crimson weaponAn eligible owned weapon that has been imbued with its own abilities.
Life stageA milestone based on level, varied accomplishments and time alive.
Wound riskChance that an eligible death costs a heart.
Final deathThe end of this character’s last heart and the archival of the life.
LineageThe history and selected benefits that connect your characters.
InheritanceOne allowed currency, item or knowledge choice for a future life.
HeirloomAn eligible item left by a retired ancestor and earned through their quest.
ContributionReal progress you made toward an activity, rather than merely standing nearby.
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