Blade Master
The satisfaction of a waverless strike
Human · Half-Elf · Gnome · Shade
A Discipline is a bounded package of specialized practice — a weapon school, a licensed craft, a credential with a trade behind it. The name travels further than the licence does: a clerk in the next duchy will know what it means, and still decide who may practise it there. It layers on top of your Race, Path and Class, and it is where two characters stop resembling each other. You carry three at a time; a fourth slot opens at level 70. Most Disciplines admit only some of the 13 playable Races, and a few are open to a single Race.
Elf only a single Race 8 of 13 Races a partial roster, listed on the card Any Race no Race gate
A weapon school with a hall behind it: nine cuts that have to come out the same when the arm is tired, and hands nobody can confiscate at the gate.
The satisfaction of a waverless strike
Human · Half-Elf · Gnome · Shade
Carve through plate with geometric precision
Isolate the threat and dismantle it.
Trade your guard for terrifying momentum
Human · Half-Elf · Gnome · Half-Giant · Minotaur · Shade
Fight dirty in the blood and sand.
Human · Elf · Half-Elf · Rookari · Centaur · Dwarf · Gnome · Half-Giant · Dark Elf · Minotaur · Nephilim · Shade
Strike from above and vanish.
The living battering ram
Armored service on somebody’s paper — a rent-roll, a warrant no church wants to sign for, a bond-hall term with a price and a bench to argue it before.
The immovable wall of steel
Human · Half-Elf · Centaur · Gnome · Half-Giant
Hunt the gaps in every armor plate.
Human · Half-Elf · Rookari · Centaur · Gnome · Half-Giant · Minotaur · Nephilim · Shade · Vampire
The unbreakable anchor of the formation
Muscle and steel bound by rigid duty
Twist the ground beneath your enemies
Human · Elf · Half-Elf · Gnome · Dark Elf · Nephilim · Shade · Vampire
Each strike carries a controlled explosion.
Human · Elf · Half-Elf · Rookari · Centaur · Dwarf · Gnome · Half-Giant · Dark Elf · Shade
The paced range card, the rope, the hooked ladder — trades that put something larger than you on the ground and then have to carry it off the hill.
Control the approach from the walls
Human · Elf · Half-Elf · Rookari · Centaur · Dwarf · Gnome · Half-Giant · Dark Elf · Nephilim · Shade · Vampire
Patient death from a distance
Human · Elf · Half-Elf · Rookari · Centaur · Gnome · Half-Giant · Dark Elf · Minotaur · Nephilim · Shade
Plant your feet against the coming storm.
Human · Elf · Half-Elf · Rookari · Centaur · Dwarf · Gnome · Half-Giant · Nephilim · Shade · Vampire
Use a mountain's weight against itself.
Surgical release through careful observation
Human · Elf · Half-Elf · Rookari · Centaur · Dwarf · Gnome · Half-Giant · Dark Elf · Shade
Isolate targets before they detect you
A coated edge, the drains under a wall, the one rope nobody is watching — and the roads between two places that both have to be measured first.
Dismantle enemies from the inside out
Human · Elf · Half-Elf · Rookari · Gnome · Dark Elf · Nephilim · Shade · Vampire
The ghost in the garrison
Human · Elf · Half-Elf · Rookari · Gnome · Dark Elf · Nephilim · Shade · Vampire
End sieges with poisoned wells and open gates
Human · Elf · Half-Elf · Centaur · Dwarf · Gnome · Dark Elf · Nephilim · Shade · Vampire
Isolate and weaken through the cold between worlds
The architect of the war party's movement
Magic transfers; it does not create. These practices argue about reference, arrival and upkeep — and about who settles the bill afterwards.
Patient study rewarded with absolute impact
Outnumber the enemy with living weapons
Human · Elf · Half-Elf · Gnome · Dark Elf · Nephilim · Shade
Strike from a distance through clay and copper
Human · Elf · Half-Elf · Rookari · Gnome · Dark Elf · Nephilim · Shade
Dictate which weapons still hold their edge.
Human · Elf · Half-Elf · Centaur · Dwarf · Gnome · Dark Elf · Shade
Command the earth to rise and defend.
Human · Elf · Half-Elf · Dwarf · Gnome · Shade
Devastating firepower from a dangerous perch
Human · Half-Elf · Rookari · Centaur · Gnome · Half-Giant
White mortar for the breach and the returned named aloud on the stair; a cull hired discreetly and named from the pulpit after a bad autumn; a reading taken off flame behind colored glass; empty hands the order that pays for them will not call holy.
The architect of safety
Human · Elf · Half-Elf · Rookari · Centaur · Dwarf · Gnome · Dark Elf · Minotaur · Nephilim
Watch an army wither before it arrives
Human · Elf · Half-Elf · Rookari · Centaur · Dwarf · Gnome
The seer of failing flesh
Become the immovable wall of light.
Renewal spent as a weapon, and held shapes that have to be fed while they last and let go of properly. Everyone here is a living person, and the bill lands on a living body.
Burn your own life to ignite the battlefield.
Power paid in veins
The survivor who feeds on death
Force the enemy to fight your pace
Hunt as part of a coordinated blood-bond
A mountain of fur that crushes defenses
Navigate the city's guts to unlock the way
Arc and weight. A Heartwood, a Farportal, a wall and a warstone each has a load path, and somebody is paid to find it before somebody else does — that, ore for the forge, a bench mark that outlasts the maker’s name, and the voice that keeps a crew working while it happens.
Bring down the fortress itself
The undoing of foundations
Crack the strongest gates with perfect steel.
Gold-veins and hidden paths
The eye in the storm
Direct the flow of the melee
Human · Elf · Half-Elf · Rookari · Centaur · Dwarf · Gnome · Half-Giant · Dark Elf · Nephilim · Shade · Vampire
The voice that holds the line
This is the layer where two characters stop resembling each other. A Drakebane sets a brace for something with wings; a Prospector finds the seam and decides who gets told. Same war, different trade.