Disciplines

Forty-eight disciplines. Choose four.

On top of your race, class and profession, a character can master up to four disciplines — optional trainings that bend a build in a direction the base callings never could. Some are open to nearly anyone; others are bloodline secrets only one race can learn. Pick four, and no two characters need ever be the same.

Masters of Arms

The weapon in the hand, honed past anything a base class teaches.

Berserker

Rage-fueled frenzy — raw, reckless melee power.

Blade Master

Wields many weapons as one; a true master of arms.

Blade Weaver

Elf only

Fluid fusion of blade and magic.

Duelist

Parry, feint, riposte — the one-on-one specialist.

Gladiator

Arena-forged; deadliest when outnumbered.

Sky Dancer

Aracoix only

Aerial acrobat-warrior who fights on the wing.

Knights & the Sworn

Warriors bound to a code — chivalric, arcane, or damned.

Knight

Honor-bound heavy warrior; the Dark Knight’s opposite.

Dark Knight

Fear and unholy might — a knight turned to shadow.

Battle Magus

A mage who holds the front line with spell and steel.

Rune Caster

A warrior whose every blow carries rune-magic.

Rangers & the Hunt

Eyes on the horizon and an arrow already nocked.

Archer

Pure mastery of the bow.

Huntsman

Wilderness tracker and unerring marksman.

Bounty Hunter

Runs down anyone who flees or hides.

Giant Killer

Dwarf only

Trained to fell far larger foes.

Undead Hunter

Bane of the walking dead.

Wyrmslayer

Built to bring down dragons and great beasts.

Rat Catcher

Hunts what skulks in tunnels and shadow.

Shadow, Stealth & Travel

The disciplines that go where they aren’t meant to.

Black Mask

Poison and the killing stroke from the dark.

Saboteur

Traps, demolition and dirty work.

Shroudborne

Shade only

Cloaked in living shadow.

Strigoi

Vampire only

A nocturnal predator that hunts unseen.

Traveler

Goes anywhere — the universal wanderer’s path.

Arcane & Summoning

Power drawn from study, spirits, and things best left called.

Animator

Gives unlife and motion to the inert.

Archmage

Elf only

The pinnacle of pure spellcraft.

Conjurer

Calls elementals and bound creatures to fight.

Enchanter

Weaves power into items and allies.

Storm Lord

Commands lightning and the tempest.

Summoner

Fills the field with summoned allies.

Savant

Aracoix only

Scholar-warrior of hidden lore.

Gorgoi

Vampire only

Dark blood-sorcery of the undead.

Belgosch

Vampire only

A vampire’s mage-rogue blood art.

Faith, Blood & Ruin

Divine power in every shade — radiant, corrupt, and prophetic.

Sanctifier

Consecrates ground; bane of the unclean.

Darksworn

A healer who embraced divine corruption.

Blood Prophet

Irekei only

Prophecy and blood magic of the desert.

Sun Dancer

Irekei only

A radiant dance of light and healing.

Clanwarden

Dwarf only

Guardian-priest of the mountain hold.

Valkyr

Aelfborn / Human

A battle-maiden of legend who lifts the fallen.

Beast-Blood & the Changed

Those who trade their shape — or were never fully human.

Werewolf

Becomes a savage wolf — fast and ferocious.

Werebear

Becomes a mighty bear — a wall of muscle.

Wererat

Becomes a rat — small, quick, unseen.

Blood Horn

Minotaur only

The primal charging strength of the bull.

Thrall

Minotaur only

The bound war-slave’s unbreakable fury.

Drannok

Vampire only

Predatory warrior-blood of the undying.

War Machine & Craft

The disciplines that win sieges and supply the ones who fight them.

Artillerist

Master of siege engines and bombardment.

Sapper

Brings down walls — the siege engineer.

Forge Master

Dwarf only

Master smith of arms and armor.

Prospector

Finds and works the land’s hidden riches.

Commander

Battlefield leadership that empowers the whole line.

Four disciplines is the difference between two Warriors — one a Wyrmslayer and Blade Master, the other a Werewolf who runs down anything that flees. The build is yours to make.