Work in progress: numbers are still being tuned. Messalith is in development. This wiki is generated from the game's current build, so every figure here can change.

Disciplines

Shaper

Force and terrain. The Shaper throws stone, drags and lifts foes, and raises walls out of the ground. Every form, rank by rank.

Discipline

Shaper

Shapers move stone and earth by force: throw it, drag it, lift it, raise it, crack it. They are the squad's damage and its builders of cover. Because a thrown stone is a primitive weapon, every Hurl form carries the Shaper's conduction.

RankWhat the exile has
GlimmerDriving Force (passive)
SparkHurl
FlareScree Burst or Driven Stone, Raise Stone
BeaconRockfall or Wrench, Rampart or Upheaval
ZenithLandslide or Aloft, Standing Ring or Fault Line

Driving Force

The Shaper's first gift is passive. Driving Force multiplies their crown's conduction bonus by 2, on every primitive weapon they use, thrown stones included.

Hurl

Hurl tears a stone from the ground and throws it at one foe. At the branch point it becomes either Scatter, which spreads the damage over a crowd, or Pierce, which goes after one dug-in target and then takes control of where foes stand.

BranchFlare → Beacon → Zenith
ScatterScree Burst → Rockfall → Landslide
PierceDriven Stone → Wrench → Aloft

Spark

Spark

Hurl

20 Willcooldown 2ends the turnrange 7

Tear a stone from the ground and hurl it at one foe: 3-5 damage, +15 aim. Shatters the half cover it hits.

Flare · the branch point

Flare · Scatter branch

Scree Burst

20 Willcooldown 2ends the turnrange 7

The stone bursts on impact: 2-4 to the foe (+5 aim), and a 1-3 roll against every known foe beside it. Breaks no cover.

Flare · Pierce branch

Driven Stone

20 Willcooldown 2ends the turnrange 9

A narrow spike of stone, range 9: 3-5 damage, +15 aim, punching through half cover (it stays standing). Full cover holds.

Beacon

Beacon · Scatter branch

Rockfall

30 Willcooldown 3ends the turnrange 7

Stones fall on a 3x3 patch you can see: a 2-3 roll at every known foe in it, cover ignored, and every half cover there is crushed.

Beacon · Pierce branch

Wrench

20 Willcooldown 31 APrange 6

Hook a foe within 6 and drag it up to 2 tiles toward you, out of its cover. No roll, no damage, 1 AP. Giants won't budge.

Zenith

Zenith · Scatter branch

Landslide

40 Willcooldown 4ends the turnrange 8

The ground gives way over 5x5: a 2-4 roll at everyone known inside, exiles too, cover ignored. Half cover and raised stones fall.

Zenith · Pierce branch

Aloft

40 Willcooldown 41 APrange 7

Lift a foe off the ground until your next turn: it loses its next turn, and your shots ignore its cover meanwhile. Giants won't lift.

Raise Stone

Raise Stone builds cover where there was none. It comes a rank after Hurl and branches a rank later. Wall raises cover for a fighting line and a refuge for the hurt. Upheaval breaks the enemy's ground instead: foes thrown back and cracks run under them.

BranchBeacon → Zenith
WallRampart → Standing Ring
UpheavalUpheaval → Fault Line

Flare

Flare

Raise Stone

20 Willcooldown 31 APrange 5

Raise a standing stone from open ground within 5 tiles: full cover that blocks sight.

Beacon · the branch point

Beacon · Wall branch

Rampart

30 Willcooldown 31 APrange 5

A wall of three stones across the line from you to the chosen tile: full cover for a fighting line. It blocks your sight too.

Beacon · Upheaval branch

Upheaval

20 Willcooldown 31 APrange 5

The ground bucks under a known foe within 5: it is thrown a tile back and a stone rises where it stood. Pinned, it takes 2.

Zenith

Zenith · Wall branch

Standing Ring

40 Willcooldown 41 APrange 5

Four stones rise round a tile within 5 (an exile may stand on it): full cover from every side, a refuge for the hurt.

Zenith · Upheaval branch

Fault Line

30 Willcooldown 4ends the turnrange 7

A crack runs 7 tiles from your feet toward a tile within 7, under rock and root: a 3-5 roll at known foes on it, who are thrown aside. Low rubble rises on open ground.