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Compendium Overview Classes Peoples Equipment How to Play

The Eight

Every class in Calythera runs a resource, and every resource bills you. Aether forced through a body that wasn't built for it. A charge that pays for protecting the party and for staying upright, out of the same pool. A gauge that empties the moment someone sees you. Chemistry that rots by morning.

Nothing here simply swings. Pick by what you want to be deciding.

End It Fast Ironbreaker
Ironbreaker
Overload & Drift

Highest damage in Calythera, bought by flooding your own body with raw aether. What you lose is the ability to decide anything.

Hold the Line Bulwark
Bulwark
Shield Charge

A wall that decides. The charge that protects the party is the same charge keeping you upright.

Hold the Line Vanguard
Vanguard
Momentum

Ten feet of reach, and they pay for entering it as well as leaving. Momentum is built, never given.

End It Fast Strider
Strider
Hunter's Mark

One mark at a time. Commit to the right target early, then move — being found is the only real risk.

Control the Ground Weaver
Weaver
Deployment Gauge

You don't fight the battlefield, you build it. Every new device means giving up an existing one.

Control the Ground Phantom
Phantom
Room Awareness

Every group in the room has a state — Unaware, Suspicious, Alerted — and the whole table can see it change.

Keep Everyone Standing Pulsant
Pulsant
Doses

Every dose is mixed the night before and worthless by morning — reaching the person who needs it is the whole job.

Keep Everyone Standing ⚙
Resonarch
Pieces & Accents

Deals almost no damage. The trick is landing the swell on exactly the right turn — friend or foe, the music doesn't check sides.

Before You Choose

Three Things Worth Knowing

Your subclass is permanent. Every class commits at level 3 and the choice cannot be changed. It isn't a build option — it's who you became.

Your gear is a character. Weapons advance through Calibration Events and carry properties you choose or roll for. Armor doesn't advance at all; it accumulates fitted components, each one trading something for something. Every Relic is registered to a single holder, and only the registered piece works.

Where you stand matters. Aether comes in densities, and thin air changes what several of these classes can do. See the wiki for the world underneath all of it.