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Compendium Overview Classes Peoples Equipment How to Play

Starting Relics

Every character begins with one Tier 1 Relic for each slot their class carries, and chooses between two options at creation. The choice is permanent — but every starting Relic is ordinary on purpose. What makes it worth reading is the trait it carries from the moment you pick it up.

Nothing here is better than a market weapon. It is simply capable of advancing once.

Shield ⚙
Bulwark
Coverage

One shield makes you harder to hurt. The other makes the person behind you harder to reach.

Pike ⚙
Vanguard
Shape

One weapon has a point. The other has a point, an edge, and a hook.

Primary & Off-Hand ⚙
Ironbreaker
Risk & Dependency

A flat, unconditional blade, or one that bills you at the moment it pays. Then a pair that rewards commitment.

Precision Ranged ⚙
Strider
Breadth

One bow shoots better than anything in its class and breaks if you swing it. The other survives everything.

Tinker Kit & Sidearm ⚙
Weaver
What the Kit Is For

A kit that reads the world, or one that moves faster in it — and a sidearm that buys the turrets one more turn.

Weapon & Off-Hand ⚙
Phantom
Range Against the Hand

Thrown and poor up close, or a fighting knife that throws badly. Then a choice of what you want them to be afterward.

Sidearm & Launcher ⚙
Pulsant
Distance & Economics

One weapon makes them let go of you. The other stops them reaching you at all — plus a launcher choice that's pure economics.

Resonarch Instrument ⚙
Instruments
Four Cities, Four Instruments

Choosing the instrument means choosing the city — as large a decision as any drone.

Before You Choose

Two Things Worth Knowing

Two marks, and they mean different things. A ◇ trait is physical — built into the object, and available from the moment it's Dormant. A ◆ property is resonance — asleep until one Calibration Event wakes it, with nothing to select and no choice at that moment. It simply turns on.

Every Tier 1 Relic caps at Calibrated. One property, no rider slot, no further advancement. Players should feel that ceiling around levels five to six — that pressure is the game asking them to look outward. A natural 1 always overrides; no Relic property at any tier prevents the consequences of a critical miss.