
Rulebook Changelog
Version 1.2
Released 09/04/2025
Pathway Skill Changes
Multiple
- Adjusted designation process for Skald Patrons, Veil Warden Wards, and Warlord Warband to make it easier to perform when needed. The original process was cumbersome and wasn’t entirely required to meet the intent.
Channeler
- Added wording in Evoker Trunk 7, Branch 1: Frostbite to prevent a continuous loop of Damage output. Limiting it to Spell Damage specifically. The original wording referenced any Ice Damage, which would’ve let this skill loop itself.
- Adjusted wording on the Evoker Trunk 12: Master Spell Channeler to only allow Spells that you know. Original wording wasn’t clear on this matter.
- Changed Warlock’s Trunk 11, Branch 2: Nightmare Maker to something a little bit more useful and on key for the pathway. The new name is now “Projected Nightmare” and it gives a powerful Voice attack with a strategic payoff.
- Changed Warlock Trunk 12, Branch 1: Night Terrors to be a bit more terrifying. Don’t fall asleep around one.
Defender
- Changed Bulwark Trunk 5, Branch 1: Helmets, so that your special Helmet now gives you an additional Armor Point instead of the Resist to Slumber, which you can already do with Parry.
- Added an additional benefit to the Bulwark and Veil Warden Trunk 12 abilities, making the max level Defender truly hard to bring down.
- Added an additional benefit to the Bulwark and Veil Warden Trunk 12 abilities, making the max level Defender truly hard to bring down.
- Switched Veil Warden Trunk 7 additional benefit with the Trunk 7, Branch 1 to prevent a case of awkward future Trunks.
- Added wording onto Veil Warden Trunk 10, Branch 2: Soul Exchange to include that the Death effect cannot be mitigated in the rare instance you may have something that can Resist Death.
Naturalist
- Dropped the time requirement off of Naturalist Trunk 1: Druid’s Camp to make it a bit more useful than just spending a few moments to walk back to a Short Rest spot.
- Buffed Totemic Warrior’s Trunk 5, Branch 1: Shield Training skill a bit. This is to offset the balance with multi-path options.
- Changed Totemic Warrior’s Trunk 10, Branch 2: Shield Specialist to a skill that better fits the pathway. It is now called “Aldwa’s Command.” The Beasts of the land will know who is in charge.
Rune Scribe
- Changed some wording in the Rune Blade opening paragraph to try and alleviate some confusion involving Rune Blade runic symbolism. The Runes that Rune Blades develop on themselves and their gear are unique and not connected to the Runes you learn through the linguistics skills. They’re meant to just appear mysteriously and can be whatever you want them to be.
- Added a Stamina requirement and a time limit to Rune Blade Trunk 7: Spellblade to balance the power a bit.
- Changed Rune Blade Trunk 11, Branch 1: Shield Specialist to “Runic Conduit.” Which gives the Rune Blades more interactions with their Runes.
- Added a Stamina requirement onto Rune Blade Trunk 12: Runic Legend to balance the power a bit.
- Added the limit of Apprentice Runes to Rune Scholar Trunk 7, Branch 2: Runic Class to limit the rather large imbalance some Journeyman and Master level Runes would create.
Saw Bones
- Adjusted wording on Saw Bones Trunk 2, Branch 1: Smelling Salts to make the skill a bit more useful overall.
- Adjusted Sawbones Trunk 4, Branch 2: Plague Spreader. The original skill required you to take a previous Branch and required double use of Stamina Points, which was not the original intention. The wording has been updated to reflect its multi staged, but unsavory use case.
- Added words to Flesh Weaver Trunk 11: Improved Corpse Bomb to clarify that the bomb’s voice call cannot be interrupted.
Scoundrel
- Made a change to Scoundrel Root: Basic Rogue Training to allow the Stamina Point to be expended after successfully picking a lock.
- Adjusted wording on Assassin Trunk 7: Toxic Strike and 10: Tools of the Trade, as well as Thief Trunk 5: Sleight of Hand to gain benefits if you have the Trunk 2, Branch 1: Sidearm Specialist. Scoundrels who specialize in dual Sidearms will now get some dagger style shenanigans for having it.
- Adjusted wording on Thief’s Trunk 11: Reverse Pickpocket to better define its gameplay loop.
Skirmisher
- Adjusted wording on Skirmisher Trunk 2, Branch 1: Basic Martial Training to make the skill more beneficial to purchase over a multi-path option. The skill is now called “Skirmish Training.”
- Added small wording change to Hunter’s Trunk 7, Branch 1: Fangs of the Predator to incorporate Bow skills as well. It was implied with Ranged alone, but not explicitly clear.
- Adjusted wording on Skirmisher Trunk 4, Branch 1: Trapping Shot and War Archer Trunk 5: Broadheads to benefit from having Trunk 2, Branch 1: Skirmish Training.
- Adjusted wording on War Archer Trunk 12, Branch 1: Archer’s Focus to make it so it only applies to an Effect of which you have a Skill for. Original wording wasn’t clear on this matter.
Socialite
- Adjusted Courtier Trunk 2, Branch 1: Noble’s Armament to include the benefits of the Trunk 4 Branch: Well Tailored to make the skill more beneficial to offset the balance with multi-path warrior dips. The new skill is called “Fencer Training.”
- Changed Courtier Trunk 4, Branch 2: Well Tailored to “Eye for Detail.” Charlatans will have a more difficult time convincing a Courtier with this skill that they are who they say they are.
- Dropped Courtier Trunk 10: Attention Seeker from a Long Rest to a Stamina cost. The skill wasn’t exactly strong enough to warrant a Long Rest.
- Skald Skills got significant reworks to address some inefficiencies. Skills were rearranged and rewritten to make the Pathway more thematic to the setting and intent for the Path overall. Skills that changed include: Trunk 2 - Trunk 4 and both branches - Trunk 8, Branch 1 - Trunk 10 - Trunk 10, Branch 1 - Trunk 11.
Warrior
- Fixed Champion Trunk 5: Cleave so it applies to Effects stronger than Damage 2. It would be awkward to not be able to Cleave once you get down to 1 HP with Blood Frenzy.
- Changed Duelist Trunk 8, Branch 2: Buckler Training to something more in line with the role that the Duelist plays in the battlefield. It is now called “Maser Fighter” and it makes going toe-to-toe with a Duelist more terrifying.
Capitalization, Language Alignment, Clarity, and Word Choice
Page 18 & every Trunk 13-15 section
- Aligned use of “max” vs. “maximum” when describing increased hit point/stamina.
Language Alignment
Page 44 & 50
- Adjusted descriptions of Magic Missile and Call Fire to be more aligned with each other.
Pages 49 & 59
- Modified Veil Warden Soul Well and One Foot in the Veil Skill language to align with game terminology around Spirit Marks, now reads “...for every Spirit Mark your character has.”
- Similar to Veil Warden, clarified language on Healer’s Gaze into the Veil Skill to reflect “spirit marks” terminology.
Various Throughout Pathways
- Resolved inconsistent capitalization of “No Effect”.
- Reviewed instances of weapon proficiency language and adjusted Naturalist Totemic Warrior to clarify. Mostly left others as-is.
Descriptive, Flavor Text, and Missing Calls
Various, throughout pathways
- Adjusted descriptive and flavor text to be more internally consistent in the Channeler Pathway.
- Modified instances of similar, but technically different, wording in reference to the names of pathways to treat names of pathways as proper nouns/specific terms, reducing flavor in favor of mechanical clarity.
- Adjusted “intentions” to “identity” in the Scoundrel Disguise Skill descriptive text for clarity.
- Added flavor and descriptive text where it was missing to Warrior Pathway Skills.
Global: Grammar
Throughout all Pathway pages
- Fixed approximately 190 or more existing grammar and formatting issues such as: missing periods at end of lines, missing commas in various places, comma placement inside vs. outside quotations, font cases (italics vs. non), and capitalization of keyword or specific terms that are used as proper nouns.
- Conducted a general review of instances of “can” being used versus “may” being used. Most instances remained as-is for clarity and accuracy of ability to do something vs. permission to do something.
- Added “State,...” followed by the call for appropriate verbal calls to skills that were missing this information to add clarity.
- Examined instances of “pickpocketing, lock picking, and disarming traps” or similar language and updated for internal consistency of order ops and capitalization.
Clarifications of Language
Various throughout pathways
- Reviewed instances of weapon proficiency language and adjusted Naturalist Totemic Warrior to clarify. Mostly left others as-is.
- Assassin Skulker: Added “while concealed…” to the description to provide clarity of when and how to appropriately use the skill. No substantive change, just clarifying and condensing some language here.
- Shaman Elemental Master: Skill info was incomplete, a clarifying sentence was added to fill in the gap.
- Primal Beast Table References: Modified language to refer broadly to the primal beast table for reference, to update from outdated language that referred to a table in a specific place but that was not placed in that place due to formatting and design constraints. It is now page/location agnostic and therefore should be more clear, logic-wise at least.
Page 63
- Hunter’s Perception: Updated language to reflect the skill to aim at “Targets” rather than “people” to be aligned with game terminology and intent of the skill.
- Hunter’s Blind: Updated some language in the skill description to clarify the intent of the skill.
- Forest Stalker: Added some clarity regarding “remain concealed” to the skill text.
- Hunter’s Insight: Added the call associated with the skill for clarity on how to use this skill.
Page 64
- War Archer- Eagle Eyes: Updated flavor language to reflect slightly more accurate grammar and clarify the skill use.
- War Archer- Improved Leg Shot: Aligned language with other similar skills regarding an added duration to the call.
Page 55
- Rune Scholar- Scholar’s Implement: Changed “your” to “this” to account for the logic in the trunk later on and to provide clarity on which attuned item you should be using for the Skill in edge-cases where a character may have access to multiple.
Page 59
- Healer- Shroud of the Veil Stamina Cost: Removed the reference to this skill costing no Stamina as it was a holdover and clarification from an earlier iteration where the same ability wording appeared in other similar skills.
Page 62
- Thief- Misdirection: Re-ordered the language in the skill description for added clarity.
Page 70
- Berserker- Controlled Anger: Updated instances of “to these” or “to them” to use “Effects” or similar for clarity.
- Berserker- Endless Rage: This Skill referenced an outdated name of a previous skill, that has now been replaced with the correct, updated naming for clarity.
Pedantry
Page 59
- Updated language to match Veil Warden with similar skills regarding Spirits. This resolved the issue in Skills referencing interacting with dead Players instead of Dead Player Characters. To clarify, these skills are meant to be used in game on characters in the game and not to imply that they will, in any way, be useful on real people in real life. Yes we got this feedback…for the rules lawyers out there I’m going to refer you to the fly-out note on Page 7 in the rulebook for future reference for things like this.
Various Throughout Pathways
- Reviewed instances of Post Event Skills based on suggestion that some occur during/prior to event start and check in as opposed to truly after an event occurs. These are remaining as-is. Post Event Skill is our updated version of “Between Game Skill” and we’ve intentionally used “Post” as most of these skills fit in that logic flow and therefore this word choice provides the greatest amount of clarity to the greatest number of people. We are not adding an additional category for “Pre-Event” even if that would technically be more accurate in some use-cases.
Crafting Pathways
Page 71
- Acolyte- Major Scroll Craft: Added “a person with” to the language here to clarify who can use the scrolls. Additionally, while it is not spelled out in the skill here (because skills do what they say and don’t do what they don’t say), the limitation here is “a person with the appropriate pathway” without other modifiers/limitations, therefore a person of a lower trunk progression could use a scroll created with a skill of a higher one so long as they meet the limitation (having the pathway).
Page 73
- Fixed the copy/paste error in Blacksmith Multi-tasking that had a completely erroneous skill description in this spot. The correct skill description should now be referenceable here in the rulebook.
Page 74
- Survivalist- Rub Some Dirt In It: Added a call to this skill for clarity of use and intent.
Various Throughout
- Modified instances of similar, but technically different, wording in reference to the names of pathways to treat names of pathways as proper nouns/specific terms, reducing flavor in favor of mechanical clarity.
Crafting Recipes
Page 81
- Decay’s Resilience: Clarified wording to indicate that this 1 Grant Effect provides 2 Uses while only taking up that 1 Grant slot.
Page 82
- Unburdened Travel: Clarified wording to indicate that this 1 Grant Effect provides 2 Uses while only taking up that 1 Grant slot.
Page 83
- Desolation’s Purity: Added language to clarify delivery method on the Grant.
- Predator’s Strike: Added language to spell out the intent and ability to choose between the impacts of the buff depending on how it’s used. The intent here is to provide a form of “anti-shield” buff- either adding Pierce to a non-damaging Effect to punch through or increasing Damage to prompt an Absorb or otherwise overwhelm.
- Weaver’s Vision: Modified the language to clarify and allow for interaction with potentially multiple spirits to align with the intent of the effect (2 minutes of spirit interactability). Item Card may feature language about Spirit not being obliged to interact but is TBD on how much does/will fit on the item card legibly, for clarity here- assume that overarching Spirit rules still apply.
Page 84
- Harbinger’s Cloak: Added language to the end of description to provide clarity on losing the Trait at the conclusion of the duration.
Page 85 & 90
- Aligned description in Alchemist’s Fire and Offering Bowl items to match other instances of a craftable crafting components
Page 97
- Fixed an issue where the Survivalist Tier 4 crafted items showed Tier 3 in their description boxes. They should now all properly say Tier 4.
Page 85
- Cure Maim Salve: Fixed a copy/paste error that had resulted in an extra sentence left at the end of the description, removed the erroneous/extra language to clarify the enhanced effect of the recipe.
Page 86
- Preservation Poultice: Updated the language to align intent of the effect and clarify as it was previously using “Stabilize” which did not actually make sense here as that keyword is specific to “Dying”. New language should now be aligned with the temporary cure maim and avoid confusion with the Stabilize Keyword. No change in Effect, just added clarity. In terms of naming, “Poultice” is a bit of flavor here. I recognize this is not the same wording as “potion” but we’re keeping it because sometimes flavor is fun.
Page 94
- Leg Brace: Changed the item name to simply “Brace” to reflect that it’s limb-agnostic. Yes, this was a real question someone brought up about whether the Effect of the item which is simply “Cure Maim” could apply to other limbs because the name of the item was “leg brace”. This modification will hopefully resolve confusion there.
Page 96 & 97
- Closed loophole on “infinite stack” buff from Meat Pie and Communal Meal. Item Effect and description for these two items were adjusted to clarify the use and close a potential loophole that allowed for “infinite” stacking of a buff. Meat Pie now allows up to 2 concurrent uses, Communal Meal is capped at 1. These do not take up Grant slots, intentionally, therefore they will persist through a Dispel Effect. These modifications should allow for the items to continue to be beneficial, while balanced.
Various throughout
- Fixed formatting issues throughout recipes such as Basic Shrine and Hallowed Shrine which were oddly tabbed over to start and should not have been. There may still be some slight variation in box border alignments and sizing which we’ll just have to live with for the time being.
- Fixed approximately 50 instances of words that were incorrectly capitalized, lacking capitalization and should be, or grammatical issues such as missing quotes, commas, periods, etc.
- Reviewed all crafted items for benefits conveyed as Grants or otherwise. Confirmed that any updated language accurately reflects the intent of using Grant for some, but not for all. Some items may convey benefits that do not take up a Grant slot.
- Adjusted descriptions of Effects that modify the quantity of another Effect such as “Grant +1 to your next Damaging…” and adjusted wording to clarify the object/target of the modifying language.