Unique open Inheritance cards in the checked public list.

Starting identity comparison
Forgotten Stories Inheritances
Forgotten Stories Inheritances define starting gear, passives, and stat bonuses on public Trello cards. The official FAQ specifically summarizes Dreamer and Damned, while the Forgotten Stories Inheritances page sends precise values back to the live public card.
Verified14 primary source routes · checked 2026-09-13The FAQ describes random casting and broader magic support.
Feral, Seraph, and Draconic are the public FAQ summary.
Use the individual card for current exact values.
Choose your next step
Which Inheritance fits your next run?
Start with the job you want your build to do. These are conditional choices based on published mechanics, not a tested tier ranking.
Build around owned Books
Compare The Historian first: its Quill enhances an owned Book at camp, doubling that Book's stat increases once. Level three adds five Book slots.
This does not double every spell or passive. You still need to own the Book and meet its conditions.
Explore spellcasting
The Dreamer starts with the Tome of Dreams and provides spell Mana support. Compare it if you accept random spell selection.
Its levels retain physical-damage and Health penalties. Tome casts do not teach the spell; the Tome and Inheritance cards also disagree about the base rune pool.
Choose a Damned bloodline
Compare Feral for claws, Seraphic for its conditional Stamina dodge, and Dragonic for its Wrath mechanic. Check the exact level before choosing.
Every bloodline keeps the locked Crimson Talisman and shared Mana, incoming-healing and Order-resistance penalties. No bloodline is a universally safe starter.
The Damned
Feral, Seraphic or Dragonic?
All three start with a Crimson Talisman that cannot be unequipped. Choose around the bloodline trigger and the shared healing, Mana and Order-resistance penalties.
Feral
Claws appear with no weapon equipped, but you receive Bleeding +2 at the start of combat.
Level 3 learns Mangle. The bloodline adds Physique and Light Weapons bonuses; read the exact level before planning your stats.
Seraphic
If you do not react, the card describes an automatic dodge using Stamina when you have more than 8 / 7 / 7 at levels 1 / 2 / 3.
Level 3 learns Seraphic Chant: Charmed +2 to all enemies and Karma +2 to all party members. The threshold is not a separately verified per-dodge cost.
Dragonic
Taking a hit builds Wrath, capped at 3 / 4 / 5 across levels. The bloodline says skill or spell damage drains it; the Wrath card more broadly says dealing damage.
Level 3 learns Uproar. Do not treat Wrath as permanent or assume the two cards settle every consumption case.
Check shared penalties and prices at levels 1–3
Level 1
500 Ink Shards
Order Resistance −50%; incoming healing −50%; Max Mana −3.
Level 2
150 Ink Shards
Order Resistance −45%; incoming healing −45%; Max Mana −3.
Level 3
300 Ink Shards
Order Resistance −40%; incoming healing −40%; Max Mana −3.
These are the prices beside each level on the card, not a tested cumulative purchase total.
Read every Damned level and stat →
Public WIP cards: The Damned (checked 2026-09-13) · Wrath (checked 2026-09-13). Card documentation is not an in-game test; newer official corrections are linked separately above.
The Dreamer
What does the Tome of Dreams actually choose?
The Dreamer starts with the Tome. You choose a spell category, then the Tome rolls a spell; choosing a category does not select one exact spell.
Tome casts cost half the spell's Mana and do not contribute toward getting Books. The Dreamer also lists 1 less Mana for spells, plus a chance of another 1-Mana reduction. The sources do not settle reduction order, rounding or a minimum cost, so this guide does not calculate a guaranteed combined discount.
Rune-pool mismatch: the Inheritance card says 2–6 runes before level 3 and 3–9 at level 3; the separate Tome card says 3–9 generally. Treat the starting pool as unresolved instead of assuming every Dreamer has the same pool.
The September 10 official correction fixes Dreamer's innate Health penalty at −6 and grants an equipped Tome +1 Mana regeneration and +1 elemental PEN. The card still has older level-one/two Health values. Read the dated correction and limits →
Compare Dreamer bonuses, penalties and level prices
Level 1 · 500 Ink Shards
Rune Sight +3; Max Runes +1; Max Mana +1; Elemental Damage +2.5%.
Physical Damage −30%; Max Health −6 (newer official correction; card still says −8). The extra 1-Mana reduction has a listed 20% chance.
Level 2 · 100 Ink Shards
Rune Sight +5; Max Runes +1; Max Mana +2; Elemental Damage +5%.
Physical Damage −27.5%; Max Health −6 (newer official correction; card still says −7). The extra 1-Mana reduction has a listed 30% chance.
Level 3 · 200 Ink Shards
Rune Sight +10; Max Runes +2; Max Mana +3; Elemental Damage +7.5%.
Physical Damage −25%; Max Health −6. The extra 1-Mana reduction has a listed 50% chance.
Read the complete Dreamer record →
Open the Tome item and its separate price →
Public WIP cards: The Dreamer (checked 2026-09-13) · Tome of Dreams (checked 2026-09-13). Card documentation is not an in-game test; newer official corrections are linked separately above.
Official evidence, practical consequences
Rules and clarifications to check before your next run
Latest evidence check 2026-09-13T01:36:37.265Z. Individual check dates are retained in the source ledger. Changelog statements, older FAQ edits and dated notices are labeled separately; these are not claims of in-game testing.
Official changelog · 2026-09-10 UTC
The September 10 announcement gives an equipped Dreamer Tome +1 Mana regeneration and +1 PEN for elemental-type damage. Dreamer's innate elemental-damage bonuses are 2.5% / 5% / 7.5% across levels, and its innate Health reduction is fixed at −6. The current cards now include the elemental bonuses and Tome stat lines.
The WIP Dreamer card still lists −8 / −7 / −6 Health; the newer official fixed −6 statement takes precedence in this guide. The Tome card's generic PEN line does not override the announced elemental restriction. Unequipped bonuses, regeneration timing and the conflicting base spell pools remain unverified.
Official changelog · 2026-09-10 UTC
The September 10 changelog raises Hunter's base critical chance to 4%. The current Hunter and Rabbits Foot cards agree. The Hunter card separately lists +1.25 percentage points of Hunter Critical Chance for each 10% Luck and an extra-drop passive that excludes bosses.
Do not equate this passive with landing a weapon's Critical QTE. The card's 25% / 40% / 70% extra-drop chances are a separate rule, not the chance to obtain any specific item. No maximum critical chance, rounding rule or combined loot formula is supplied.
Official changelog · 2026-09-06 UTC
The September 6 changelog removes weapon Speed gains and names Rapier, Dagger and Earthquaker Cestus as examples. Their current Trello cards, and Damned Claws, no longer list the old positive Speed line. Recheck your displayed Speed before relying on an extra turn; the official FAQ lists thresholds of 2, 3.5, 5.5 and 8.
Removal of positive weapon bonuses does not establish that negative Speed penalties vanished. Rapier's conditional Duelist Dance is a separate status: its current WIP card lists +0.4 Speed. Neither its stack cap nor duration is supplied there, so do not treat it as an always-on weapon bonus or promise a stack-based extra-turn loop.
Check extra turns using your displayed Speed →
Official changelog · 2026-09-05 UTC
The September 5 changelog sets Tome of Dreams cooldown to zero. This is a cooldown change only: the artifact card still describes random spell selection, halved mana cost and no progress toward obtaining Books from those casts. The official spell FAQ says seeing a spell through the Tome does not let you manually cast it without first unlocking and writing its Book.
Zero cooldown does not mean zero mana cost or unlimited actions. The artifact card describes a 3–9-rune pool, while The Dreamer card describes a 2–6 base pool with 3–9 at level three. That cross-card pool distinction remains unresolved; do not assume every Dreamer level has the larger pool.
Compare the Tome's modes and mana rule →
Message-level references are grouped in this page's source ledger.
Current player questions
Inheritance decisions: bloodline costs, Quills and artifact limits
The Damned's three bloodlines share a locked Crimson Talisman and healing/mana penalties. Historian and Jeweler offer different progression benefits; read their activation conditions before planning a run around them.
Baseline public Trello WIP checked 2026-09-08T01:33:25.085Z; later checks are dated per answer. Relevant official clarifications appear above. First collected or corrected details are not necessarily a new live update.
The Damned Claws record restricts Mangle to Level 3 Feral. It lists 5 Energy, a cooldown of 3, and Bleed +1 per successful hit. Scratch lists 3 Energy with 0 cooldown; Jagged Uppercut lists 6 Energy with 4 cooldown. The current Claws card no longer lists its old +0.1 Speed bonus.
The card leaves Critical effects as question marks and does not state an exact Mangle hit count or Bleed damage formula. Do not extrapolate DPS, guaranteed Critical effects or casting permission from the one-handed label.
Inspect the full Claws moves and unresolved Critical fields →The card labels Level 1 as 500 Ink Shards, Level 2 as 150 and Level 3 as 300. Order Resistance and Incoming Healing are −50%, −45%, −40% across those levels; Max Mana stays −3. The starting Crimson Talisman cannot be unequipped.
These are the card's per-level labels, not a verified cumulative purchase total. Factor in reduced incoming healing before comparing offensive bonuses.
Plan recovery without assuming full healing →No equipped weapon brings out claws, but combat starts with +2 Bleeding. Level 3 learns Mangle. The full source record lists Physique, Light Weapons, PEN and the other bonuses separately for each level.
Claw bonuses do not prove that every spell or equipment combination works. Do not turn these values into an unsupported best-build ranking.
Check Claw and weapon restrictions →The text says more than 8/7/7 Stamina, depending on level, is used to dodge when you fail to react. Level 3 learns Seraphic Chant: Charmed +2 to enemies and Karma +2 to party members.
The threshold is written as 'more than', not 'at least'. The card does not specify a separate spend amount or prove it avoids every boss execution.
Review boss-specific execution and reaction rules →Getting hit grants Wrath up to 3/4/5. The text describes increased outgoing damage and reduced incoming damage, then says skill or spell damage drains it. Level 3 Uproar applies Fear to enemies and Rage to self equal to Wrath on use.
The card's 5% outgoing and 4% incoming wording does not explicitly settle per-stack versus total scaling. No multiplied damage calculator is offered.
Read Wrath, Fear and Rage together →Use a Quill at camp on an owned Book. The card says enhancement is permanent and doubles the Book's stat increases, but each Book can be enhanced only once. The three levels start with 30/60/100 Ink and 1/3/5 Quills; level three allows five extra Books.
Doubling stat increases does not say that spell damage, passive chances, costs or negative modifiers double. The record does not name a button or prove Quills can be used away from camp.
Check a Book's actual stat lines before spending a Quill →Level three allows two copies of the same artifact, but the card warns that some duplicated passives are incompatible. Its mining passive lists 25%/50%/100% higher gem chance by level; the starting-gear section describes three different artifacts instead of two.
A 100% higher chance does not mean every node drops a gem. The card's additional slot wording is separate and does not settle a complete per-level slot total; no universal passive-stacking list is verified.
Check artifact-specific limitations before planning duplicates →Source-backed comparison
Compare two public inheritance records
Choose two records to read their published starting gear, passives, and stat notes side by side. This tool does not assign a tier, score, or winner.
The Dreamer
Description "Dreams go beyond reality..." ~ Ingame Starting Gear Start with the Tome of Dreams. The Tome of Dreams casts a random spell from a 2-rune spell to a 6-rune spell at the cost of 50% less mana. You may select what kind of spell your looking for. Passives Spells consume 1 less Mana, with a 20%/30%/50% chance to consume 1 less Mana. (Level 3) The Tome of Dreams maximum rune count is increased to 3-9. Stat Bonuses (Level 1) - 500 Ink Shards Rune Sight: +3 Max Runes: +1 Physical Damage: -30% Elemental…
Read all The Dreamer requirements, effects and limits
Description
"Dreams go beyond reality..." ~ Ingame
Starting Gear
Start with the Tome of Dreams. The Tome of Dreams casts a random spell from a 2-rune spell to a 6-rune spell at the cost of 50% less mana. You may select what kind of spell your looking for.
Passives
Spells consume 1 less Mana, with a 20%/30%/50% chance to consume 1 less Mana. (Level 3) The Tome of Dreams maximum rune count is increased to 3-9.
Stat Bonuses
(Level 1) - 500 Ink Shards Rune Sight: +3 Max Runes: +1 Physical Damage: -30% Elemental Damage: +2.5% Max Mana: +1 Max Health: -6 (Level 2) - 100 Ink Shards Rune Sight: +5 Max Runes: +1 Physical Damage: -27.5% Elemental Damage: +5% Max Mana: +2 Max Health: -6 (Level 3) - 200 Ink Shards Rune Sight: +10 Max Runes: +2 Max Mana: +3 Physical Damage: -25% Elemental Damage: +7.5% Max Health: -6
The Hunter
Description “The sacrifices will never go to waste..." ~ Ingame Starting Gear Start with a Rabbits Foot The Rabbit's Foot grants a chance to perform an additional critical hit that deals 75% extra damage. The chance is based on your Luck, with a base chance of 4%. Every 10% Luck increases the Hunter Critical Chance by 1.25%. Passives 25%/40%/70% chance to receive an extra drop from slain enemies. (Not bosses) (Level 3) The Rabbit's Foot critical damage will now be converted into True damage. Stat Bonuses (Level 1)…
Read all The Hunter requirements, effects and limits
Description
“The sacrifices will never go to waste..." ~ Ingame
Starting Gear
Start with a Rabbits Foot The Rabbit's Foot grants a chance to perform an additional critical hit that deals 75% extra damage. The chance is based on your Luck, with a base chance of 4%. Every 10% Luck increases the Hunter Critical Chance by 1.25%.
Passives
25%/40%/70% chance to receive an extra drop from slain enemies. (Not bosses) (Level 3) The Rabbit's Foot critical damage will now be converted into True damage.
Stat Bonuses
(Level 1) - 100 Ink Shards Max Stamina: +1 Physical Damage: +2.5% (Level 2) - 100 Ink Shards Max Stamina: +1 Physical Damage: +5% (Level 3) - 200 Ink Shards Max Stamina: +2 Physical Damage: +5% Speed: +0.05 Luck: +10%
The public Trello is work in progress. Recheck the dated source ledger before committing Ink Shards or treating a value as current.
Source-linked records
Search the records
8 records. Search includes the full requirements and effects; expand a result to read its source fields.

The Dreamer
Official correctionOfficial fixed Health reduction: -6. Raw WIP card still says -8/-7/-6; only the contradicted Health fields are corrected here. Checked 2026-09-13T01:35:15.806Z. Read the newer official Health correction →
Read all The Dreamer requirements, effects and limits
Description
"Dreams go beyond reality..." ~ Ingame
Starting Gear
Start with the Tome of Dreams. The Tome of Dreams casts a random spell from a 2-rune spell to a 6-rune spell at the cost of 50% less mana. You may select what kind of spell your looking for.
Passives
Spells consume 1 less Mana, with a 20%/30%/50% chance to consume 1 less Mana. (Level 3) The Tome of Dreams maximum rune count is increased to 3-9.
Stat Bonuses
(Level 1) - 500 Ink Shards Rune Sight: +3 Max Runes: +1 Physical Damage: -30% Elemental Damage: +2.5% Max Mana: +1 Max Health: -6 (Level 2) - 100 Ink Shards Rune Sight: +5 Max Runes: +1 Physical Damage: -27.5% Elemental Damage: +5% Max Mana: +2 Max Health: -6 (Level 3) - 200 Ink Shards Rune Sight: +10 Max Runes: +2 Max Mana: +3 Physical Damage: -25% Elemental Damage: +7.5% Max Health: -6

The Hunter
Read all The Hunter requirements, effects and limits
Description
“The sacrifices will never go to waste..." ~ Ingame
Starting Gear
Start with a Rabbits Foot The Rabbit's Foot grants a chance to perform an additional critical hit that deals 75% extra damage. The chance is based on your Luck, with a base chance of 4%. Every 10% Luck increases the Hunter Critical Chance by 1.25%.
Passives
25%/40%/70% chance to receive an extra drop from slain enemies. (Not bosses) (Level 3) The Rabbit's Foot critical damage will now be converted into True damage.
Stat Bonuses
(Level 1) - 100 Ink Shards Max Stamina: +1 Physical Damage: +2.5% (Level 2) - 100 Ink Shards Max Stamina: +1 Physical Damage: +5% (Level 3) - 200 Ink Shards Max Stamina: +2 Physical Damage: +5% Speed: +0.05 Luck: +10%

The Damned
Read all The Damned requirements, effects and limits
Description
"A cursed bloodline..." ~ Ingame
Starting Gear
Start with Crimson Talisman This item cannot be unequipped, as it prevents you from being consumed by the Curse of the Damned. Each Bloodline grants different starting bonuses.
Shared Stat Bonuses
(Level 1) - 500 Ink Shards Order Resistance: -50% Max Mana: -3 Incoming Healing: -50% (Level 2) - 150 Ink Shards Order Resistance: -45% Max Mana: -3 Incoming Healing: -45% (Level 3) - 300 Ink Shards Order Resistance: -40% Max Mana: -3 Incoming Healing: -40%
Bloodline: Feral
Passives
When not having a weapon equipped you have your claws pulled out but get +2 bleeding at the start of a combat. (Level 3) Learn skill Mangle. Stat Bonuses (Level 1) Max Health: +3 Physique: +3 Light Weapons: +3 PEN: +1 (Level 2) Max Health: +4 Physique: +4 Light Weapons: +5 Speed: +0.05 PEN: +1 (Level 3) Max Health: +5 Max Stamina: +1 Physique: +5 Light Weapons: +7 Speed: +0.10 PEN: +1
Bloodline: Seraphic
Passives When having more than 8/7/7 stamina, use it to automatically dodge an attack if you don't react to it. (Level 3) Learn action Seraphic Chant. Stat Bonuses (Level 1) Max Health: -5 Defense Points: -1 Max Stamina: +2 Speed: +0.10 (Level 2) Max Health: -5 Defense Points: -1 Max Stamina: +2 Speed: +0.15 (Level 3) Max Health: -5 Max Stamina: +3 Speed: +0.15 Applies Charmed +2 to all enemies and grants Karma +2 to all party members
Bloodline: Dragonic
Passives Getting hit grants Wrath up to 3/4/5, increasing all outgoing damage by 5% and reduces incoming by 4%. Gets drained by dealing damage with a skill or spell. (Level 3) Learn skill Uproar. Stat Bonuses (Level 1) Max Health: +5 Defense Points: +1 Fire Resistance: +15% Resilience: +10% (Level 2) Max Health: +6 Fire Resistance: +20% Defense Points: +1 Resilience: +10% (Level 3) Max Health: +7 Fire Resistance: +25% Defense Points: +2 Resilience: +15% Inflicts Fear to all enemies and Rage on self equal to Wrath stack on use.

The Wagerer
Read all The Wagerer requirements, effects and limits
Description
“Things may turn against you or in your favor..." ~ Ingame
Starting Gear
Start with a Coin of Judgment The Coin of Judgment grants the Flip skill. If the coin lands on Tails, you take true damage equal to 45% of your maximum health. If it lands on Heads, the target takes 80% of his max health as damage. This effect is reduced to 15% instead against bosses and you will take 65%. Flip may only be used thrice per battle across all players. Flip may be affected by Luck. Every 10% Luck increases heads chance by 2.5%, capping at 65%. Disclaimer: Flip is NOT affected by outgoing and incoming damage boost, and self damage from Flip ignores all sources of defence and protection, including barrier.
Passives
Incoming money from selling and quests ranges from 10%/15%/25% to -10%. (Level 3) Flip no longer consumes a turn.
Stat Bonuses
(Level 1) - 250 Ink Shards Order Affinity: +1 Rune Sight: +1 Luck: +5% (Level 2) - 100 Ink Shards Order Affinity: +2 Rune Sight: +2 Luck: +10% (Level 3) - 200 Ink Shards Order Affinity: +5 Rune Sight: +5 Luck: +15%

The Historian
Read all The Historian requirements, effects and limits
Description
“History begins with its first historian..." ~ Ingame
Starting Gear:
Start with a Quill The Quill may be used while at camp to permanently enhance an owned book, doubling its stat increases. The same book cannot be enhanced more than once.
Passives:
Start with 30/60/100 Ink and 1/3/5 Quills] (Level 3) You can hold 5 extra books.
Stat Bonuses:
(Level 1) - Starter Max Health: +3 (Level 2) - 100 Ink Shards Max Health: +3 Max Mana: +1 (Level 3) - 200 Ink Shards Max Health: +3 Max Mana: +1 Max Stamina: +1

The Jeweler
Read all The Jeweler requirements, effects and limits
Description
"Gems shine brighter the longer they live..." ~ Ingame
Starting Gear:
Start with an extra artifact slot. Your able to equip 3 different artifacts instead of 2.
Passives:
25%/50%/100% higher chance to obtain gems while mining and +0/+1/+1 extra Artifact slots. (Level 3) Your able to equip 2 of the same artifact. NOTE: Some artifacts have incompatible passives when duplicated.
Stat Bonuses:
(Level 1) - Starter Luck: +2.5% Max Mana: +1 (Level 2) - 100 Ink Shards Luck: +5% Max Mana: +1 (Level 3) - 200 Ink Shards Luck: +10% Max Mana: +1 Max Runes: +1

The Brawler
Read all The Brawler requirements, effects and limits
Description
“We might be the same height, but our techniques are unique..." ~ Ingame
Starting Gear
Start with Bruiser Bands The Bruiser Bands reduce the number of Restrain Keys by 2 when there are more than 3. In addition, breaking free grants 2 Empower if you have fewer than 2 Empower.
Passives
Deal 5%/7.5%/10% extra physical damage to large foes. (Level 3) Bruiser Bands may activate regardless of the number of keys. If the number reaches 0 or less, you instantly break free. Parrying 7 attacks will build up Empower +1.
Stat Bonuses
(Level 1) - 100 Ink Shards Physique: +2 Blunt Resistance: +5% Max Health: +3 Max Stamina: +1 (Level 2) - 100 Ink Shards Physique: +5 Blunt Resistance: +7.5% Max Health: +5 Max Stamina: +1 (Level 3) - 200 Ink Shards Physique: +8 Blunt Resistance: +7.5% Max Health: +7 Max Stamina: +2 Resilience: +10%

The Cook
Read all The Cook requirements, effects and limits
Description
“Life isn't always sweet..." ~ Ingame
Starting Gear
Start with The Pan Having The Pan in your inventory unlocks special foods for crafting.
Passives
10%/25%/50% chance to not consume a resource when crafting or cooking. (Level 3) Enemies have a 40% chance to drop random cooking ingredients.
Stat Bonuses
(Level 1) - 250 Ink Shards Fire Affinity: +1 Water Affinity: +1 Order Affinity: +1 (Level 2) - 100 Ink Shards Fire Affinity: +2 Water Affinity: +2 Order Affinity: +2 (Level 3) - 200 Ink Shards Fire Affinity: +3 Water Affinity: +3 Order Affinity: +3 Outgoing Healing: +5%
4 more source-linked records remain.
Practical route
Putting it into practice
- 01
Choose the identity
Compare public starting gear, passives, levels, and stat bonuses rather than a community tier claim.
- 02
Separate summary from exact value
Discord explains the role; Trello carries current numeric details where published.
- 03
Connect to the run plan
Check Books, Spells, and stat caps that interact with the chosen starting state.
Source-linked media
Images and demonstrations




Limits to keep in mind
- The page does not rank Inheritances without a transparent test method.
- Discord summaries may be less precise than current public cards.
- Changing WIP cards require a source-date check before a build decision.
Direct answers
Common questions
How many Inheritances are public?
The checked open directory contains eight unique records.
What does Dreamer do in Inheritances?
The official FAQ describes Tome of Dream, random spell access, and stronger general casting.
Which Damned variants appear in Inheritances?
Feral, Seraph, and Draconic are the three summarized variants.
Are Inheritances ranked?
No unsupported tier list is included.
Primary evidence
Sources and check dates
Book signing, requirement reduction, exceptions, Dreamer, and Damned.
Public TrelloForgotten Stories public TrelloOpen work-in-progress records checked 2026-09-13T01:38:18.558Z.
Public Trello WIPThe DamnedChecked 2026-09-13T01:38:18.558Z. Documentation is not an in-game test.
Public Trello WIPWrathChecked 2026-09-13T01:38:18.558Z. Documentation is not an in-game test.
Public Trello WIPDamned ClawsChecked 2026-09-13T01:38:18.558Z; card activity 2026-09-06T16:09:59.547Z. Documentation is not proof of a live patch.
Public Trello WIPThe HistorianChecked 2026-09-13T01:38:18.558Z; card activity 2026-08-26T21:28:42.275Z. Documentation is not proof of a live patch.
Public Trello WIPThe JewelerChecked 2026-09-13T01:38:18.558Z; card activity 2026-08-26T21:28:35.206Z. Documentation is not proof of a live patch.
Official DiscordHunter base critical chancePosted 2026-09-10T16:16:26.536Z; checked 2026-09-13T01:36:37.265Z.
Official DiscordWeapon Speed gain removalPosted 2026-09-06T13:34:09.966Z; checked 2026-09-07T01:38:54.287Z.
Official DiscordSpeed and extra-turn thresholdsPosted 2026-08-21T18:02:13.964Z; checked 2026-09-07T01:38:54.287Z.
Official DiscordTome cooldown set to zeroPosted 2026-09-05T04:37:26.147Z; checked 2026-09-06T03:10:47.686Z.
Official DiscordSpell learning and Tome limitationPosted 2026-08-21T18:02:36.114Z; edited 2026-09-04T23:28:00+08:00 (minute precision); checked 2026-09-06T03:10:47.686Z.
Public Trello WIPThe DreamerChecked 2026-09-13T01:38:18.558Z. Documentation is not an in-game test.
Public Trello WIPTome of DreamsChecked 2026-09-13T01:38:18.558Z. Documentation is not an in-game test.
Connected field routes
Related guides
Plan caps around starting bonuses.
02Startbeginner checklistFollow the verified first-run route.
03Archivesweapon evidence indexBrowse public weapon families, attacks, requirements, and QTE evidence.
04Archivesprotection progressionCompare public costs, resistances, requirements, and evidence gaps.