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THE REFERENCE SHELF / 39 ENTRIES

Discipline lattice

The budget is your character level up to 24 points. Connected predecessors must have ranks, and a discipline allows only one of its mutually exclusive keystones.

Public mechanical reference for runtime 0.4.3. The current game validates actual access, inventory, location and prerequisites.

NodeIDPoint cost per rankMaximum ranksPredecessorsExclusive groupEffect
Enduranceendurance15NoneNoneHp +12 per rank
Precisionprecision15NoneNonePower +2 per rank
Channelchannel15NoneNoneMagic +2 per rank
Stabilitystability25NoneNoneArmor +1 per rank
Leverageleverage15NoneNoneForce +3 per rank
Field carefieldcare15NoneNoneHealing +3 per rank
Packcraftpackcraft15NoneNoneCapacity +8 per rank
Position — studyposition_study12NoneNonePower +2 per rank
Position — practiceposition_practice21Position — studyNonePower +2 per rank
Long Sightlong_sight31Position — practicepositionPhysical damage is 25% stronger from far, but 20% weaker from near.
Close Quartersclose_quarters31Position — practicepositionPhysical damage is 20% stronger from near, but 25% weaker from far.
Endurance methods — studyendurance_study12NoneNoneHp +10 per rank
Endurance methods — practiceendurance_practice21Endurance methods — studyNoneHp +10 per rank
Iron Rootiron_root31Endurance methods — practiceenduranceGain six armor and twenty health; lose 25% structural force. Changing lanes costs one stamina.
Light Steplight_step31Endurance methods — practiceenduranceAfter changing lanes, reduce incoming pressure by 20%; lose four armor and fifteen maximum health.
Conversion — studyconversion_study12NoneNoneMagic +2 per rank
Conversion — practiceconversion_practice21Conversion — studyNoneMagic +2 per rank
Deep Reservoirdeep_reservoir31Conversion — practiceconversionStore up to thirty reserve; your barrier capacity is halved.
Warm Channelwarm_channel31Conversion — practiceconversionA direct heal spends up to four reserve to add twice the spent amount; magic damage is 20% weaker.
Control — studycontrol_study12NoneNoneForce +3 per rank
Control — practicecontrol_practice21Control — studyNoneForce +3 per rank
Hold the Linehold_the_line31Control — practicecontrolInterceptions redirect 60% instead of 40%; personal damage is 20% weaker.
Patient Controlpatient_control31Control — practicecontrolYour Slow reduces enemy pressure by 30% instead of 15%; techniques that apply Slow cost one extra focus.
Recovery — studyrecovery_study12NoneNoneHealing +2 per rank
Recovery — practicerecovery_practice21Recovery — studyNoneHealing +2 per rank
Field Surgeonfield_surgeon31Recovery — practicerecoveryA packed treatment gains 35% potency, but techniques consuming a treatment cost one extra stamina.
Second Windsecond_wind31Recovery — practicerecoveryRecover also heals twelve health; your barrier capacity is zero.
Delegation — studydelegation_study12NoneNoneHp +6 per rank
Delegation — practicedelegation_practice21Delegation — studyNoneHp +6 per rank
Equal Partnerequal_partner31Delegation — practicedelegationCompanion barrier strength increases by ten; your direct damage is 15% weaker.
Self Relianceself_reliance31Delegation — practicedelegationWith no deployed companion, Brace restores one stamina. This keystone cannot be used with a companion.
Tempo — studytempo_study12NoneNonePower +2 per rank
Tempo — practicetempo_practice21Tempo — studyNonePower +2 per rank
Committed Formcommitted_form31Tempo — practicetempoRepeating a damaging technique increases its damage by 25%; that round you receive 15% more pressure.
Changing Measurechanging_measure31Tempo — practicetempoA changed damaging technique gains 15%; repeating it loses 20%. The first action is unmodified.
Preparation — studypreparation_study12NoneNoneArmor +1 per rank
Preparation — practicepreparation_practice21Preparation — studyNoneArmor +1 per rank
Grounded Arraygrounded_array31Preparation — practicepreparationIgnore conductive material susceptibility, but halve the magic gained from conductivity.
Measured Supplymeasured_supply31Preparation — practicepreparationThe first packed treatment used in each encounter gains 50% potency; all your direct damage is 15% weaker.

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