Wanderer skirmisher
The demo-safe build: mobility first, commitment second.
Demo build Class: Wanderer Weapon: Sword Armour: Medium
Learn the weapon combo and class layers without locking into a role you cannot test yet.
Strengths
- Movement and recovery tools cover beginner mistakes.
- Sword strings are the simplest read in the preview build.
- Medium armour leaves room to test both light and heavy pieces.
Trade-offs
- No dedicated burst window; damage comes from clean combo uptime.
- You will not see the class’s late-tree identity in a short demo run.
Combat loop
- Open with the light string while you watch the enemy’s reply.
- Commit the heavy only after a stagger or a whiffed enemy attack.
- Use the movement skill to reset spacing, not to chase damage.
Gear priorities
- Prioritise a bag upgrade early; capacity is part of the build.
- Keep the best bonus-line chest and legs, even if the defence number is lower.
- Do not chase a full heavy set before you know the class unlock path.
Inheritance target
Bank a defensive or recovery active from a developed class. The Wanderer already has movement; the missing piece is a panic button.
Demo note: This is the build the demo actually lets you test. Treat it as a baseline, not a launch tier-list entry.
Knight wall
Shield, counter, and let the enemy make the first mistake.
Reported Class: Knight Weapon: Sword Armour: Heavy
Turn block and counter tools into a low-risk learning build for boss patterns.
Strengths
- The Knight has an official class trailer and a clear defender identity.
- Heavy armour shows the highest defence values in the demo table.
- Block and counter options reward reading a tell instead of racing it.
Trade-offs
- The exact Knight unlock step is not published.
- Heavy armour may not suit players who want a dodge-first rhythm.
Combat loop
- Hold the defensive option and watch one full enemy sequence.
- Counter only after the committed attack, not on the wind-up.
- Use the sword’s fast string to test whether the window is real.
Gear priorities
- Take the defence line first, then compare bonus lines.
- A heavy chest with a bad roll is still a useful learning piece.
- Keep a lighter backup set for bosses that punish slow movement.
Inheritance target
Inherit a recovery or mobility active to cover the armour’s movement cost. Do not inherit another defensive skill unless the fight demands it.
Demo note: The Knight is not the demo’s starting class. If your build does not offer it yet, keep the plan and test the weapon half first.
Magic Staff caster
Open at range, finish with the staff’s melee string.
Reported Class: Mage / Warlock (reported) Weapon: Magic Staff Armour: Light
Play the hybrid caster the staff implies while the caster class is still being revealed.
Strengths
- The staff has both melee strikes and arcane projectiles in the preview.
- Light armour suits a keep-away plan.
- Kymia-related staff upgrades hint at a resource loop.
Trade-offs
- Mage and Warlock are reported, not confirmed; the class kit is unknown.
- Light armour is unforgiving if you misread a gap-closer.
- Mana and kymia costs were not final in the demo.
Combat loop
- Open with the ranged option to learn the enemy’s approach.
- Switch to the melee string when the enemy closes, then reset with movement.
- Do not spend the resource bar on a target that is about to die.
Gear priorities
- Prioritise the weapon category first; mastery is the real unlock.
- Keep one light chest with the best bonus lines, not the biggest defence.
- A bag with useful lines is worth more than a marginal armour upgrade.
Inheritance target
Plan for a mobility or recovery skill. A caster with no escape is a caster waiting for a gap-closer.
Demo note: This is a directional build, not a finished one. Re-check the class name and skills after the January 7, 2027 build.