
Fray
A veiled melee raider who commits short-range magic, hooks to terrain, and guards briefly against distant fire while a fixed breach wave resolves.

Abilities.
In developmentExample recording · Ability-specific video coming later.

Veil Sever
Cut one nearby enemy with the void dagger, dealing magical damage and briefly reducing its magic resistance.
Disengage after the cut or dispel the brief vulnerability before follow-up spells.
- Cooldown
- 14s / 13s / 12s / 11s
- Cost
- 65 / 75 / 85 / 95
- Range
- 200 cm
- Cast time
- 0.3s
- Magical damage
- 80 / 115 / 150 / 185
- Magic resistance reduction
- 4 / 6 / 8 / 10 percentage points for 2.5 s; applied after hit
- Stack rule
- One Veil Sever debuff; refresh only; basic-dispellable
Example recording · Ability-specific video coming later.

Hooked Recall
Hook visible terrain and pull himself a short unobstructed distance. Two slowly returning charges permit an entry and exit, each requiring a valid nearby landing.
Root him or pressure his limited landing choices; the hook cannot rescue an ally or catch an enemy.
- Cooldown
- 0s / 0s / 0s / 0s
- Cost
- 65 / 75 / 85 / 95
- Charges
- 2 / 2 / 2 / 2
- Recharge
- 30s / 28s / 26s / 24s
- Range
- 400 cm
- Cast time
- 0.4s
- Travel
- 400 cm max visible navigable terrain point,0.4 s travel; no crossing solid terrain.
Example recording · Ability-specific video coming later.

Frayed Distance
Fan his three spectral ribbons into a finite ranged guard. Direct physical or magical damage from sufficiently distant attackers is partly absorbed for a brief window; close pressure and ongoing damage bypass it.
Close inside 350 cm, use damage over time or pure damage, dispel the guard, or drain its finite reserve. Roots limit his ability to restore distance.
- Cooldown
- 28s / 25s / 22s / 19s
- Cost
- 75 / 85 / 95 / 105
- Range
- 0 cm
- Cast time
- 0.3s
- Distant-hit absorption
- 25 / 30 / 35 / 40% of eligible post-mitigation damage
- Total absorb cap
- 100 / 140 / 180 / 220 HP shared across all eligible hits; no Flow scaling
- Duration
- 2 s or until the reserve is exhausted
Example recording · Ability-specific video coming later.

Between Worlds
Open a visible rift beside him, then release a single delayed breach wave along a fixed line. After the short cast completes he may reposition, but the anchored wave stays where he placed it.
Sidestep the fixed warned line or exploit his vulnerability after he commits. Moving the caster cannot move the released wave.
- Cooldown
- 110s / 100s / 90s
- Cost
- 160 / 200 / 240
- Range
- 700 cm
- Cast time
- 0.3s
- Magical damage
- 210 / 300 / 390
- Warning
- 1 s after the 0.3 s cast; fixed world line, 150 cm width
- Restriction
- One wave; no cooldown reset, repeated dashes, free attacks or control
Build a guide.
Ability order Levels 1–22
Choose a cell to learn a rank; choose it again to clear. Scroll for later levels. Arrow keys move between cells.
Levels 1–22