
Quartz
A melee crystal bulwark who survives a chosen damage type and temporarily disarms enemies with a resonant pulse.

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

Shattering Fist
Drive one crystal fist into a short cone, dealing physical damage without ranged shards or a launch.
Keep distance from his melee cone and punish the recovery.
- Cooldown
- 13s / 12s / 11s / 10s
- Cost
- 60 / 70 / 80 / 90
- Range
- 225 cm
- Cast time
- 0.45s
- Physical damage
- 85 / 120 / 155 / 190
- Cone
- 70°; one hit per target; no control
Example recording · Ability-specific video coming later.

Facet Guard
Attune a finite shield to the first physical or magical damage type that hits him. It then absorbs only that type until it breaks.
Trigger one damage type, then use the other; mixed damage is effective.
- Cooldown
- 24s / 22s / 20s / 18s
- Cost
- 70 / 80 / 90 / 100
- Range
- 0 cm
- Cast time
- 0.3s
- Typed shield
- 110 / 160 / 210 / 260 HP; no Flow scaling
- Duration
- 4 s; the first hit selects its type and is absorbed from the same pool
- Restriction
- Pure damage bypasses; shield cannot retune or stack
Example recording · Ability-specific video coming later.

Resonant Step
Travel or enemy pressure charges his next basic melee hit to send out a slowing pulse. It cannot trigger merely by walking near an enemy.
Kite him before the charged melee hit. Break removes charge and progress; forced movement and self-damage never charge it.
- Cooldown
- 12s / 11s / 10s / 9s
- Cost
- 0 / 0 / 0 / 0
- Pulse
- 225 cm radius; 15 / 20 / 25 / 30% slow for 1.5 s
- Restriction
- One stored charge; needs cooldown ready and a successful melee hit; no damage, root or structure trigger
- State under Break/death
- Clears charge/progress; no stored passive readiness generated while Broken/dead. Cooldown continues.
Example recording · Ability-specific video coming later.

Harmonic Sever
Release a warned crystal resonance burst that damages and disarms nearby enemies, creating a brief opening against weapon attackers.
Leave the warned ring or answer with spells. Disarm does not block spellcasting; strong dispel removes it.
- Cooldown
- 120s / 110s / 100s
- Cost
- 150 / 195 / 240
- Range
- 375 cm
- Cast time
- 0.75s
- Magical damage
- 110 / 170 / 230
- Disarm
- 1.5 / 1.8 / 2.1 s
- Warning
- 0.75 s; radius 375 cm; one hit per target
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