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FIELD GUIDE04 / 10

Classes and spells

Choose an available class on the join screen. Six roles are in development; Pathfinder, Field Medic, and Sapper equipment is still being integrated. The tool bar shows what is available in your current build.

Engineer

The Engineer carries field tools and mining equipment. Use the Engineer to dig, build, repair, and clear debris. You can place miners and order vehicles.

Hold the dig control on a nearby visible block. The damage bar shows progress. Materials take different amounts of work to break. A stone wall takes more work by hand than wood.

Use the Engineering Bay to improve the powered pick and repair rig. Learn construction first before you remove a large support.

Vanguard

The Vanguard holds contested ground and protects teammates. Check the current tool bar for your loadout. Aim at a nearby enemy and use Attack. Hold Shift to shield toward your aim.

The shield has a facing direction. It does not protect every side. Use cover and face the threat.

Buy breach charges at the Vanguard Armory. Select Breach Charge, aim, and use the tool. Breach charges are finite. Check your inventory before an attack.

Channeler

The Channeler uses resonator equipment to focus space magic. Use the Channeler for ranged spells. Spells use mana. Mana returns over time.

The basic spell is available at the start. Buy Firebolt and Mend at the Channeling Lab to unlock them. Mend restores your own health.

Pathfinder

The Pathfinder scouts and creates routes. Use this role to connect the team to useful ground, identify alternate approaches, and keep movement open when the obvious path is blocked.

Field Medic

The Field Medic treats wounded teammates and helps extract them from a failing push. Stay close enough to support the front without becoming the first target.

Sapper

The Sapper breaches defenses and counters enemy explosives. Placed charges are finite, destructible, and dangerous to enemies who trigger them; watch for opportunities to disarm opposing devices.

Pathfinder, Field Medic, and Sapper equipment is still being integrated into the 0.1.0 candidate. Read the current in-game tool bar and action feedback before relying on a specific loadout.

Cast a spell

  1. Enable voice and select the correct microphone.
  2. Select the spell on the tool bar or tool wheel.
  3. Aim at the target.
  4. Hold the left mouse button.
  5. Say the phrase shown by the game.
  6. Release the button to finish the chant.
  7. Wait for the game to accept or reject the chant.
SpellPhrase
Basic spellsend the spark
Fireboltcall the flame
Mendrestore my health

You can also hold F for the basic Channeler spell.

The game host checks the chant. A local microphone level alone does not prove that a spell was accepted. The spell also needs mana, its required unlock, and time between casts.

If voice is unavailable, chant casting can be unavailable. Release the control before you try again. Check voice settings.

Your selected voice audience can hear a spoken chant. Nearby can include enemies. Use Nearby team when you want nearby allies to hear it.

Read explosive impacts

The projectile shape identifies the weapon: a round breach charge casing, an orange Firebolt, or the Lance's long siege bolt. Impacts have different sizes and debris.

WeaponBase enemy damageRadiusConstruction damage
Breach Charge402.5 tiles80
Firebolt282 tiles20
Lance siege bolt601 tile140

These are base values before protection and terrain shielding. Cover can block an explosion. A blast that breaks cover does not also hit what that cover shielded during the same blast. Ordinary explosions do not remove natural terrain or foundations.

The current projectiles travel along straight paths. Explosions do not apply a push to players. Use Particles: Off in Display settings for subdued impact outlines without cosmetic debris or bright impact flashes.

After death

Wait for the respawn timer. You cannot use tools while dead. Brief spawn protection ends when you attempt an action. Stay alert when you leave the spawn area.