Divine Soldier
Element: Light · Signature meter: ✨ Blessed
Divine Soldier plays through one of three specializations — Judgment (Striker), Bulwark (Anchor), and Beacon (Mender). Each is a talent tree you field to lock in a core (a builder, a spender, and an always-on passive), then climb five rungs, choosing at each fork. This page lists all three in full, pulled straight from the combat engine. For the meter's counterplay and team pairings, see the class card and Team Composition.
The meter
Two ways to charge, capping at 3 (no floor): each turn you gain +1 Blessed for every "clean" ally — one above ~90% HP with no debuffs — and landing a crit banks +1 Blessed (a reliable, offense-coupled source, any role). Spends drain it to 0. So Blessed pours in when you keep the party pure or strike true — you're no longer starved when the team is hurt.
When a debuff lands on your team (you or an ally), holy light flares (~35%) into Radiant Fervor: a short crit-rate buff, on every role. Because crits bank Blessed, incoming affliction now charges your meter instead of only hurting — even the low-offense Anchor and Mender can build Blessed under pressure. The Striker gets a second half: the same flare also opens the Judgment ladder (Radiant Smite → Radiant Cascade → Final Verdict) without spending a turn on Sanctified Zeal.
Specializations (talent trees)
All three specializations are live for every player — field one from your Avatar's Roster. Every effect below is pulled straight from the combat engine, so it matches what happens in a fight.
The core three are always fielded. On the rungs, a Fork makes you choose one option (pick by best when); a Grant hands you the skill at that Ascension tier. ⭐ marks the build-defining milestone rung. All powered by ✨ Blessed.
⚔️ Judgment — Striker
cast/crit bank Blessed toward the execute (0-3)
Core — always fielded:
| Slot | Skill | What it does |
|---|---|---|
| 🔧 Builder | Radiant Edge | A searing brand of Judgment — the strike MARKS the target, which then takes +8% damage from all sources. strike → MARK the target (+damage-taken); on crit the class passive splashes to all enemies |
| 💥 Spender | Judgment | Pass sentence: a holy strike dealing 116 (+8 vs a debuffed target), plus +4 power for every debuff on the foe. Does not pierce armor. holy execute, +4 power per debuff on the target, NO Pierce |
| ♾️ Passive | Blessed Bank | Passive: every critical hit banks Blessed (0–3) and raises your crit by +10%. Each Blessed stack lends +30% ATK (to +90% at 3 stacks) and fuels the Judgment detonate — so stack Crit to keep the loop turning. cast/crit bank Blessed toward the execute (0-3) |
Talent tree — climb five rungs (⭐ = milestone); Fork = choose one, Grant = given:
| Rung | Unlocks | Type | Option — best when | Effect |
|---|---|---|---|---|
| 1 | tier 10 | Fork | ♾️ Passive Inquisitor — a fight with one priority target — stack marks to feed the per-debuff scaling | Passive: 35% chance on hit to mark the struck foe with a 10% Judgment debuff. |
| ♾️ Passive Templar — raw-throughput windows — bank Blessed off crit tempo | Passive: a flat +10% critical chance. | |||
| 2 | tier 20 | Grant | 🎯 Active Dawnbreak | A holy nova striking all enemies for 115 (+4 vs debuffed), +4 power per debuff on the foe, then burning for 6 per round over 3 rounds. |
| 3 ⭐ | tier 30 | Fork | 🎯 Active Templar's Verdict — single-boss burn check | Sentence sealed by a critical strike: the heaviest single blow, dealing 118 (+10 vs a debuffed target), then a short cooldown before judgment falls again. |
| 🎯 Active Reckoning Nova — packs / add-waves | A holy blast striking all enemies for 114 (+4 vs debuffed); a critical detonation explodes across the pack once more. | |||
| 🎯 Active Sustained Sentence — long ST attrition | An efficient strike for 111 (+4 vs debuffed) with a 30% chance on hit to sear a 3-round holy DoT — the sentence keeps burning. | |||
| 4 | tier 40 | Grant | 🎯 Active Radiant Cascade | Cascading Judgment — power grows +4 per enemy struck. |
| 5 | tier 50 | Fork | 🎯 Active Purifying Flame — attrition / no dedicated healer — holy fire that spills healing to the lowest ally, heavier on the afflicted | Holy fire that falls heavier the more the foe is afflicted (+4 power per debuff) and spills 50% of its damage as healing to your lowest-HP ally. |
| ♾️ Passive Blinding Light — raw-throughput — a folded, always-on crit passive built off Radiant Edge | Passive: a flat +10% critical chance. |
🛡️ Bulwark — Anchor
casting + landing crits bank Blessed; a clean party tops it off (0-3). Aegis ward = class passive core
Core — always fielded:
| Slot | Skill | What it does |
|---|---|---|
| 🔧 Builder | Radiant Dome | Shield the whole party with holy light, and raise Divine Aegis — when struck, gain a personal shield worth 10% of max HP that fades over 3 turns (on a 3-turn cooldown). Spends any banked Blessed to swell the aegis, more per stack. cast → party shield + arm Divine Aegis (builds the wall Shield Slam swings) |
| 💥 Spender | Shield Slam | Spend the wall as a weapon: strike for 110 plus 30% of your standing Shield. The brighter the aegis, the harder the blow. spend the wall as a weapon: ATK-scaled base + 30% of held Shield |
| ♾️ Passive | Blessed Bank | Passive: every critical hit banks Blessed, sharpening your strikes by +8% critical chance. casting + landing crits bank Blessed; a clean party tops it off (0-3). Aegis ward = class passive core |
Talent tree — climb five rungs (⭐ = milestone); Fork = choose one, Grant = given:
| Rung | Unlocks | Type | Option — best when | Effect |
|---|---|---|---|---|
| 1 | tier 10 | Fork | ♾️ Passive Vigil — long attrition where the team stays clean — endure | Turn pressure inward: take 10% less damage for 3 rounds, and each blow you weather has a 33% chance to forge a holy ward worth 8% of your max HP. |
| ♾️ Passive Zeal — solo pressure / you're the one dealing the damage — strike | Passive: 30% chance on landing a hit to gain +12% critical chance. | |||
| 2 | tier 20 | Grant | 🎯 Active Consecration | Consecrate the party: shield all allies and cleanse 3 debuffs from each. |
| 3 ⭐ | tier 30 | Fork | 🎯 Active Bastion — telegraphed Nightmare slams — eat the spike | Dump all your Blessed into a towering personal aegis — absorb 60, plus a holy ward scaling with every point of Blessed spent. |
| 🎯 Active Sanctuary-Spend — add-heavy / party-wide burst | Route the aegis to the whole party: shield every ally for 26, and cash your Blessed into an extra ward on yourself. | |||
| 🎯 Active Reckoning — world-boss race — you can afford to threaten | Spend the wall as wrath: strike a foe for 112 (+12 if debuffed), gaining bonus power for every point of Blessed you spend. | |||
| 4 | tier 40 | Grant | 🎯 Active Stand as Beacon | Intercept ALL ally damage for 1 round at 50% reduction. |
| 5 | tier 50 | Fork | ♾️ Passive Radiant Mending — SOAK — attrition: the Bulwark is the tank the light TENDS — each turn the radiance knits you, out-sustaining the incoming instead of merely blunting it | Passive: each turn, the holy radiance heals you for 16. |
| 🎯 Active Aegis Wall — TEAM — protecting a fragile comp: throw the Radiant Dome wide as a wall of holy light over the WHOLE party | A wall of holy light shields every ally for 30. | |||
| ♾️ Passive Blessed Fervor — THROUGHPUT — a boss you can threaten: the gathering light blesses your next strike to land 25% harder each turn you hold | Passive: each turn, empower your next skill to strike 25% harder. |
✨ Beacon — Mender
mercy can crit — +8% crit; a clean party banks Blessed (0-3)
Core — always fielded:
| Slot | Skill | What it does |
|---|---|---|
| 🔧 Builder | Blessed Radiance | A wave of holy light heals the whole party and cleanses 1 debuff from each; a critical mercy overflows — the excess lingers as a heal-over-time. Cashes in all your Blessed to compound. team heal + cleanse; overheal lingers as grace; spending all cashes Blessed |
| 💥 Spender | Lay on Hands | The biggest single heal; healing beyond full becomes a protective shield. Cashes in all your Blessed to compound per stack spent. biggest single heal; overheal becomes a shield; spending it all compounds |
| ♾️ Passive | Blessed Bank | Passive: mercy can crit — a flat +8% critical chance so your light sharpens every blessing. mercy can crit — +8% crit; a clean party banks Blessed (0-3) |
Talent tree — climb five rungs (⭐ = milestone); Fork = choose one, Grant = given:
| Rung | Unlocks | Type | Option — best when | Effect |
|---|---|---|---|---|
| 1 | tier 10 | Fork | 🎯 Active Purge-Beacon — DoT / debuff-spam | Spend Blessed to heal the whole party for 20 HP and cleanse up to 3 debuffs from each ally. |
| 🎯 Active Radiance-Beacon — raw-damage throughput check | Spend Blessed to heal the entire team for 26 HP. | |||
| 2 | tier 20 | Grant | 🎯 Active Radiant Renewal | A lingering dawn heals the whole party over 3 rounds and cleanses 2 debuffs from each ally. |
| 3 ⭐ | tier 30 | Fork | 🎯 Active Communion — raw-throughput check | Spend Blessed for the biggest burst team heal, restoring 30 HP to every ally. |
| 🎯 Active Anointing — a DPS / burn race | Spend Blessed to heal the team for 22 HP and grant them +10% damage for 3 rounds. | |||
| 🎯 Active Beacon's Grace — a 'someone will die' mechanic | Heal a single ally for 56 HP (+20 if below 30% HP) and make them immune to debuffs. | |||
| 4 | tier 40 | Grant | 🎯 Active Sanctuary | A sanctuary of light: the whole party takes 25% less damage for 3 rounds. |
| 5 | tier 50 | Fork | ♾️ Passive Aegis Halo — WARD — spike damage on the party: every mend also crowns your most-hurt ally with a halo of holy protection | Passive: each heal you land also shields your most-hurt ally for 6% of YOUR max HP, decaying over 2 rounds — the halo is sized by the soldier's own bulk (Law-4 caster-scaled). |
| 🎯 Active Radiant Rescue — THROUGHPUT — someone will die: pour the whole beacon into one clutch single-ally save, bigger the lower they are | Heal a single failing ally for 60, plus 20 more when they are below 30% HP. | |||
| ♾️ Passive Sanctuary Light — TEAM — grinding attrition: make the field a sanctuary, the beacon's glow knitting the WHOLE party a little every turn | Passive: each turn, heal every ally for 10. |
See also
- Class Cards — the one-card summary of every class's meter and counterplay.
- Class Kits & Meters — how meters and the combat HUD work.
- Skills — how specializations, cooldowns, and resource gates work.
- Glyphs — the glyph currency you spend to build a specialization.