Tectonic Sage
Element: Earth · Signature meter: 🛡️ Stone (reads off the Shield pill)
Tectonic Sage plays through one of three specializations — Landslide (Striker), Mountain (Anchor), and Roots (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
One number drives the class: your held shield pool IS the meter, read as shield → defense → attack. You stack shield every turn (the Gift of Stone party aura plus a self top-up); for offense roles held shield converts into Defense and Defense into Attack — the wall grows thicker and hits harder the longer it stands.
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 🛡️ Stone.
⚔️ Landslide — Striker
shield-lifesteal: the striker banks a fraction of damage dealt back as its own wall. Deal → wall → spend → deal
Core — always fielded:
| Slot | Skill | What it does |
|---|---|---|
| 🔧 Builder | Stoneform | Harden into stone — raise a stone shield and gain +10% ATK for 5 rounds; your armor also feeds your edge, granting +30% of your DEF as ATK; while it holds, a hit to your shield has a 33% chance to sharpen you (+10% ATK, 3 rounds). cast → a self-shield that banks the wall + arms the strike (the ammo Stone Spear spends) |
| 💥 Spender | Stone Spear | A clean spear of stone — the Landslide’s hardest single hit; +20% of the caster’s DEF as bonus damage, and it leaves a grinding 5-round rockslide DoT. Spends held Stone to strike up to 5x harder (up to 20% shield). the marquee button — the hardest single hit: ATK base × the wall (shield_spend up to 5×) + 20% DEF + a rockslide DoT |
| ♾️ Passive | Grindstone | Every blow you land banks a shield worth (4 + Speed/300)% of your max HP (2 rounds). shield-lifesteal: the striker banks a fraction of damage dealt back as its own wall. Deal → wall → spend → deal |
Talent tree — climb five rungs (⭐ = milestone); Fork = choose one, Grant = given:
| Rung | Unlocks | Type | Option — best when | Effect |
|---|---|---|---|---|
| 1 | tier 10 | Fork | ♾️ Passive Quarryman — long fights — spin from the BUILD side: bank the wall faster (more ammo) | Passive: when you take damage WITHOUT a shield up, bank a fresh ward worth a DEF-scaled share (30%→50%) of the damage taken. |
| ♾️ Passive Lode Plating — burst windows / adds that die fast — spin from the SPEND side: cross-plate ATK↔DEF for harder-hitting spends | The plating cross-feeds armor and edge: +10 DEF per 100 ATK, and +10 ATK per 100 DEF (single layer, no compounding). | |||
| 2 | tier 20 | Grant | ♾️ Passive Tectonic Charge | Passive: each hit you take hardens you (+1% DEF, stacking up to 10×); each hit you land sharpens you (+1% ATK, stacking up to 10×). |
| 3 ⭐ | tier 30 | Fork | 🎯 Active Avalanche — packs / add-waves — the signature AoE unload: +power/round, a burying DoT, shield_spend up to 5× (pack spend) | An unstoppable avalanche; +5 power per round elapsed, and it buries every enemy under a lingering rockslide. Spends held Stone to strike up to 5x harder (up to 20% shield). |
| 🎯 Active Seismic Slam — a single armored boss — the ST unload: ignores half the target’s DEF + shield_spend (armor-ignore spend) | An inevitable slam that leaves the target Vulnerable (+damage taken scaling with your armor, 3 rounds); +10 vs slowed/rooted targets. Spends held Stone to strike up to 5x harder (up to 20% shield). | |||
| 🎯 Active Granite Edge — a burst/DPS window — hold-lean: a +15% damage-dealt window before you empty the wall | A granite edge — spend half your Stone to raise ATK and DEF by 25% each (3 rounds), and the more Stone you spend the sharper the ATK edge. | |||
| 4 | tier 40 | Grant | ♾️ Passive Rockfall | Passive: whenever you spend Stone, a rain of rock crashes down — a Speed-scaled burst of ½-power bonus strikes on your foe (roughly 2 to 6 chances the faster you are). |
| 5 | tier 50 | Fork | ♾️ Passive Entomb — a single deadly caster — your Rockfall strikes can stun + leave a heavy DoT | Passive: your Rockfall strikes have a chance to entomb the foe — stun it for a turn and bury it under a heavy (300-power) rockslide. |
| ♾️ Passive Petrify — high-incoming — your Rockfall strikes can sap the foe’s ATK + Speed (scaling with your armor) | Passive: your Rockfall strikes have a chance to petrify the foe — sap its ATK and Speed by a share that grows with your armor. | |||
| ♾️ Passive Jagged Rock — a grind — your Rockfall strikes leave a rockslide DoT that bites harder the more Stone you spent | Passive: your Rockfall strikes leave a grinding rockslide — a DoT whose bite grows with the Stone you spent (scaled by your bulk and armor). |
🛡️ Mountain — Anchor
the metronomic generator: each turn drips party wards; holding pays nothing, spending pays
Core — always fielded:
| Slot | Skill | What it does |
|---|---|---|
| 🔧 Builder | Stone Bulwark | Raise a wall of stone around the whole party - a ward that decays over 2 rounds (Stone must be actively maintained), and share your Regen with every ally. Your stone drinks in every ward you gain — 33%→66% (by armor) more Shield from all sources. cast → party stone ward; every cast also banks the wall (∝power) that Tremor spends |
| 💥 Spender | Tremor | A ground-shattering tremor that quakes every enemy — +33% of the caster’s DEF as bonus damage, and it spends held Stone to hit up to 5x harder (up to 20% shield). the marquee button — spend the standing wall as burst: a DEF-scaled hit that lands up to 5× harder at a full (20%) wall |
| ♾️ Passive | Gift of Stone | Each turn, ward the whole party by an amount that scales with your max HP. the metronomic generator: each turn drips party wards; holding pays nothing, spending pays |
Talent tree — climb five rungs (⭐ = milestone); Fork = choose one, Grant = given:
| Rung | Unlocks | Type | Option — best when | Effect |
|---|---|---|---|---|
| 1 | tier 10 | Fork | ♾️ Passive Fortress — telegraphed burst / attrition — spin from the HOLD side: thicken the wall as eHP | Passive: your Stone hardens you — each turn gain DEF scaled by the size of your CURRENT shield (a bigger wall = more DEF). |
| ♾️ Passive Quarry — world-boss race — spin from the SPEND side: refill faster and cash the wall as damage | Passive: every blow you land banks a shield worth 10% of the damage you dealt. | |||
| 2 | tier 20 | Grant | 🎯 Active Boulder Throw | Heave a boulder; +20% of the caster’s DEF as bonus damage. Auto-spends the most Stone it can (up to 20% shield) to strike up to 5x harder. |
| 3 ⭐ | tier 30 | Fork | 🎯 Active Unyielding Stance — squishy-punishing content — dump the wall into a towering personal self-shield (hold/survival lean) | Stand unyielding — convert 50% of your DEF into a self-shield for 2 rounds; when it lapses, whatever ward remains is consumed and hardens into +300% of it as DEF for 5 rounds. Hold the line and the stone repays you. |
| 🎯 Active Tectonic Shift — party-wide burst — give up the whole wall, split it as wards across the party (altruistic spend) | Shift the plates beneath the party — the Sage gives up its entire stone shield, splitting the wall evenly as a ward across every ally. | |||
| 🎯 Active Fissure — world-boss race — consume the entire wall and split it as damage across every enemy (offense opt-out) | The earth splits — strike every enemy and consume the Sage’s entire stone shield, splitting it as damage across them all. | |||
| 4 | tier 40 | Grant | 🎯 Active Bedrock | Sink into bedrock — take 25% less damage for 3 rounds; re-sinking layers the stone, stacking up to 50% less damage. |
| 5 | tier 50 | Fork | 🎯 Active Mountainheart — BATTERY — long single-boss: the immovable core, +20% DEF permanent + thorns | Become the mountain: +20% DEF permanently, and grow Spikes that scale with your armor (attackers are gored). When your Spikes recoil, the mountain drinks the blow — bank a ward worth 20%→80% (by armor) of the reflected damage. |
| ♾️ Passive Living Bulwark — SOAK — sustained pressure: every blow you take only packs the stone denser, banking a personal ward that grows under fire | Every blow you soak banks a personal shield worth 10% of your max HP (2 rounds). | |||
| 🎯 Active Quake — FOCUS — a single armored boss: fold the AoE Tremor into one single-target DEF-scaled crash (armor → harder hit) | Focus the tremor into one foe — a single-target quake for 150 plus 40% of your DEF as bonus damage. The heavier your wall, the harder it lands. |
✨ Roots — Mender
the metronomic generator: each turn drips party wards, and healing radiates thorns keyed to the wall
Core — always fielded:
| Slot | Skill | What it does |
|---|---|---|
| 🔧 Builder | Grove Mend | A restoring grove — heal the whole party now, knit them over time, share half your Regen with the party, and harden every ally with 50% of your armor (3 rounds). cast → a party heal that banks the wall (the Stone that Loamsurge later sheds) |
| 💥 Spender | Loamsurge | The Sage crumbles its stone wall into nourishing loam — shed the entire shield and surge it back as healing across the whole party. the marquee button — crumble the whole wall into loam: shed the ENTIRE shield and surge it back as party healing |
| ♾️ Passive | Gift of Stone | Each turn, ward the whole party by an amount that scales with your max HP. the metronomic generator: each turn drips party wards, and healing radiates thorns keyed to the wall |
Talent tree — climb five rungs (⭐ = milestone); Fork = choose one, Grant = given:
| Rung | Unlocks | Type | Option — best when | Effect |
|---|---|---|---|---|
| 1 | tier 10 | Fork | ♾️ Passive Bramble — high-incoming AoE — spin from the HOLD side: keep the wall as thorned armor (mitigation) | The whole party gains thorns (attackers take 6 damage — your Spikes) AND all of your Regen, and each heal you land raises your DEF by +5% per stack. |
| ♾️ Passive Loam — steady attrition — spin from the SHED side: dump the wall as steady healing throughput | Each turn, heal your lowest-HP ally for 12. | |||
| 2 | tier 20 | Grant | 🎯 Active Verdant Regen | A verdant mending — heal now and over time. |
| 3 ⭐ | tier 30 | Fork | 🎯 Active Loamslide — a 'someone will die' spike — the biggest emergency team surge (shed the full wall as raw HP) | Crumble your whole stone wall and divide it as fresh shield across your OTHER allies (you keep none of it). |
| 🎯 Active Bramble Wall — telegraphed incoming — route the wall to party wards instead: a thorned DEF-scaled ward (defensive spend) | A thorned bramble wall around the party — its ward scales with the Mender’s own DEF (a tenth of it), and attackers lose 8 DEF per hit. | |||
| 🎯 Active Evergrove — long attrition — the eternal grove: a team heal + HoT and a lasting team DEF buff | The evergrove: heal the whole party now and over time, and grant a lasting team DEF buff. | |||
| 4 | tier 40 | Grant | 🎯 Active Ironbark | Sheathe the ally in ironbark; they gain +10% DEF while it holds. Passive: each HoT you tick has a 30% chance to harden the mended ally, adding 10% of your armor to their DEF. |
| 5 | tier 50 | Fork | ♾️ Passive Ironbark Ward — WARD — spike damage on the party: bakes into Ironbark so each mend also lays a %maxHP bark-ward on the healed ally | Passive: your Ironbark mending also lays bark — each heal you land has a 30% chance to ward the mended ally for 10% of YOUR max HP. |
| 🎯 Active Deeproot Renewal — THROUGHPUT — someone will die: sink a taproot into one failing ally for a big clutch heal, bigger the lower they are | Sink a taproot into a failing ally: heal for 60 (plus 20 more when they are below 30% HP) and root them in Death Ward — once this battle a killing blow leaves them at 1 HP instead. | |||
| ♾️ Passive Grove Communion — TEAM — grinding attrition: the roots run beneath everyone, knitting the WHOLE party a little every turn with no cast | Passive: every HoT you tick also lays a thin ward — the mended ally gains a shield worth 50% of that tick’s healing (2 rounds). |
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.