Class Trainers

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Class trainers are the NPCs where you spend Class Ability Points (CAP) to learn and rank up the powers in the Class Abilities system. Each of the seven classes has its own trainer.

Buying abilities

  • You earn CAP by leveling - one point at each of twelve milestone levels (20, 40, 60, 80, 100, 125, 150, 175, 200, 225, 250, 275) - and can acquire more through the class-ability exchange (spending banked Luminance).
  • At a trainer you buy prepaid tokens and use them to learn a class's abilities, one rank at a time. The CAP is charged once, when you buy the token - using it afterwards to learn the rank costs nothing further.
  • Tier unlocks are permanent and survive a respec: Tier 1 is open to all; Tier 2 costs 3 CAP once you've spent 5 CAP in a class; Tier 3 costs 8 CAP once you've spent 15.
  • You are never locked to one class - anyone can splash into any class's Tier 1. See the full ability list on Class Abilities.

The seven trainers

All seven trainers, the Skillmaster, and the reckoning-stone stand together in the Meridian's hall in the Drift Network, where the pinned drift-doors are kept. Each trainer stocks its own class's full ability list, so you only need to find the one whose discipline you are buying into.

Trainer Class Trains
Cedric Thawley Archer Multishot, Deadeye, Eagle Eye, Heavy Draw, Long Draw, Double Volley, Crit Rating, Archer Training and its Enhanced skills
Nima al-Sabbah Rogue Poison Weapon, Parry, Riposte, Attack Speed, Acid Proc, Crit Damage Rating, Rogue Training and its Enhanced skills
Sir Aldric Venn Vanguard Thorns, Taunt, Shield Block, Shield Check, Battle Hardened, Damage Resist and Crit Resist Rating, Vanguard Training and its Enhanced skills
Bregan Holt Berserker Frenzy, Savage Blows, Blood Fury, Executioner, Whirlwind, Bloodlust, Damage Rating, Berserker Training and its Enhanced skills
Kaori Tenma Archmage Spell AOE, Flat Cast Speed, Overchannel, Mana Barrier, Echo Cast, Elemental Rend, Archmage Training and its Enhanced skills
Sabirah al-Nur Void / Summon Nether Rush, Nether Bloom, Empowered Summons, Soul Tether, Summon 2x, Void Damage, Withering, Void Training and its Enhanced skills
Marrow Vance Blood Mage Sanguine Reserve, Transfusion, Weakened Blood, Malediction, Crimson Harvest, Exsanguinate, Blood Price, Sanguine Ward, Heal Boost Rating, Blood Mage Training and Enhanced Life Magic

Marrow Vance is the newest of them, a Viamontian who keeps the fourth slot along the hall's south wall. He is the only place to buy the Blood Mage line.

Each trainer opens a shop window when you use it, the same one any vendor uses, listing every token it can sell you priced in Class Ability Points. Buy the token there, then use it from your pack to learn the rank. A token for a tier you have not unlocked, or a rank you already hold, will not teach you anything - so check Class Abilities for what a class's tiers cost before you spend.

Two more of the Meridian's people keep the same hall:

  • Peverell Crane, Skillmaster - the exchanger. If you bought a token and never used it, he refunds it.
  • The reckoning-stone - not a person. Use it to render banked Luminance into class ability points, one at a time. It names the price before you agree to it.

The Meridian

The trainers and the tier economy are part of the Meridian, the organization that quietly stands behind the Driftwarden Provisioner in the Unbidden Doors arc. The Meridian is the middle rung of a longer progression - it measures the drifting portal lattice and pays adventurers who help it study and contain the phenomenon. It hauls in doors too dangerous for a tradesperson to watch, so it needs people who can stand in front of them: the trainers are its drillmasters, and the hall is where it hardens the operatives it sends against the worse doors.

See also