Class record
Scout
Utility / Striker
- Tier
- 2
- Difficulty
- 2 / 5
- Main role
- Utility
- Secondary role
- Striker
Rules reference
Class mechanics
Entry requirements and the complete level-by-level advancement path.
Entry
Requirements
Rogue or Ranger mastered
Advancement
Progression
- UnlockKey ability
- Level 2Ability 1
- Level 3SkillsYou gain 5 skill points to spend on Appraise, Athletics, Stealth, Medicine, Perception, Survival, Animal Husbandry, Art or Common Knowledge. You can exchange any skill point for 2 expertise points, but must spend them in these skills.
- Level 4Ability 2
- Level 5HeartYou gain +1 to Awareness.
- Level 6Ability 3
- Level 7SoulYou gain +1 to Focus or Agility.
- Level 8Ultimate ability
Identity & lore
Class overview
In the frostbitten silence at the edge of the Astra Lands, survival doesn’t just come from strength, it comes from knowing where not to step. The first to cross the threshold past Mirane were not conquerors or scholars, but a scattered few with sharpened senses and silent tread.
It was the scouts, led by Elyne Ravas, that laid the first trail into the Astra Lands. Long, long before the existence of the Dragon Claw Alliance or the Mirane Expeditioner's Alliance, they were the ones that cleared the path, placed the first markers and discovered how vast the lands truly were. The things learned during that time were passed on and are still shared to this day.
The scout’s role is not simply to guide, but to witness. To thread through impossible terrain, observe the unspeakable, and return with clarity while others return with nothing at all. Whether alone or among allies, they mark the path. Not for glory, but so others may live long enough to see it.
"Eyes sharp, steps light. Leave no echo but the truth." -Ravas
Tactical guidance
Playing Scout
The scout is a class that allows for more solo play than would normally be possible. With the high bonuses given from Independant Actor and the scout's retreat ability, a scout operating alone is unlikely to be caught out and trapped before they can escape.
When you are forced to work in a team, you can take point with their Pathfinder ability and allow allies to move up unimpeded. With squadsight, you can spot out hidden enemies for your allies as well as increase the range of their ranged attacks. This can be very useful to allow allies that only have a light ranged weapon to fire at enemies further away.
To move up in a fight without getting focused, you have Hide in bush. It won't work in every environment, but it allows you to remain hidden even if the terrain would normally be too open or there would be too many sight lines from different angles.
Finally, your secret art is a powerful opening move that does require you to start the battle in stealth. It also requires you to use it as your first attack, but it's an auto hit attack that deals maximum damage and allows you to remain stealthed as a bonus.

