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Classes and skills
Sentinel, Warden and Coordinator, every skill in the turn-based kit, and the skills that were retired.
Content checked 2 November 2026
Before each outing you choose a class at home. A class gives the Ranger a small set of skills for turn-based rooms. Classes are fictional play styles inspired by how glial cells signal and help. They are not real cell types or medical claims.
- Sentinel reaches far and moves things into place.
- Warden protects ground and holds the line.
- Coordinator gives orders to a companion. It stays locked until your first friend joins you through a quest.
The skill names changed twice. Old names are kept as aliases, so a search for an old name still finds the current skill. See Kit history.
- Anchor & PullThe Sentinel's bonus action that anchors a process and flows the Ranger along a straight open line, or drags a debris clump toward it.In the alpha
- AttuneThe Warden's passive that makes Link a bonus action and spreads supported ground one tile further.In the alpha
- Basic actionsThe actions every class has in a turn-based room: Move, Tend, Care, Inspect, Link, Settle, Call, Release and Wait.In the alpha
- CareThe basic action that restores a connection's function, in a fast form that keeps a lingering response going and a recovery form that makes it fade.In the alpha
- CoordinatorThe specialisation that delegates to a companion, with Direct, Swap and Huddle; it stays locked until the first companion is recruited.In the alpha
- DirectThe Coordinator's bonus action that gives its companion an extra move-and-act now, toward any target it can reach.In the alpha
- EngulfA flex skill that clears debris on a tile and all around it and draws the next ring in, after which the Ranger cannot move that turn.In the alpha
- Flex WardA flex skill for the Sentinel and Coordinator: a small one-round ring on a tile and its four neighbours.In the alpha
- GlideA flex skill for the Warden and Coordinator that flows the Ranger up to 4 tiles in a straight open line without touching surfaces.In the alpha
- HuddleThe Coordinator's passive reaction in which an adjacent companion takes a hit meant for the Ranger.In the alpha
- Kit historyHow the Ranger's classes and skills changed from the legacy two-class kit through kit v1–v5 to the turn-based kit installed in the alpha.In the alpha
- LinkThe basic action that asks an anchored astrocyte to support its territory, turning the tiles around its socket into supported ground.In the alpha
- Location verbsActions that exist only where a room offers them: Seal in Vessel Margins, and Trim and Process in the Quiet Tracts and the Tag Garden.In the alpha
- Long ReachThe Sentinel's passive that raises its reach from 3 tiles to 4.In the alpha
- SentinelThe specialisation that finds and reaches, with Survey for hidden threats, Anchor & Pull for movement and the Long Reach passive.In the alpha
- SettleThe basic self-calming action that restores Composure, more on supported ground.In the alpha
- Signal tuningAn Apothecary service that sets one of the Ranger's own signals to level 0–3 for a whole outing, following an inverted U.In the alpha
- Stand FastThe Warden's stance action that roots the Ranger until its next turn, wards its own tile and makes the first hit cost no Composure.In the alpha
- SurveyThe Sentinel's action that reveals hidden things within 5 tiles and shows every telegraph two rounds ahead until its next turn.In the alpha
- SwapThe Coordinator's bonus action that trades places with its companion along an open line.In the alpha
- UpgradesRun upgrades that reshape a class's action economy, each with a real cost; eight exist in the turn-based kit.In the alpha
- WardThe Warden's action that plants a 3×3 ring for 2 rounds, holding back 60% of the harm to everything inside it, never all of it.In the alpha
- WardenThe specialisation that protects what the room threatens, with the 60% Ward ring, Stand Fast and the Attune passive.In the alpha