The Paladin, and the choice to stay a Survivor
A fifth vocation built around Conviction, and a permanent path for those who prefer to remain without a class.
Version 0.35.0 begins the expansion of the roster. The Paladin builds Conviction with mace strikes: a temporary combat resource from 0 to 5, one charge per valid basic hit regardless of the number of targets. Techniques that consume it only do so when they actually execute. Healing and shielding respect limits and do not cancel level pressure. Support is local to the character and its allies.
The Survivor became a real choice rather than a waiting room. After leaving the house, you can tell Ena you will stay without a vocation, even before winning the first fight. The story no longer requires a class to uncover clues. Attributes, compatible equipment, melee and defense training, trade, workshop, quests and exploration remain available. Services for the residents offer a calm early progression with limited rewards; danger and death stay normal outside the refuge.
Learning a vocation later keeps level, resources and discoveries, stops incompatible training and preserves equipment integrity. The Paladin has its own silhouette: worn steel, ivory cloth, mace and shield, drawn at the same scale and cadence as the existing characters.