Base class
Begin with a combat identity.
Different classes, brighter builds
Understand how confirmed active and passive skill inheritance can shape an Emberville build.
Start with a learned class. Classes can be changed; the exact unlock requirements are not verified here.
Read the official system descriptionKeep an unverified idea in local planner notesCONFIRMED MECHANIC
Begin with a combat identity.
Expand your available skills.
Use confirmed active and passive inheritance.
Create a direction to test when full data arrives.
Active and passive skill inheritance is officially described as part of Emberville’s class system. This creates real planning value before exact skills are published.
Inheritance slot limits, costs, unlock thresholds, and specific compatible combinations remain unconfirmed here. Reviewed skill names and observations appear below with their own evidence labels.
REVIEWED PREVIEW RECORDS · 2026-09-27
Reviewed names are a starting point for planning. A known name does not confirm its unlock requirements, skill type, or compatible combinations.
A punch attack observed in the September prologue.
Active / passive type: Not verified. Inheritance eligibility: Not verified.
Increases movement speed in the September prologue observation.
Active / passive type: Not verified. Inheritance eligibility: Not verified.
Each cell needs destination-class evidence. No combination below has been marked compatible yet.
| Base class | Focus Strike | Swift Foot |
|---|---|---|
| Knight | Needs verification | Needs verification |
| Wanderer | Needs verification | Needs verification |
Data version: emberville_preview_2026-09-27. 2 reviewed class names · 3 weapon categories · 2 observed skill names. This is a partial preview catalog.
INHERITANCE DATA
Emberville officially describes combat classes that can inherit both passive and active skills from other learned classes. Active and passive are therefore useful categories in the planner, but the current sources do not establish slot counts, costs, transfer limits, or every compatibility rule.
An active inherited skill represents an action the player may be able to add to a setup. A passive inherited skill represents a lasting modifier or condition. Those descriptions explain the planning distinction only; individual effects will stay unavailable until their game records can be verified.
INHERITANCE DATA
The planning flow begins with a base class, expands when another class is learned, and then considers which confirmed active or passive options can be inherited. Weapon-bound combos and the player’s preferred combat direction remain part of the final setup, so inheritance should be evaluated in context instead of as an isolated list of powerful skills.
BuildForgeTools will preserve that relationship when data arrives: a skill will retain its source class, type, verification state, and known compatibility evidence. This makes it possible to update a rule without silently rewriting every build that uses it.
INHERITANCE DATA
The compatibility matrix is available as an evidence reference. Its purpose will be to show a base class on one axis and learned-class skills on the other, with each intersection marked confirmed, unavailable, or still unverified. The first matrix now connects reviewed class names to observed skill names. Cells remain unknown until destination-class compatibility can be verified.
TRANSPARENT DATA
We publish confirmed systems and clearly label anything still under review. Specific class, weapon, skill, and balance data will appear only after reliable source verification.
EXPLORE EMBERVILLE