// CLASSES
Meridian Warden
Combat
The Warden is the hardest class to kill in the game and the most valuable class to have alongside you. Psionic defense, combat healing, field repair, ally revival, and a summoned construct that fights independently - the Warden operates at the intersection of frontline combat and group survival.
Resonance Barrier is the Warden's signature: a psionic energy shield independent of mechanical shields. When activated, damage hits the Barrier first. At high ranks it reflects damage back. This makes the Warden actively more dangerous to attack, not just more durable.
Summon Resonant is the most unique skill in the launch classes: a psionic combat construct projected from the Warden's void connection. It has its own targeting, benefits from Void Resonance, and at high ranks can be directed to guard specific allies. A Warden at endgame is effectively two combatants.
Jumpstart makes the Warden irreplaceable in group content. No other class has full-rank revival. A Warden turns a wipe into a recovery.
Build archetypes:
- The Bulwark - max Resonance Barrier + Phase Armor + Psychic Resistance → near-unkillable combat Warden
- The Lifeline - max Jumpstart + Field Maintenance + Sanctuary Aura → support-focused, group survival specialist
- The Resonant - max Summon Resonant + Resonant Focus + Memory Echo → companion-centric, the Resonant becomes a second combat unit
Warden Class Perk Card
(Shown at character selection)
MERIDIAN WARDEN
- Only class that can revive incapacitated pilots in the field
- Psionic shield layer stacks on top of mechanical shields - two independent defense systems
- Can craft psionic resonance components that no other class can make
- Exclusive: Jumpstart - revive downed pilots without station tow, no warp required
Warden Skill Tree
| Skill | Type | Unlock OL | Description |
|---|---|---|---|
| Resonance Barrier | Active | 0 | Psionic energy shield, independent of mechanical shields, absorbs damage for 30s. R5: Barrier partially reflects damage on expiry (15% reflected). R7: Barrier persists through one incapacitation event - the Warden revives at 1 HP with no Barrier instead of requiring external revival. |
| Phase Step | Active | 0 | Short-range teleport - 200–500u (scales with rank). R5: 400u, can be used while under fire. R7: 600u, leaves a brief resonance decoy at the origin that absorbs one attack. |
| Summon Resonant | Active | 0 [Q] | Project a psionic combat construct that fights alongside the Warden. The Resonant uses beam attacks, shares the Warden's Void Resonance. R5: Resonant has significantly more HP and damage. R7: Resonant can be commanded to guard a specific ally, intercepting attacks targeting them. |
| Field Maintenance | Active | 20 [Q] | Repair own or ally's hull - restores a percentage of max hull. R5: 30% hull restoration, also repairs one disabled system. R7: 40% restoration, instant cast, can be used in combat without interrupting other actions. |
| Void Veil | Active | 10 [Q] | Limited cloak - partial phase suppression. Duration 10–25s. Max rank 5 - a combat tool, not an exploration tool. Breaks on attack. R5: 25s duration, can move at full speed while veiled. (Not available at rank 6–7 - stealth belongs to the Wayfinder.) |
| Energy Drain | Active | 45 | Drain target's energy pool, restore Warden's. Against energy-heavy mobs this is a sustain tool. R5: drain rate doubles; drained energy also partially restores shields. R7: fully drained targets suffer a damage penalty until they recharge. |
| Sanctuary Aura | Passive | 20 | Nearby allies within 400u take reduced damage. R5: -12% damage reduction to all allies in range. R7: -18%, and the aura persists for 10s after the Warden leaves the radius. |
| Resonant Focus | Passive | 0 | Improves the Summon Resonant construct - damage, HP, and ability effectiveness. R5: Resonant gains a psionic shield of its own. R7: Resonant cooldown reduced; if the Resonant is destroyed, it rebuilds in 30s instead of requiring the ability to be recast. |
| Memory Echo | Active | 25 | Replay the last ability used at 50% effect and energy cost. R5: 60% effect. R7: 75% effect, and Memory Echo doesn't share a cooldown with the original ability. |
| Psychic Resistance | Passive | 0 | Reduces debuff duration and crowd control effectiveness on the Warden. R5: -30% debuff duration. R7: -50%, and the Warden cannot be pulled, pushed, or forcibly displaced. |
| Energy Mastery | Passive | 0 | Increased energy pool and recharge rate. R5: +30% energy, faster passive regen. R7: +50% energy; casting abilities while at high energy triggers a minor Void Resonance pulse that reveals nearby cloaked ships. |
| Phase Armor | Passive | 40 | Passive damage reduction while Resonance Barrier is active. R5: -15% incoming damage during Barrier. R7: -25%; damage absorbed by the Barrier also slowly charges a passive energy return to the Warden. |
| Void Sense | Passive | 0 | Passive awareness of incoming attacks - extends effective Void Resonance range and sharpens ability warnings. R5: sense incoming abilities 0.5s earlier. R7: sense extends to mob telegraphs, showing AoE detonation timing 1s in advance. |
| Jumpstart (Exclusive) | Active | 15 [Q] | Revive an incapacitated pilot in the field. Target is restored to partial HP and shields (scales with rank). R3: 40% revival, 4s channel, 300u range. R5: 55% revival, 2s channel, 500u range. R7: 70% revival, instant, 800u range; if the Warden is at full Resonance Barrier, the revived target also gets a temporary Barrier copy. |