Pyre: Nine Exiles, Signature Talismans and Scribe Trials

Compare the nine companions and finish personal trials before liberation.

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Nine campaign companions

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When picking three, assign carrying, banishing and defending roles. The Reader and Minstrel are not ordinary team slots.

CompanionMain roleDistinctive controlsSignature Talisman
HedwynBalanced supportStraight Cast, jump and SprintGol's Bracer
JodarielLarge defensive Aura and high scoring damageRush and landing; slow movementSoliam's Horn
RukeyFast Orb carryingAccelerating Sprint and narrow CastJomuer's Fang
Fae / Moontouched GirlLong jumps and carryingMasteries can support movement with a charge-upKhaylmer's Anklet
Ti'zoFlying breakthroughs and wide banishmentImplode also banishes himself; Flutter and ZipHa'ub's Wing
Sir GilmanFast entry and supporting allies’ returnSlash returns along his movement trail; no ordinary CastOres's Scale
PamithaFlight and offensive scoringAura-covered Tackle and flightTriesta's Plume
VolfredSapling defenseShield and Blink; Shield replaces jumpingLu's Bough
BertrudeWide Cast and long leapsFan-shaped Blast, Pounce and SlitherMilithe's Tail

Taking a trial

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Speak to Sandra at the Beyonder Crystal to check available Scribe Trials. Typically one selected companion faces three opponents.

  1. Complete a companion’s trial before liberating them. You cannot recall a returned companion to the ordinary team for testing.
  2. Use invisible walls indicated by floor markings as cover; do not chase all three opponents head-on.
  3. Learn the trial’s moves and win the signature Talisman. Its initial and fully upgraded effects differ.

Do not assume every trial unlocks at the same Rank; check progression and Sandra’s guidance.

Approaching all nine trials

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Create safety before picking up the Orb in a solo battle.

TrialApproach
RukeyLure slow large enemies near walls, banish 1–2 with Cast and run around the outside.
JodarielCast at opponents entering the center. If they return before you can finish running, drop the Orb to regain Aura.
HedwynCast at approaching enemies in order; carry when one remains. This is solo play, so passing across a wall is not an option.
FaeCharge the opening Cast to stop fast approaches, then use a long jump from the center toward the scoring area.
Ti'zoTarget enemies as they pick up the Orb and lose Aura. Clear them with Implode; after returning, fly over obstacles.
Sir GilmanSet up a useful Slash trail rather than simply chasing; arrange a return position beyond walls or near Saplings.
PamithaTackle 1–2 opponents, take the Orb and score by flying. Change your line if straight flight is intercepted.
VolfredPlace a Sapling for safety and advance gradually. Blink across short gaps rather than forcing a long run.
BertrudeCast the fan from cover, then use a long Pounce to approach the goal with the Orb.

Reassign three roles after liberation

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Do not assume the same three companions remain until the end. Transfer roles while keeping controls you handle well.

RoleCandidatesRisk if missing
Carry the OrbRukey, Fae, Sir Gilman, Pamitha, Ti'zoYou banish enemies but cannot score before they return.
Wide banishmentJodariel, Bertrude, Ti'zo, PamithaEvery breakthrough attempt faces all three opponents.
Defend the PyreJodariel, Volfred, HedwynYou concede immediately after the carrier is banished.
Stop flying enemiesCompanions who can jump or make airborne contactEnemies fly over ground Auras.

Roles are not fixed classes. Masteries and Talismans can change a companion’s assignment.

Frequently asked questions

Who equips Soliam's Horn?

In the campaign it belongs to Jodariel. Hedwyn’s signature item is Gol's Bracer.

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Based on site-wide views, captured July 6, 2026 (previous 28 days plus capture day).