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.
| Companion | Main role | Distinctive controls | Signature Talisman |
|---|---|---|---|
| Hedwyn | Balanced support | Straight Cast, jump and Sprint | Gol's Bracer |
| Jodariel | Large defensive Aura and high scoring damage | Rush and landing; slow movement | Soliam's Horn |
| Rukey | Fast Orb carrying | Accelerating Sprint and narrow Cast | Jomuer's Fang |
| Fae / Moontouched Girl | Long jumps and carrying | Masteries can support movement with a charge-up | Khaylmer's Anklet |
| Ti'zo | Flying breakthroughs and wide banishment | Implode also banishes himself; Flutter and Zip | Ha'ub's Wing |
| Sir Gilman | Fast entry and supporting allies’ return | Slash returns along his movement trail; no ordinary Cast | Ores's Scale |
| Pamitha | Flight and offensive scoring | Aura-covered Tackle and flight | Triesta's Plume |
| Volfred | Sapling defense | Shield and Blink; Shield replaces jumping | Lu's Bough |
| Bertrude | Wide Cast and long leaps | Fan-shaped Blast, Pounce and Slither | Milithe'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.
- Complete a companion’s trial before liberating them. You cannot recall a returned companion to the ordinary team for testing.
- Use invisible walls indicated by floor markings as cover; do not chase all three opponents head-on.
- 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.
| Trial | Approach |
|---|---|
| Rukey | Lure slow large enemies near walls, banish 1–2 with Cast and run around the outside. |
| Jodariel | Cast at opponents entering the center. If they return before you can finish running, drop the Orb to regain Aura. |
| Hedwyn | Cast at approaching enemies in order; carry when one remains. This is solo play, so passing across a wall is not an option. |
| Fae | Charge the opening Cast to stop fast approaches, then use a long jump from the center toward the scoring area. |
| Ti'zo | Target enemies as they pick up the Orb and lose Aura. Clear them with Implode; after returning, fly over obstacles. |
| Sir Gilman | Set up a useful Slash trail rather than simply chasing; arrange a return position beyond walls or near Saplings. |
| Pamitha | Tackle 1–2 opponents, take the Orb and score by flying. Change your line if straight flight is intercepted. |
| Volfred | Place a Sapling for safety and advance gradually. Blink across short gaps rather than forcing a long run. |
| Bertrude | Cast 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.
| Role | Candidates | Risk if missing |
|---|---|---|
| Carry the Orb | Rukey, Fae, Sir Gilman, Pamitha, Ti'zo | You banish enemies but cannot score before they return. |
| Wide banishment | Jodariel, Bertrude, Ti'zo, Pamitha | Every breakthrough attempt faces all three opponents. |
| Defend the Pyre | Jodariel, Volfred, Hedwyn | You concede immediately after the carrier is banished. |
| Stop flying enemies | Companions who can jump or make airborne contact | Enemies 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.