Classes represent a character's training, talents, and role within the world. They determine the abilities available to your character, their access to magic, and their combat role on the battlefield.
Whether you are a heavily armoured warrior holding the line, a wizard wielding destructive magic, or a priest calling upon divine power, your class forms the foundation of your character's capabilities throughout the game.
Each class offers a unique playstyle and grants access to different equipment, spells, and special abilities. While your race and culture help shape who your character is, your class defines what they are capable of accomplishing in battles.
At character creation, every player must select a class. New players begin their first event as a Fighter, allowing them to learn the game's core mechanics before exploring more specialised options.
When selecting a class, consider:
- What your fighting style will be.
- Whether you prefer combat, magic, or support roles.
- The type of character fantasy you wish to portray.
- The equipment, abilities, and responsibilities associated with each class.
Classes are divided into three broad categories: Martial, Arcane, and Divine.
MARTIAL
|
ARCANE
|
DIVINE
|
- Fighter
- Ranger
- Savage Archer
- Barbarian
- Paladin
|
- Artificer
- Battle Mage
- Sorcerer
- Shaman
- Arcane Assassin
|
- Cleric
- Druid
- Prophet
- Bard
|
- Fighter
- Ranger
- Savage Archer
- Barbarian
- Paladin
- Artificer
- Battle Mage
- Sorcerer
- Shaman
- Arcane Assassin
- Cleric
- Druid
- Prophet
- Bard
Some classes have special passive abilities that grant advantages in play.
Effect: May begin the game in no man's land. This means the character may start the game up to the halfway point between both deployment zones.
Restrictions:
- Only usable if the game type allows.
- Must follow any special placement rules given by the Marshals.
Effect: Start the game with 4 HP instead of the standard 2 HP.
Martial
Fighter
Balanced and adaptable; excels in both offense and defense, making them comfortable in nearly any combat situation.
Armour: Light and Heavy
Shield: Yes
Melee Weapons: All
Bow: No
Blackpowder: Single-Handed
Starting Spell Points: None
Passive Ability: None
Ranger
Agile and precise; masters of ranged combat and survival who use mobility, awareness, and accurate shooting to support their allies.
Armour: Light
Shield: Buckler Only
Melee Weapons: All
Bow: Yes
Blackpowder: Single-Handed and Double-Handed
Starting Spell Points: None
Passive Ability: Recon
Savage Archer
Swift and deadly; dedicated archers who focus entirely on ranged combat and battlefield mobility.
Armour: Light
Shield: No
Melee Weapons: All
Bow: Yes
Blackpowder: No
Starting Spell Points: 1
Passive Ability: Extra HP
Barbarian
Fierce and resilient; relies on raw strength and rage to dominate close-quarters combat.
Armour: Light
Shield: Yes
Melee Weapons: All
Bow: No
Blackpowder: No
Starting Spell Points: 1
Passive Ability: Extra HP
Paladin
Holy warriors combining martial skill with divine magic, bringing both frontline combat and divine support to their allies.
Armour: Heavy
Shield: Yes
Melee Weapons: All
Bow: No
Blackpowder: No
Starting Spell Points: 2
Passive Ability: None
Arcane
Artificer
Makers of potions, enchantments, and mechanical and magical items who strengthen their allies through preparation and craftsmanship.
Armour: Light and Heavy
Shield: No
Melee Weapons: All
Bow: No
Blackpowder: Yes
Starting Spell Points: 2
Passive Ability: None
Battle Mage
Combat spellcasters wielding destructive frontline magic while remaining comfortable close to the fighting.
Armour: Light and Heavy
Shield: No
Melee Weapons: All
Bow: No
Blackpowder: Single-Handed
Starting Spell Points: 3
Passive Ability: None
Sorcerer
Innate magic users drawing from raw, often chaotic, energy to unleash powerful arcane spells.
Armour: Light
Shield: No
Melee Weapons: All
Bow: No
Blackpowder: Single-Handed
Starting Spell Points: 4
Passive Ability: None
Shaman
Spiritual mystics communing with nature and elemental forces to aid allies and hinder their foes.
Armour: Light
Shield: No
Melee Weapons: All
Bow: No
Blackpowder: No
Starting Spell Points: 3
Passive Ability: Extra HP
Arcane Assassin
Stealthy casters who blend magic with precision and agility, relying on cunning and mobility to outmanoeuvre opponents.
Armour: Light
Shield: Buckler Only
Melee Weapons: Single-Handed (Maximum Length 130 cm)
Bow: Yes
Blackpowder: Single-Handed and Double-Handed
Starting Spell Points: 1
Passive Ability: Recon
Divine
Cleric
Healers and defenders drawing on divine blessings to keep allies fighting through healing and protection.
Armour: Light
Shield: Yes
Melee Weapons: All
Bow: No
Blackpowder: No
Starting Spell Points: 3
Passive Ability: None
Druid
Protectors of nature, shaping the wilds with magic to support companions and control the battlefield.
Armour: Light
Shield: No
Melee Weapons: All
Bow: Yes
Blackpowder: No
Starting Spell Points: 3
Passive Ability: None
Prophet
Seers and visionaries, guiding others with divine insight, blessings, and foresight.
Armour: Light
Shield: No
Melee Weapons: All
Bow: No
Blackpowder: No
Starting Spell Points: 3
Passive Ability: Extra HP
Bard
Enchanters and performers who charm, inspire, and gather secrets while supporting companions through music, stories, and subtle magic.
Armour: Light
Shield: Buckler Only
Melee Weapons: All
Bow: No
Blackpowder: Single-Handed
Starting Spell Points: 2
Passive Ability: Recon