Character Classes¶
Character Classes¶
Class guides, stats, skills, factions, playstyle
Character Classes
13 classes, each with unique stats, skills, weapons,
and a natural faction alignment. Your class shapes
your playstyle but never locks you out of content.
Combat classes:
?classes warrior Frontline fighter, heavy weapons
?classes rogue Stealth, daggers, dirty tricks
?classes ranger Archer, wilderness expert
?classes monk Unarmed specialist, discipline
Caster classes:
?classes mage Arcane caster, magical damage
?classes cleric Faith healer, divine power
?classes necromancer Dark caster, spirits, life drain
Support classes:
?classes bard Social specialist, performer
?classes scholar Lore, study, knowledge
?classes herbalist Potions, gathering, healing
?classes tinkerer Engineer, traps, gadgets
?classes paladin Holy warrior, tank or DPS
?classes wanderer Jack-of-all-trades
Other topics:
?classes gear Starting equipment per class
?classes races Races and subraces
?classes traits Bonus traits at character creation
Classes — Ranger¶
Archer, wilderness expert, tracker
Classes — Ranger
Wilderness expert and skilled archer. Best at
ranged combat, tracking, foraging, skinning.
Stat Bonuses: +3 DEX, +3 PER, +2 WIT
Weapons: Sword, Dagger, Bow, Staff
Starting Skills:
Bows 6, Shoot 5, Aimed Shot 3
Herbalism 3, Forage 2, Outdoors 3, Tracking 3
Signature Verbs:
track [<creature>] Reveal hostiles + danger (-20 diff)
survey Area sweep: exits, tags, NPCs
Playstyle: Stay at range with bows. Track and forage
in the wilderness. Best outdoor survivalist.
Natural Faction: Ranger's Lodge
Hunter/Herbalist/Warden paths. See ?factions rangers
Classes — Scholar¶
Knowledge seeker, creature lore, bestiary
Classes — Scholar
Knowledge seeker versed in lore and herbalism.
Stat Bonuses: +5 INT, +3 SPI, +2 WIT
Weapons: Staff, Dagger
Starting Skills:
Staves 5, Herbalism 4, Streetwise 3, Appraise 3
Signature Verbs:
study <creature> Reveal lore + stats (-20 diff)
analyze <target> Combat debuff — expose weakness (+damage)
document Create Research Note (sell for gold)
Analyze (combat only):
INT + Appraise check vs DC 10 (Scholar bonus).
Success: +15% damage on next attack.
Critical: +10% damage on ALL attacks for 3 rounds.
See: ?analyze
Natural Factions: Temple (Scholar path), Rangers
See: ?factions temple, ?factions rangers
Classes — Herbalist¶
Nature crafter, potions, gathering, healing
Classes — Herbalist
Nature crafter: potions, gathering, healing.
Stat Bonuses: +3 INT, +3 PER, +2 CON, +1 FAI
Weapons: Staff, Dagger
Starting Skills:
Herbalism 6, Forage 5, Brew Potion 3
Outdoors 4, Staves 4
Signature Verb:
diagnose <name> Check patient HP + ailments
Critical: reveals treatment hint
Natural Factions: Rangers (Herbalist path),
Temple (Healer path). See ?factions rangers
Classes — Bard¶
Social specialist, performer, jack-of-all-trades
Classes — Bard
Social specialist and jack-of-all-trades.
Stat Bonuses: +5 CHA, +3 GUL, +2 LCK
Weapons: Sword, Dagger
Starting Skills:
Daggers 5, Streetwise 4, Appraise 3, Barter 2
Signature Verb:
perform [<act>] Street performance for gold
Bards get difficulty 20 (vs 30 for others)
Critical = big tips. Fumble = embarrassment.
Natural Factions: Velvet Curtain, Merchants
(Broker path), Thieves (Face path).
See: ?factions merchants, ?factions velvet
Classes — Starting Gear¶
Equipment and items each class begins with
Classes — Starting Gear
Every class starts with weapon, chest armor, pants,
and boots. Heavy classes get extra protection.
Utility classes get profession tools.
Wanderer: Dagger, padded vest, linen trousers,
leather boots. Torch, bread, waterskin.
Warrior: Iron sword, leather armor, leather pants,
leather boots, gloves. Health potion.
Rogue: Dagger, leather armor, leather pants,
leather boots, hooded cloak. Lockpick.
Ranger: Hunting bow, leather armor, leather pants,
leather boots, hooded cloak.
Rope, skinning knife, 2x dried meat.
Bard: Dagger, padded vest, wool breeches,
leather boots. Wooden lute, 2x ale.
Scholar: Wooden staff, apprentice robes, linen
trousers, leather boots. 2x herb.
Herbalist: Wooden staff, padded vest, linen trousers,
leather boots, hooded cloak.
Skinning knife, 3x herb, 2x health potion.
Mage: Wooden staff, apprentice robes, linen
trousers, leather boots.
Health potion, 2x mana potion.
Monk: Fist wraps, cloth wraps, linen trousers,
sandals. 2x dried meat, health potion,
waterskin.
Cleric: Wooden staff, temple robes, linen trousers,
leather boots. 3x health potion, bread.
Necromancer: Wooden staff, dark robes, linen trousers,
leather boots. 2x mana potion, health potion,
torch.
Paladin: Iron sword, chainmail, leather pants,
leather boots, wooden shield.
2x health potion, 2x bread.
Tinkerer: Wooden staff, padded vest, linen trousers,
leather boots. Health potion, torch,
rope, lockpick.
Classes — Warrior¶
Frontline fighter, heavy weapons and armor
Classes — Warrior
Frontline fighter. Hit hard, take hits, keep swinging.
Stat Bonuses: +5 STR, +5 CON
HP Range: 170-220 (highest base HP)
Weapons: Sword, Axe, Hammer, Mace
Starting Skills:
Swords 8, Jab 6, Slash 5, Maneuvers 4, Dodge 3
Specializations (at high rank):
Guardian — Shield specialist, defensive bonuses
Berserker — Rage-fueled offense
Natural Faction: Town Guard
Shield/Sword/Eye paths. See ?factions guard
Classes — Knight (Retired)¶
Now a Warrior specialization — see ?classes warrior
Classes — Knight (Retired)
Knight has been merged into the Warrior class.
At rank 20 in a primary weapon skill, Warriors can
choose the Guardian path (shield specialist, defensive
bonuses) or the Berserker path (rage-fueled offense).
The Guardian path is the spiritual successor to Knight.
Existing Knight characters have been migrated to
Warrior with the Guardian specialization.
See ?classes warrior for full Warrior details.
Classes — Rogue¶
Stealth, daggers, theft, dirty tricks
Classes — Rogue
Thief and assassin. High damage from stealth,
best pickpocket, fastest dodge. Fragile in open fights.
Stat Bonuses: +5 DEX, +3 SPD, +2 GUL, +1 WIT
Weapons: Sword, Dagger, Bow
Starting Skills:
Daggers 6, Stab 5, Stealth 4, Sneak 3
Pickpocketing 3, Dodge 4
Playstyle: Open from stealth for bonus damage.
Use dodge and speed to avoid taking hits.
Natural Faction: Thieves Guild
Shadow/Blade/Face paths. See ?factions thieves
Classes — Mage¶
Arcane caster, magical damage dealer
Classes — Mage
Arcane caster. Highest burst damage but fragile.
Stat Bonuses: +5 INT, +3 SPI, +2 WIL
Weapons: Staff, Dagger
Starting Skills:
Arcane Arts 6, Bolt 5, Shield 3, Staves 5
Spell Schools: Evocation, Divination, Transmutation,
Nature, Necromancy
Learn from trainers via faction reputation.
Use /combos for spell combos.
Playstyle: Arcane Shield first, then burst.
Rest between fights to restore mana.
Natural Faction: Temple (Scholar path)
See: ?combat magic, ?factions temple
Classes — Wanderer¶
Jack-of-all-trades, flexible, no specialty
Classes — Wanderer
Jack-of-all-trades. No locked-in strengths.
Good for players who want to find their path.
Stat Bonuses: +2 to 3 random stats
Weapons: ALL types (no restrictions!)
Starting Skills:
Swords 3, Jab 5, Slash 3, Maneuvers 2, Dodge 4
Passive — Adaptable:
Balanced learning across all categories.
All learning rates are 1.0x — no penalties,
no bonuses. True generalist.
Playstyle: Try everything. Your class imposes no
restrictions. Pick a faction and lean into it,
or stay flexible.
Natural Faction: Any! Pick based on playstyle:
Like fighting? → Town Guard
Like stealing? → Thieves Guild
Like exploring? → Ranger's Lodge
Like shopping? → Merchants Guild
See: ?factions
Classes — Monk¶
Unarmed combat specialist, inner discipline
Classes — Monk
Unarmed combat specialist who channels inner discipline.
Fastest melee class. Devastating kicks and punches.
Stat Bonuses: +3 AGI, +3 WIL, +2 CON, +1 SPD
Weapons: Staff, Dagger (prefers unarmed)
Starting Skills:
Unarmed Combat 6, Punch 5, Kick 4
Combat Maneuvers 3, Dodge 5
Playstyle: High dodge, rapid strikes, no heavy armor.
Monks excel at dodging and counterattacking.
Fist wraps are their signature weapon.
Passive — Inner Focus:
+1 fatigue recovery per phase per 5 unarmed ranks.
At rank 20: Meditation — rest recovers 2x fatigue.
Learning Rates:
Combat 1.2x, Magic 1.0x, Survival 1.0x
Natural Faction: Temple (Disciple path)
See: ?factions temple
Classes — Cleric¶
Faith-based healer, divine power
Classes — Cleric
Faith-based healer who channels divine power.
Best healer in the game. Decent melee with blunt weapons.
Stat Bonuses: +4 FAI, +3 WIL, +2 CHA
Weapons: Staff, Mace, Hammer
Starting Skills:
Staves 5, Staff Strike 4
Combat Maneuvers 2, Dodge 2
Playstyle: Heal allies, buff party, smite undead.
Clerics shine in groups and against undead.
Extra health potions at start.
Passive — Divine Favor:
Healing spells cost 10% less mana.
At rank 20 faith magic: Sanctuary — once/day,
survive a lethal hit at 1 HP instead of dying.
Learning Rates:
Magic 1.3x, Social 1.1x, Combat 0.8x
Natural Faction: Temple (Healer path)
See: ?factions temple
Classes — Necromancer¶
Dark caster, spirits, life drain
Classes — Necromancer
Dark caster who commands spirits and drains life force.
High burst damage. Feared by most NPCs.
Stat Bonuses: +4 SPI, +3 WIL, +2 GUL
Weapons: Staff, Dagger
Starting Skills:
Staves 4, Staff Strike 3, Dodge 2
Playstyle: Drain life, summon spirits, debuff enemies.
Fragile but powerful. NPCs may react with fear.
Starts with mana potions and a torch.
Passive — Soul Siphon:
On killing blow, recover 10% of victim's max HP.
At rank 20: 20% chance humanoid kills drop a
Soul Fragment (necromancy reagent).
Learning Rates:
Magic 1.4x, Survival 1.0x, Social 0.8x
Natural Faction: Temple (Dark path)
See: ?factions temple, ?combat magic
Classes — Tinkerer¶
Engineer, gadgeteer, traps and devices
Classes — Tinkerer
Engineer and gadgeteer who builds traps and devices.
Utility specialist with crafting bonuses.
Stat Bonuses: +3 INT, +3 DEX, +2 PER, +1 WIT
Weapons: Staff, Dagger, Hammer
Starting Skills:
Staves 4, Staff Strike 3, Identify 3, Dodge 3
Playstyle: Set traps, craft gadgets, identify items.
Tinkerers get crafting bonuses and start with
a lockpick and rope. Jack-of-all-trades in combat.
Passive — Mechanical Intuition:
+20% lockpicking bonus. At rank 15: +50% salvage
materials. At rank 25: +30% identify bonus.
Learning Rates:
Crafting 1.4x, Survival 1.1x, Combat 0.9x
Natural Faction: Merchants Guild (Artificer path)
See: ?factions merchants
Classes — Paladin¶
Holy warrior, tank or holy DPS, oath-bound
Classes — Paladin
Holy warrior who channels divine power through
martial discipline. The only class that can wear
plate armor.
Stat Bonuses: +3 STR, +3 FAI, +2 CON, +1 CHA
Weapons: Sword, Mace, Hammer + Shield
Starting Skills:
One-Handed Swords 6, Sword Jab/Slash 4
Shields 5, Shield Block 4
Combat Maneuvers 3, Dodge 2
Two paths (choose at rank 15):
Guardian — Tank. Taunt, damage redirect, shield
mastery. +15% block when HP < 40%.
Crusader — Holy DPS. +15% holy melee damage.
Smite 2x vs undead. Radiant burst on kill.
Passive — Shield of Faith:
+5% block chance always. Healing received +10%.
Path bonuses unlock at rank 15 (see above).
Oath System:
Powers locked to positive Honor alignment.
Oathbreaker (Honor < 0) loses all passives.
Learning Rates:
Combat 1.2x, Social 1.0x, Magic 0.9x
Natural Faction: Temple (Holy Warrior path)
See: ?factions temple
Races & Subraces¶
Race stat bonuses and subraces — see ?races
Races & Subraces
See ?races for full race details, stat bonuses,
penalties, passive abilities, and subraces.
5 base races, 13 subraces:
Human, Elf, Dwarf, Halfling, Half-Orc
Race + class bonuses stack.
Bonus Traits¶
Pick 1-2 traits at creation for +1 stat
Bonus Traits
Pick 1-2 at character creation. Each gives +1 stat.
strong/bold +1 STR charming +1 CHA
tough/hardy +1 CON silver-tongued +1 CHA
quick +1 SPD willful/iron-willed +1 WIL
nimble +1 DEX cunning +1 GUL
clever +1 INT alert +1 WIT
perceptive/cautious +1 PER lucky +1 LCK
Traits stack with race and class bonuses.