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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.