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 signature moves Class-bound specials via /move
?classes multiclass Pick a 2nd class at rank 50
?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.
%%CLASS_KIT%%
Signature Verbs:
track [<creature>] Read creature sign (-20 diff): live
hostiles + danger, else the old sign and trails
of what ranges here and next door
survey Area sweep: exits, tags, NPCs
Range: every fight OPENS at close range, where a bow
takes a stiff penalty (ranger training cuts it, does
not remove it). Type 'retreat' to fall back a band;
'advance' closes again. The combat status
line shows your current band beside your health.
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.
*** SIGNATURE ABILITY: analyze <target> ***
Your most powerful tool. Use it in combat to expose
weaknesses (+15% damage) or in conversation to read
NPCs. No other class gets this. See: ?analyze
%%CLASS_KIT%%
Signature Verbs:
analyze <target> YOUR KEY ABILITY - expose weakness
study <creature> Reveal lore + stats (-20 diff)
document Create Research Note (sell for gold)
Analyze Details:
INT + Appraise check vs DC 10 (Scholar bonus).
Success: +15% damage on next attack.
Critical: +10% damage on ALL attacks for 3 rounds.
Works in combat AND conversation mode.
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.
%%CLASS_KIT%%
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.
%%CLASS_KIT%%
Best Earner: /shift start at the tavern's Performance
Stage. Paid stage shifts scale with your skill and train
four Performance sub-skills at once - the biggest
non-combat earning loop in the game.
Signature Verb:
perform [<act>] Busk anywhere there is an audience
(-10 diff vs other classes)
Critical = big tips. Fumble = embarrassment.
Natural Factions: Velvet Curtain, Merchants
(Broker path), Thieves (Face path).
See: ?factions merchants, ?factions velvet
Classes - Multi-classing (rank 50)¶
Pick a second class once a starting skill hits rank 50
Classes - Multi-classing
At rank 50 in any of your primary class's starting
skills, you can pick a second class via /multiclass.
This is a one-time, PERMANENT choice - there is no
third class.
How to pick:
/multiclass Show eligibility + current state
/multiclass <class_id> Stage a pick (pending)
/multiclass confirm Lock it in (PERMANENT)
/multiclass cancel Discard the pending pick
How it works:
* Stat pool stays shared - no extra stat points.
* Skills that belong ONLY to the second class
progress at 0.7x the primary rate.
* Tier-1 paths (rank 20) and signature moves of
the second class become available.
* Capstones (Wave 2) are PRIMARY-CLASS ONLY. Your
second class does NOT grant its capstone.
Example: Warrior/Bard
A rank-50 Warrior who picks Bard as second class
can unlock Skald or Diplomat path (at bard rank 20),
fire bard signature moves like skald_aura, and
keep the Warrior Unbreakable Stance capstone.
They do NOT get the Bard Heroic Anthem capstone.
See: ?classes, ?skills, /multiclass
Classes - Signature Moves¶
Class-bound specials fired via /move (distinct from weapon-tree combat moves)
Classes - Signature Moves
Every class has unique signature moves - class-bound
specials that you queue for your next attack via the
/move slash command. These are DISTINCT from weapon-tree
combat moves (jab, slash, etc - see ?combat moves).
How to use:
/move List your unlocked moves
/move <name> Queue the move for your next attack
How unlocking works:
Each move gates on:
* Class match (primary OR secondary - see ?classes multiclass)
* A specific starting-skill rank threshold
Train the named skill in combat; the move unlocks at the
rank specified in its definition.
What moves do:
* damage_multiplier - extra damage on the queued attack
* bonus_vs_type - extra damage when the target's creature
type matches (see ?bestiary for taxonomy)
* secondary_effect - status effects (stun/silence/slow/
bleed/burn/poison/fear etc - see ?effects)
* mana_cost - some moves cost MP; runs out, can't fire
* cooldown_turns - number of combat rounds before reuse
112 moves across 13 classes (2026-05-11):
warrior 12 rogue 12 monk 12
ranger 10 mage 10 paladin 10
cleric 8 necromancer 8 tinkerer 8
bard 6 wanderer 6 scholar 5
herbalist 5
Multi-class note:
A second class's signature moves are available to you
at full strength once the unlock rank is met - the
0.7x progress rate applies to LEVELING the gating skill,
not to the move's effect.
See: ?classes, ?combat moves, ?effects, /move
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.
%%CLASS_KIT%%
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.
%%CLASS_KIT%%
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.
%%CLASS_KIT%%
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.
%%CLASS_KIT%%
Passive - Adaptable:
No CLASS category is faster or slower for
you: every class learning rate is 1.0x.
Racial and trait bonuses still stack on
top, so a human wanderer learns at 1.10x.
Your race's own affinities are on /mastery.
Signature Moves: 6, all unlocked by skill
rank, so none is usable at creation. The
first (Quick Jab) needs Daggers 5, one rank
above where you start. Type /move.
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.
%%CLASS_KIT%%
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.
The only class that can SUSTAIN a party or heal it
as a group. Decent melee with blunt weapons.
%%CLASS_KIT%%
Divine Ministry - CLERIC ONLY:
A branch of Faith Magic no other class can train or
cast, not at any rank and not for any price.
Renewing Light rank 5 Heals one ally over
several phases, in or
out of combat.
Circle of Healing rank 10 Heals everyone standing
with you, at once.
Sanctified Ground rank 15 Heals the whole party
over several phases.
A Paladin keeps Lay on Hands and Resurrect. It does
not get these.
Playstyle: You are worse than a Paladin at patching
one person up in an emergency, and far better than
anyone at keeping a GROUP standing between fights.
Every spell above is a poor deal cast alone and a
strong one cast with a party. Smite 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, and thin armour behind it.
%%CLASS_KIT%%
Commanding the Dead:
Stand over a body and `cast raise corpse`. The corpse is
spent and rises as a temporary servant that fights beside
you, then crumbles. One at a time; it costs no pet slot and
never eats. `animate dead` (rank 50) raises one that lasts.
Full rules: ?pets summons
The street knows what you are: in the Warren alley a downed
thug's crew will not carry the body off while a necromancer
is standing over it, so the humanoid tier is yours to raise.
Drain Life doubles as a frost option: Chill Touch is
unlocked from rank 3 and slows as well as drains.
`cast chill touch` | Detail: /skill chill touch
Playstyle: Drain life, raise the dead, debuff enemies.
Fragile but powerful.
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.
%%CLASS_KIT%%
Playstyle: Set traps, craft gadgets, identify items.
Tinkerers get crafting bonuses and start with
a lockpick and rope. Jack-of-all-trades in combat.
Engineering Specialities - your build choice:
Engineering has a basic tier that anyone who trains
the skill can build, and an advanced tier behind
one of four specialities only a Tinkerer may take.
Party Support braces, plating, elemental oils
Combat Gadgets traps, caltrops, smoke, charges
Utility Devices picks, rigs, lenses
Repair and Salvage kits, frames, richer salvage
Your first opens at Engineering rank 10, then one
more every ten ranks. Type /speciality to see them.
Separate from your rank-20 path (Engineer or
Saboteur), which is permanent and single.
Set Trap:
Lay a trap kit where you expect trouble. It fires
on the first hostile that engages you there, BEFORE
that foe acts, so a stun costs them the round.
Type 'set trap' to see what you are carrying.
Craft Trap grades the job, it does not decide whether
there is a trap: only a fumble wastes the kit, a miss
lays it roughly (half damage, no rider effect), and a
success lays it clean.
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: Makers Guild (Artificer path)
See: ?factions masonry
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.
%%CLASS_KIT%%
Healing - what you have and what you do not:
You keep every single-target heal in Faith Magic,
including Lay on Hands and Resurrect, and you are a
credible emergency medic for yourself and whoever is
next to you.
You cannot SUSTAIN and you cannot heal a GROUP.
Healing over time and party-wide healing are the
Cleric's Divine Ministry, and no amount of Faith
Magic rank opens them to you.
Two paths (choose at rank 20 in one-handed swords,
shields, smite, or lay on hands):
Crusader - Holy offense. +Smite, +One-Handed Swords.
More Smite damage, more bonus vs undead,
crit chance vs evil-tagged foes.
Sanctifier - Holy defense. +Shields, +Lay on Hands,
+Faith Magic. Wider aura, stronger Lay on
Hands, extra block chance.
(Smite already deals bonus damage to undead from the
moment you have it - Crusader adds MORE on top, it
does not unlock the bonus.)
Passive - Shield of Faith:
+5% block chance always. Healing received +10%.
Path bonuses unlock at rank 20 (see above).
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.