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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 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.