Character Classes

At character creation, each player must choose a Class, which determines their abilities, spell access, and combat role.

All new players begin as a Fighter for their first game.

Class Categories

Classes fall into three main categories:

  • Warriors – Masters of combat, physical prowess, and defense.

  • Wizards – Wielders of arcane power and ancient knowledge.

  • Priests – Servants of divine forces, focused on healing, support, and protection.

Passive Abilities

Some classes have special passive abilities that grant advantages in play.

Recon

  • Effect: May begin the game in no man’s land (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 game master.

+2 Starting HP

Effect: Start the game with 4 HP instead of the standard 2 HP.

Warrior Class Options

Warrior classes are combat-focused and excel in physical confrontation.

  • Balanced and adaptable; excels in both offense and defense.

    • Armor: Light and Heavy

    • Shield: Yes

    • Melee Weapons: All

    • Bow: No

    • Blackpowder: Single-handed

    • Starting Spell Points: None

    Passive Abilities: None

  • Agile and precise; masters of ranged combat and survival.

    • Armor: Light

    • Shield: Buckler only

    • Melee Weapons: All

    • Bow: Yes

    • Blackpowder: Single and Double-handed

    • Starting Spell Points: None

    Passive Abilities: Recon

  • Fierce and resilient; relies on raw strength and rage.

    • Armor: Light

    • Shield: Yes

    • Melee Weapons: All

    • Bow: No

    • Blackpowder: No

    • Starting Spell Points: 1

    Passive Abilities: +2 Starting HP

  • Swift and deadly; focused on overwhelming ranged attacks.

    • Armor: Light

    • Shield: No

    • Melee Weapons: All

    • Bow: Yes

    • Blackpowder: No

    • Starting Spell Points: 1

    Passive Abilities: +2 Starting HP

  • Holy warriors combining martial skill with divine magic.

    • Armor: Heavy

    • Shield: Yes

    • Melee Weapons: All

    • Bow: No

    • Blackpowder: No

    • Starting Spell Points: 2

    Passive Abilities: None

Wizard Class Options

Wizard classes specialize in magic, from crafting to combat spells.

  • Makers of potions, enchantments, and magical items.

    • Armor: Light and Heavy

    • Shield: No

    • Melee Weapons: All

    • Bow: No

    • Blackpowder: Yes

    • Starting Spell Points: 2

    Passive Abilities: None

  • Combat spellcasters wielding destructive frontline magic.

    • Armor: Light and Heavy

    • Shield: No

    • Melee Weapons: All

    • Bow: No

    • Blackpowder: Single-handed

    • Starting Spell Points: 3

    Passive Abilities: None

  • Innate magic users drawing from raw, often chaotic, energy.

    • Armor: Light

    • Shield: No

    • Melee Weapons: All

    • Bow: No

    • Blackpowder: Single-handed

    • Starting Spell Points: 4

    Passive Abilities: None

  • Spiritual mystics communing with nature and elemental forces.

    • Armor: Light

    • Shield: No

    • Melee Weapons: All

    • Bow: No

    • Blackpowder: No

    • Starting Spell Points: 3

    Passive Abilities: +2 Starting HP

  • Stealthy casters who blend magic with precision and agility.

    • Armor: Light

    • Shield: Buckler only

    • Melee Weapons: Single-handed (max 130 cm)

    • Bow: Yes

    • Blackpowder: Single and Double-handed

    • Starting Spell Points: 1

    Passive Abilities: Recon

Priest Class Options

Priest classes support and guide through divine power and magic.

  • Healers and defenders drawing on divine blessings.

    • Armor: Light

    • Shield: Yes

    • Melee Weapons: All

    • Bow: No

    • Blackpowder: No

    • Starting Spell Points: 3

    Passive Abilities: None

  • Protectors of nature, shaping the wilds with magic.

    • Armor: Light

    • Shield: No

    • Melee Weapons: All

    • Bow: Yes

    • Blackpowder: No

    • Starting Spell Points: 3

    Passive Abilities: None

  • Seers and visionaries, guiding with divine insight.

    • Armor: Light

    • Shield: No

    • Melee Weapons: All

    • Bow: No

    • Blackpowder: No

    • Starting Spell Points: 3

    Passive Abilities: +2 Starting HP

  • Enchanters and performers who charm, inspire, and gather secrets.

    • Armor: Light

    • Shield: Buckler only

    • Melee Weapons: All

    • Bow: No

    • Blackpowder: Single-handed

    • Starting Spell Points: 2

    Passive Abilities: Recon