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.
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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.
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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