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⚔ Fifteen classes · four archetypes

Choose your calling.

The classes are grouped the way the Quest Halls group them: Battle, Shadows, Elements and Temptations. Two of them were re-forged with new names, new title ladders and new lore: the Bloodsworn and the Dancer.

How class EXP works hereEvery class starts at the same price. A class only pays extra EXP for offence that makes it kill genuinely faster than the other classes in its own archetype. Defence costs nothing: HP, armour, dodge and magic resistance are free. With race added, the cheapest-to-dearest spread runs 100% to 190%.

BATTLE

Steel first. The front rank.

Warrior

100% EXP

Warriors are the realm's professional soldiers - the heaviest armour, any weapon ever forged, and more hit points per level than anyone. No magic, no tricks, no surcharge on experience: they simply stand where the fighting is worst and are still standing afterwards.

HP/Level
6-10
Combat
Good
Magic
None
Weapons
Any
Armour
Plate
  • No special skills

Bloodsworn

RE-FORGED100% EXP

The Bloodsworn are knights of the oath sworn by the Twelve, who broke from the old Crimson Flame rather than serve the Blood God and swore on their own blood to no god at all. Blood given to an oath cannot be taken, so spells of every kind slide off them, healing and harm alike, and their bare steel bites creatures that ordinary weapons cannot touch. They refuse enchanted gear on principle and are the deadliest pure fighters alive.

HP/Level
6-10
Combat
Excellent
Magic
None
Weapons
Any
Armour
Scale
  • Hit Magic Creatures
  • Anti-Magic

Mystic

120% EXP

Mystics walk the path of The Way, mastering body and spirit without steel or spell. Their fists and feet strike as weapons, their discipline turns aside harm, and their bare hands wound things that shrug off iron.

HP/Level
4-8
Combat
Average
Magic
The Way
Weapons
Staff
Armour
Robes
  • Sneak / Hide
  • Dodge +25
  • Critical Hits +10
  • Punch
  • Kick
  • Jumpkick
  • Hit Magic Creatures

SHADOWS

Stealth, locks, and the knife you never saw.

Thief

100% EXP

Thieves live by hand and shadow - unmatched at picking pockets, locks and traps, and quick enough to be gone before the shouting starts. They advance as fast as any class in the realm, and they earn every coin of it in risk.

HP/Level
4-7
Combat
Fair
Magic
None
Weapons
1-H
Armour
Leather
  • Sneak / Hide
  • Picklocks
  • Find Traps
  • Thievery

Ninja

135% EXP

Ninja are shadow-warriors of the killing art. Sneaking, trapfinding, tracking and lethally precise, they are the only class that can open a fight with a backstab from any weapon at all. Lightly armoured by choice: they intend not to be hit.

HP/Level
4-8
Combat
Average
Magic
None
Weapons
Any
Armour
Padded
  • Sneak / Hide
  • Picklocks
  • Find Traps
  • Tracking
  • Dodge +25
  • Critical Hits +10

Bard

145% EXP

Bards fight with voice and charm, weaving the Bard sphere out of sheer presence. Light-footed and light-fingered, at home in stealth and in the tavern alike, they buff and beguile where others simply swing.

HP/Level
4-7
Combat
Average
Magic
Bard-2
Weapons
1-H
Armour
Leather
  • Sneak / Hide
  • Picklocks
  • Find Traps
  • Thievery

Ranger

135% EXP

Rangers are wilderness warriors - superb fighters who track prey across any terrain, cast minor Druid magic and move unseen. The complete lone hunter.

HP/Level
5-9
Combat
Good
Magic
Druid-1
Weapons
Any
Armour
Leather
  • Sneak / Hide
  • Tracking

ELEMENTS

Spell-slingers and battle-mages.

Warlock

100% EXP

Warlocks marry steel and sorcery - able to wear chain and wield one-handed steel while casting Mage spells. They are the realm's battle-mages, durable enough to hold a line and arcane enough to break one.

HP/Level
4-8
Combat
Average
Magic
Mage-2
Weapons
1-H
Armour
Chain
  • No special skills

Druid

100% EXP

Druids draw power from the wild, wielding the full Druid sphere. Clad in leather with blunt weapons, they heal, shape the battlefield, and call nature's fury, balancing magic and resilience in equal measure. Their gear is theirs alone.

HP/Level
4-7
Combat
Fair
Magic
Druid-3
Weapons
Blunt
Armour
Leather
  • Class Restricted

Mage

120% EXP

Mages are the supreme arcane spellcasters, commanding the full Mage sphere. Robed, frail, and staff-bound in melee, they are nonetheless the realm's most devastating artillery - a single Mage can level what armies cannot.

HP/Level
3-6
Combat
Poor
Magic
Mage-3
Weapons
Staff
Armour
Robes
  • No special skills

Dancer

RE-FORGED125% EXP

Dancers fight in figures, not in forms. Every step is a phrase of a spell and every spell is thrown wide - a Dancer's line does not single out a target, it takes the whole room at once, cutting and crippling in the same measure. Fast on their feet, light-fingered, lightly armoured, and never where the counterstroke lands.

HP/Level
4-7
Combat
Fair
Magic
Mage-2
Weapons
1-H
Armour
Leather
  • Sneak / Hide
  • Picklocks
  • Find Traps
  • Thievery

TEMPTATIONS

The faithful, armoured and otherwise.

Paladin

100% EXP

Paladins are holy knights - plate-clad, any weapon in hand, and carrying the Priest sphere at its first rank. They hold the front rank and mend what they can between blows.

HP/Level
5-9
Combat
Good
Magic
Priest-1
Weapons
Any
Armour
Plate
  • No special skills

Cleric

100% EXP

Clerics are the armoured faithful, blending solid combat with potent Priest magic. They mend wounds, ward allies, and stand in the line where the fighting is thickest - plate on their backs and the Priest sphere at its second rank.

HP/Level
4-8
Combat
Average
Magic
Priest-2
Weapons
Blunt
Armour
Plate
  • No special skills

Priest

115% EXP

Priests are the realm's greatest divine spellcasters, channeling the full Priest sphere. Frail in melee and clad only in robes, they are nonetheless indispensable - resurrection, healing, and wrath flow from their prayers.

HP/Level
3-6
Combat
Poor
Magic
Priest-3
Weapons
Blunt
Armour
Robes
  • No special skills

Missionary

115% EXP

Missionaries carry the faith into places it is not welcome. Trained in stealth, locks and traps as readily as in scripture, and armoured in leather for the roads they walk, they are the most self-sufficient of the divine callings.

HP/Level
4-7
Combat
Fair
Magic
Priest-2
Weapons
1-H
Armour
Leather
  • Sneak / Hide
  • Picklocks
  • Find Traps

Know the rules before you roll.