Classes

Choose who you are

A people, a guild, and everything you earn.

Peoples

Choose your people.

When you enter the world, you choose a people. Each carries its own strengths, weaknesses, gifts and resistances. Here is an example of the peoples you may become, with more to be found.

Humans

The gods changed nothing.

You are what you were. Perhaps that is the point.

Elves

Long-lived. Longer-remembering.

They have seen this before.

Half-Elves

A foot in two doors.

Welcome in both. At home in neither.

Dark Elves

They chose the deep, or it chose them.

Not every shadow is a threat. Most are.

Dwarves

Built from deep places.

Slow to speak. Slower to fall.

Halflings

Small, quick, and hard to find at supper.

Luck follows them like a stray dog.

Gnomes

Always building something.

Ask what it does. Then step back.

Orcs

The war is older than their names.

Loud when glad. Louder when not.

Half-Orcs

Strength with a second opinion.

Neither camp has forgiven them. They have stopped asking.

Giants

The ground feels them coming.

Doorways are a negotiation.

Drakeborn

Scaled, proud, and breathing something.

The old blood is not quite quiet.

Hellmarked

Marked by something below.

They did not ask for the horns. They keep them.

Mindkin

They think loudly in the dark.

Do not meet their eyes. Do not be surprised if they already know.

Thornfolk

Rooted in old forests.

The woods remember who walks through them.

Skyward

Light-boned, feathered at the shoulder.

The ground is a suggestion.

Gravewalkers

The dead who did not quite stay.

They know the road below.

Die, and the underworld offers another life: a new people, with everything you have earned kept, and your experience yours to spend again.

The way in

No one hands you a class.

  1. You wakeName yourself. Choose your people and your face. Then follow the sound of the city.
  2. The signboardIn the main town stands a board that lists the guilds. Fighter. Thief. Cleric. Read it, and choose.
  3. The guildThe board sends you to a guild, and to its master. Each has a past, a temper and opinions about you. They will welcome you in your new calling.
  4. The craftCrafting is a calling of its own, with trades such as blacksmithing, woodworking and leatherworking. It can be followed alongside any guild.

Jobs

A path is a job.

You are a player with a level, and you are also every class you have trained, each with its own level.

Fighter. Cleric. Sorcerer. Thief. Monk. Join any guild, at any time. Each has a level of its own.

Each class has its own abilities. In battle you choose from every class you have trained.

EXAMPLE CHARACTERPlayer level 32SummonerLv 100ClericLv 10MonkLv 10InquisitorLv 10WHAT STACKSSummoner · Lv 100Call AllyBindDismiss+ statsCleric · Lv 10HealRaiseCleanse+ statsYou keep all of itAny guildjoin at level 1Any timejoin another, no gateAny levelraise each on its own…no maximum
Concept Example numbers only. Every class you level adds to the whole.

Classes

Choose who you become.

Here is an example of the classes that will be available, with more coming soon!

Fighter

Steel answers when words fail.

Hold the line.

Thief

What is yours was always borrowed.

Light fingers. Longer memories.

Sorcerer

It was in the blood all along.

Power that was never taught.

Abjurer

Every door can be closed.

Wards, and what they keep out.

Cleric

Faith is a kind of light.

Something listens.

Monk

Nothing in the hands. Everything in the hands.

Discipline of the body.

Inquisitor

Truth, extracted.

Nothing stays hidden.

Summoner

You were not the only one called.

Someone answers.

Shapeshifter

Which face was yours?

No one shape holds.

Druid

The wild remembers.

It has been waiting.

Necromancer

Death is a door, not a wall.

The quiet ones obey.

Bard

The world leans in to hear a good story.

Words, and what follows.

Dancer

Every step is a spell.

Motion that means something.

Elementalist

Four old voices. One will.

Ask the world, and it answers.

Evoker

Say it, and it is so.

No ritual. No delay.

Psionicist

The loudest room is inside.

Thought, made force.

Assassin

One breath. One blade.

Unseen until it is done.

Shadow Mage

Where the light ends, you begin.

Darkness has rules.

Stacking

Nothing is given up.

Level a Summoner to 100 and a Cleric to 10, and you have both: every ability each has earned.

There is no limiter on this. Strong builds will appear, and balance is watched closely with testing, scaling and review.

There is no maximum level. High-level players look to the raids.

Experience

Spent, not just earned.

What you earn is yours to spend on whatever you wish to become.

Spend

Levels

Put experience into your own level, or into the level of any class you follow.

Train

Skills

Experience buys skills and trains them, up to one hundred percent.

Surpass

Beyond the limit

Rare items, objects and spells, such as an Abjurer's, can lift a skill past its ceiling.

Guilds

No gates.

  • Join any guildAny guild, any time. Nothing stands in the way.
  • Each on its ownA Cleric of level 10, a Monk of level 10, an Inquisitor of level 10 and a Summoner of level 100 is a perfectly good character.
  • No penaltyTaking up another guild costs you nothing.

Stats

Seven numbers.

StrengthDexterityConstitutionSpeedIntelligenceWisdomCharisma

Speed decides when you act in a round. Speed and dexterity decide whether you can slip away from a fight.

Dungeons and raids

Go deeper, together.

Explore dungeons and raids, some built by players and some generated ahead of time. Parties can be as large as you like. Dungeon and raid zones run on a 60 to 90 minute timer. Out on the world map, random battles can also find you, anywhere outside a safe zone.

Party

As many as you like

There is no cap on party size. Everyone plans together, and the round resolves in order.

Raid

Forty and more

The battlefield widens to hold them all. The planning timer doubles to 60 seconds. Dungeon and raid zones run for 60 to 90 minutes.

Tiers

Harder each time

Raids come in tiers. The monsters scale to the level of the raid, and each tier is built to be harder than the last.