Classes

Four callings. One party of ten.

You choose a class at character creation, and it defines your place in the group. Skills, spells and stats aren't bound to your level — retrain them at city trainers, and lose your highest arts if you fall far from home.

Tank

Fighter

The wall a nation is built behind.

The Fighter trades mobility for survival. Heavy plate turns a killing blow into a bruise, and a helmeted head shrugs off the arrow that would end anyone else. Where the Fighter stands, the line holds.

Signature strengths
Heaviest armor — the difference between a fatal hit and a survivable one
Anchors the front of any 10-player group
Controls space in region sieges and city defense
Excels where logistics debuffs punish the reckless

Each calling deepens through disciplines trained at player cities — and your elevated skills and spells vanish on death unless you respawn where the trainers can restore them. Choose where you die carefully.