Twenty-one classes across three realms. What each one does, how it plays, and what it brings to a fight.
Arthurian. The seven classes of your realm, alphabetical.
Tuatha Dé Danann. The seven classes of your realm, alphabetical.
Viking. The seven classes of your realm, alphabetical.
Abbot
Shielded by their devotion, gaining defence from the same Judgement abilities they attack with.
Black Knight
Close-range area damage, with snares to hold enemies inside it and a gap-closer for the ones who run.
Blackguard
Careful marksmen who pin opponents at range, and trade movement for damage in Siege Stance.
Flame Warden
Arcane casters who plant Sigils, turning a patch of ground into amplified Arcane damage.
Minstrel
Chants that linger after they end, letting a Minstrel weave the effects of two together.
Physician
Hands allies potion abilities that heal, shield or control, so the support arrives before it is needed.
Veilstalker
Fights from inside the Veil, holding an edge in movement and damage for as long as they stay in it.
Blessed Crow
A frontline healer who carries offence and defence alongside the healing rather than standing behind it.
Dark Fool
Control specialist who leverages more Panic than any other class in the game.
Druid
Burst caster capable of extreme damage by spending large amounts of Mana at once.
Empath
Links to an ally and an enemy at once, drawing power for her abilities from the pair.
Fianna
Single-target damage with the realm’s strongest health, fueled by Courage that starts empty and spends all at once.
Forest Stalker
Earth-attack archer built to land finishing damage at range and to stack with Earth Arcanists.
Red Cap
Poison specialist who stacks damage over time to soften a target before the kill.
Chaos Weaver
Chaos spells that grant random Runes, and others that spend them, making the class adaptable and unpredictable.
Helbound
Drains life from enemies to heal themselves and their allies, and is hard to dislodge once established.
Mjolnir
Strong area abilities that passively build Damage Reduction with every enemy they hit.
Rune Healer
Healer who banks Runes and spends them to enhance the abilities that follow.
Shadow Walker
Uses Stealth to close from a distance unseen, and picks the moment the fight starts.
Skald
Trades the Instrument for sword and shield, with Instant Chants that make them a real melee threat.
Winter’s Shadow
Steady damage at range, paired with control over where enemies are allowed to move.
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