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Classes

Nine classes, each splitting into two specialisations. The branch matters more than the class does — it decides whether you are the one dealing the damage, holding the line, cursing what is in front of you or keeping everyone else standing. Here is what each one actually means.

Berserker class artwork

Melee · Damage

Berserker

Race: Luke / Eysher

Warriors who transcended human limits through extreme training.

A body drilled past what a body should take, carrying a sword taller than the man holding it. The Berserker decides every fight at close range and has no second plan for when that fails — which is the point. Whichever branch you take, you are the one who has to be standing where it hurts.

Specialisations

Berserk

Offence

Two-handed weapons and nothing held back. The largest raw damage numbers a melee class can put out, on a build that is genuinely dangerous to its owner — the same fury that cuts through a pack will happily cut through you.

Defender

Defence

The same body used as a wall instead of a weapon. Defenders throw themselves in first, hold a line that would otherwise fold, and make the opening the rest of the party walks through.

Dragon Knight class artwork

Melee · Hybrid

Dragon Knight

Race: Rodile / Eysher

Dual-wielding warriors empowered by the souls of dragons.

A proud swordsman carrying something older than he is. Dragon blood sits sealed in the Dragon Knight, unreleased and still beating, and the class is built around the tension between the swordplay he trained for and the power he only borrows.

Specialisations

Combat

Offence

Pure speed. Blade work fast enough that the fight is decided before it looks like it has started — you take the enemy apart and finish in the same motion.

Dragonic

Curse

Attacks aimed at the mind rather than the body. Dragonic breaks what is in front of you by degrading it first, drawing on the sealed blood to curse and unmake instead of simply out-hitting.

Shadow class artwork

Melee · Stealth

Shadow

Race: Helron / Karin

Assassins who strike from the darkness with lethal precision.

An assassin who ends a life without making a sound, trained under an undying emperor and pointed at whatever the alliance needs gone. The Shadow does not win attrition fights and is not supposed to be in one.

Specialisations

Curse

Curse

The dead keep working for you. Curse turns each kill into pressure on everything still standing, filling a fight with suffering and confusion until the enemy line stops behaving like a line.

Dark

Offence

Darkness pushed as far as it goes, spent entirely on killing. No utility, no second role — assassination technique refined until the opening exists whether or not the target gave you one.

Valkyrie class artwork

Ranged · Summoner

Valkyrie

Race: Eysher / Rodile

Archers sworn to the wild, loosing arrows beside the spirits they call.

A markswoman who does not miss and does not need to be far away to be dangerous. The Valkyrie fights with a crossbow and with the spirits that answer her, and she is as comfortable inside your guard as she is across the field.

Specialisations

Offensive

Offence

Crossbow marksmanship backed by real close-quarters technique. The complete fighter of the two — she opens at range and finishes in your face, and neither half is a fallback.

Summon

Summon

Power drawn out of the land itself, used to lift her own abilities and to call spirits across from elsewhere. You bring more bodies to the fight than you walked in with.

Elementalist class artwork

Ranged · Magic

Elementalist

Race: Helron / Karin

Wizards harnessing the power of Water, Fire, Wind, and Earth.

A scholar of the four elements who went looking for something the world had already lost once. Fire, water, wind and earth answer the Elementalist in both directions — the same mastery that levels a room can put a party back together.

Specialisations

Ether

Offence

All four elements turned outward. Ether is the clearing branch — wide, heavy destructive magic that removes a group rather than a target.

Circle

Recovery

The same elements turned inward and toward the party. Circle heals the hurt and houses elemental power in the caster herself, so supporting the group and getting stronger are the same act.

Mystic class artwork

Melee / Ranged · Magic

Mystic

Race: Mio

Beastfolk messengers of legend who channel elemental fury.

Small, and consistently underestimated for it. The Mystic packs strength and speed that the frame does not advertise, and picks between letting the animal out and out-thinking the problem entirely.

Specialisations

Wild

Beast

Wake the sleeping thing and stop apologising for it. Wild trades finesse for physical capability on a scale nothing that size should have, and once it is running there is not much that stops it.

Disaster

Offence

The opposite approach — know how everything works and use it. Disaster commands nature directly, with enough reach to call spirit beasts up to fight alongside you.

Helroid class artwork

Ranged · Support Tank

Helroid

Race: HEL-P7

Machine soldiers born from Liberation Army experiments.

A steel frame wrapped in aura, built by people who were solving a different problem. The Helroid stands between the party and the fight and asks the only question it has ever had to answer: protector, or the other thing.

Specialisations

Invader

Offence

Ether shaped into auras aimed at the enemy, dragging their attack and defence down while you hold their attention. Offence in name, tanking in practice.

Guardian

Defence

The same auras pointed the other way, run off the class cannon and its ether. Guardian keeps the party healed and hits their attack and defence upward while absorbing what comes in.

Witchblade class artwork

Melee · Summoner

Witchblade

Race: Sharad

Wielders of esoteric magic who summon powerful allies into battle.

A line that carries a long history of grief and a matching amount of anger. The Witchblade is the class that leans hardest on FP — the gauge that fills as you deal damage and pays for your heaviest work — so her fights start ordinary and end expensive.

Specialisations

Inflame

Offence

The class blade paired with a second short weapon, dual-wielded. Physical damage that covers close range and reach at once, so there is no gap where you are waiting to be useful.

Blizzard

Summon

Ice magic, plus the FP bill for calling something bigger than you. Blizzard spends charge to bring in summons that damage the enemy and hold up the party at the same time.

Paladin class artwork

Melee · Guardian

Paladin

In development

Race: Arcana

Lance-bearers of a sacred race, returned from exile to judge and to shield.

The Arcana guarded the Moraine royal family for longer than anyone kept records, then walked away when that family went bad. They have come back — not for Moraine, and not for a throne. The world is coming apart, their oath was never really to a family, and they fight with the lance.

Specialisations

Aegis

Defence

The shield half of the oath. Aegis is the Paladin standing in front of people who cannot take the hit, holding ground with light rather than bulk.

Punisher

Offence

The judgement half. The lance goes through whatever the light reaches, on a branch that treats killing the problem as the more honest form of protection.