Classes

A character's Class determines the Skills and Abilities they have access to and influences their playstyle.

In addition to those offered by a character's Class, every character also has access to Classless Talents.

A Player's Class determines the skills and abilities they have access to in most cases. Every player has access to Classless Talents in addition to those offered by their class.

A Skill is a Talent that can be used repeatedly without resting. Instead of purchasing multiple of the same Skill, you can upgrade its rank to increase its usefulness.

An Ability is an expendable Talent that refreshes after resting. You can purchase multiple of the same Ability to have multiple uses available before resting. Players call the name of the ability to use it.

Refer to the chart below for costs of purchasing a Skill and the order of Ability purchases. An associated in-game achievement is usually a prerequisite for purchasing a Rank 3 Talent.

Costs:
Rank I Skills
5 XP
Rank II Skills
10 XP
Rank III Skills
15 XP
Rank I Abilities
5 XP
Rank II Abilities
5 XP
Rank III Abilities
5 XP
Purchase Order Key:
Already Owned
Purchase First
Purchase Second
Purchase Third
Skill Purchase Order:
R1
R2
R3
Ability Purchase Order:
R1
R2
R1
R1
R3
R2
R2
R1
R1
R1

Cleric

Clerics have control of Interplanary powers, which they use to heal and protect themselves and others. Clerics have the ability to become tanky Paladins, who primarily fortify themselves while fighting, or supportive Soothsayers, who protect their allies from a variety of harm.

 

Clerics can enchant Interplanary-related gems and scrolls.

Noble

Nobles are negotiators, leaders, and tacticians. Nobles are one of the most roleplay oriented classes and can be played toward a variety of strengths (material resources, intrapersonal sway, tactical awareness, etc.). During combat, Nobles control the flow of battle, either on the front lines as a Knight or by directing the fight as a Lord.

Ranger

Rangers are versatile survivors who tend to specialize in the field of archery, and all Rangers use a bow or some other type of ranged weapon. In combat, Rangers specialize in distance damage and taking advantage of the terrain. Often skilled in hunting, tracking, and securing objectives, these adventurers either become master trackers—Stalkers—or war Bowmen.

Rogue

A surprisingly wide variety of people train in this mysterious, varied discipline. Rogues excel at stealth and precision; in combat they focus on precise strikes and creating and finding their enemies’ weakness. Experienced Rogues become Assassins, who specialize in subtlety and high-damage output, or Thieves, who specialize in trickery and evasiveness.

Spellbinder

Spellbinders use power from the Void to counter magic; they specialize in fighting Wizards by nullifying or reflecting their spells. Despite this focus, Spellbinders are still effective fighters when there are no wizards. Spellbinders can become Harbingers, fighters who focus on using the void to dispose of enemies as quickly as possible, or Sentinels, who use the void as a more direct source of protection and battlefield disruption.

 

Spellbinders cannot use Void-related abilities while using metal weapons or wearing metal armor. Spellbinders can enchant void-related gems or scrolls.

Warrior

Warriors specialize in plain weapons fighting, which allows them to deal and withstand relatively high damage. Warriors start with a Warrior Title that augments their fighting style; see the Warrior Title page for more. They will eventually specialize into either Berserkers, who thrive when fighting large groups of enemies, or Champions, who prefer dueling one on one.

Wizard

Wizards are the authority on magic and the arcane. Wizards train to learn two of six possible magic schools, one elemental and one manifold. Elemental magics include control over fire, water, or lightning, while manifold magics include influence over others' minds, manipulation of life energies, or control over physical surroundings. 

Wizards cannot use magic while using metal weapons or wearing metal armor. Wizards can create scrolls and enchant gems related to their magic schools.