Class List


Type: Scientific
Weapons: Chem Throwers, Daggers, Injectors
Armor: Cloth

Alchemists are masters of chemical concoction and combining materials. Though in no way magical themselves, alchemists have studied magic extensively, and understand how to achieve magical effects with mundane recipes. Various flowers, monster parts, and other naturally occuring objects have mystical properties, and alchemists understand how to take advantage of such without personally casting any spells.

Because an alchemist's abilities hinge entirely on their knowledge of item properties and achieving results with magical components--rather than actual spellcasting--an alchemist tends to know more about magic than even mages do. A caster can cast a spell without understanding how it works on a fundamental level; an alchemist, by contrast, must comprehend the basic steps before they can even hope to simulate the same effect. Due to their varying approaches, spellcasters and alchemists often have adversarial relationships.

Type: Divine (?)
Weapons: Hammers, Staves
Armor: Cloth, Light, Small Shields

If you ask the worshippers of the One Holy Goddess, clerics perform divine miracles bestowed upon them by the goddess herself. They acquire this power through prayer, devotion to her holy tenets, and never straying from the path of good. These miracles are mostly healing, supportive, and protective in nature, though offensive miracles aren't unheard of.

If you ask most scholars, alchemists, and mages, clerics are witches who use their idea of the goddess--or holiness in general--as a central theme or key for spell development. Their "prayers" are no different from normal meditation, and their miracles bare all the usual evidence of witchcraft. Clerics can provide little proof of their goddess's existence and interference, and mages can provide little evidence against it.

Weapons: Daggers, Staves, Wands
Armor: Cloth, Light, Small Shields

The enchantment school of spellcasting involves the addition of magical effects to objects and people. Some of these effects are temporary, others are permanent. Some are beneficial (increased stats, elemental affinities), others are detrimental (status effects, curses). Almost all enchantments require physical contact with the target, though many enchantments target the caster themselves.

Identify, for example, involves bestowing the caster a one-use effect, a beneficial enchantment that lets them interpret the magics of an object they're currently in contact with. The most powerful and inventive enchanters often "game the rules" in this manner to achieve results one wouldn't anticipate from the school. Enchantment is considered the weakest casting school at its most basic, but the most flexible (and therefore unpredictable) at higher levels.

Type: Scientific
Weapons: Mecha Weapons
Armor: Mech Suits

Engineers specialize in the design and building of mecha--that is, piloted automata. For this reason, the engineer class is mostly utilized by smaller species, such as goblins and dwarves. While an engineer has few abilities of their own, the sheer power and utility they can bestow their creations with should not be understated; a physically focused mech can easily keep pace with even the most seasoned fighter.

Engineers that branch out can also learn to develop constructs outside of personal suits, such as automated turrets, larger vehicles, and clockwork golems. Like most scientific classes, engineers are mostly limited by time, study, and what supplies they have available--an engineer with vast resources is incredibly dangerous, an engineer with the most basic of tools and materials far less so.

Type: Martial
Weapons: Two Handed Axes, Hammers, Swords
Armor: Cloth, Light, Heavy

The warrior is a purely offensive class, focused on using two-handed weapons for maximum damage. Warriors tend to forego normal defensive maneuvers in favor of outrageous damage soak and relentless attacking. While a warrior is technically trained in the wearing of heavy armor, few bother to do so--heavy armor restricts movement, limiting how quickly the individual can reach the battlefield and how swiftly they can strike. Further, most warriors can shrug off pain so efficiently that armor is an afterthought.

Though they have a reputation for being primitive brutes, true warriors are actually quite brilliant in matters physical. They have a mind for tactics, are innovators of personal offense, and can analyze and imitate physical techniques with little effort. A warrior may lack the mental fortitude for much else, but in the realm of combat their expertise is almost unmatched. Not all warriors put their brain to as much use as their other muscles, however.

Type: Magical
Weapons: None
Armor: Cloth

Ever since the archmages reworked the arcane fabric, all magic has required a focus--a single, binding element that ties all the caster's spells together. Once an individual has cast their first spell, they can neither learn nor cast spells outside their focus. For most mages, that focus is a casting school based on the typical methods and results of their spells (conjuration, divination, illusion, etc). Some casters, rather than focus on a school, instead focus on an element or a general idea (death, ice, metal, etc). These mages are considered witches.

Witchcraft is incredibly taboo, and frowned upon by proper spellcasters. Because a witch can skip across school distinctions (as long as they stay in their chosen theme), witches are thought (often falsely) to be more powerful than conventional mages. To cast spells with fewer limits is considered too close to the position of archmage. Not helping the reputation of witches is that their most popular breed (necromancers) and their most infamous (time mages) both have a history of villainy and unstable behavior. While the culture of magic often gives unique names to reoccuring themes of caster--like the more modern cleric class, for example--any spellcaster without the restrictions of a school is still technically a witch.