Four paths
Classes
Every class builds its own resource through confirmed hits and spends it on a finisher. Each gets tiered spells as it levels and its own way of fighting on horseback. You can keep up to six characters per account.
Momentum · Greatswords
Ironbound
The Unbroken Wall
Heavy warrior: weight, momentum and impact.
Battered plate, stone-forged armour and a greatsword taller than most men. Every heavy hit builds Momentum, and at full Momentum the Ironbound ends the fight with one crushing blow.
Spells
A roar that steels everyone nearby for the fight.
Slam the ground and damage everything around you.
Raise a shield wall over nearby allies.
A huge sweeping cut in front of you.
Spend Momentum: the earth erupts in a wide ring.
Heal nearby allies and keep them standing.
Advantage · Twin daggers or a bow
Veilrunner
The Thread in the Dark
Agile hunter: positioning, precision and escape.
Paired curved blades for the close dance, or a bow to fight from range. Quick cuts and shots build Advantage, and the Threadcut dash keeps a Veilrunner moving through the fight instead of standing in it.
Spells
You and nearby allies move faster.
Throw a fan of knives ahead.
Slip into shadow and strike harder and faster.
Spin and cut everything around you.
Spend Advantage: a storm of steel.
A heavy arrow that flies far and true.
Nail the target in place with a long stagger.
One perfect shot from very far away.
Fracture · Rune blades
Riftcarver
The Cursed Edge
Cursed spellsword: controlled power with a cost.
A melee caster who engraves forbidden runes into the blade. Hits build Fracture, the runed edge reaches further than steel should, and Unseal lets it all out at once.
Spells
A bolt of torn space flies straight ahead.
Runes shield nearby allies and slowly mend them.
Reality cracks outward from you.
Carve power into your allies’ weapons.
Spend Fracture: a collapsing rift explodes.
A long, piercing lance of void.
Radiance · Sunwood staves
Dawnweaver
The Last Light
Support mystic: light, healing and blessings.
A keeper of the old dawn rites with a sunwood staff. Hits build Radiance; Dawnweaver spells heal and bless everyone nearby, so a party fights harder and for longer.
Spells
Heal yourself and allies nearby.
Nearby allies hit harder and take less.
A warm wind carries your allies faster.
A burst of dawnlight scorches foes around you.
A great heal that keeps on mending.
Spend Radiance: nearby allies are nearly untouchable.