THE COMPANY YOU KEEP
Four classes.
Four ways to read a fight.
Build a company of one to four heroes. Every class has its own resource loop, its own priorities, and a decision that keeps coming back.
IPROTECTION BECOMES POWERShield WardenRead the class guideIICOMMITMENT HAS AN EDGEWeapon MasterRead the class guideIIIEVERY SPELL SETS THE NEXTElementalistRead the class guideIVVIOLENCE FEEDS THE WELLWellspringRead the class guide
Original class concepts · Appearance, abilities, and balance evolve during alpha.
Find your kind of decision.
| Class | Source of strength | The decision |
|---|---|---|
| Shield Warden | Absorbed shield damage earns charges for retaliation. | How much protection can you commit before your shield pool recovers? |
| Weapon Master | Strikes build marks that strengthen the current stance. | Keep building the current stance, or change to meet a new threat? |
| Elementalist | Elemental residue gives a later spell an extra effect. | Which spell prepares the opening your next action can use? |
| Wellspring | Nearby bloodied creatures and enemy deaths fund support. | Sustain an aura, add more upkeep, or spend on an immediate draught? |