Classes

Every hero has a role to play.

Every class in Adrullan has a job in the group, and none of them can do it all. A tank holds the enemy, a healer keeps everyone standing, and the rest bring the damage and the tricks that turn a bad pull around. You'll lean on each other, and that's the point.

Warrior
Tank

Warrior

Currently playable as Ogre, Halfling and Human, with more to come.

Warriors are the wall the enemy breaks against. Clad in heavy plate, they roar and taunt until every enemy in the pull is looking at them, and the rest of the group gets to work. Shove and slam whatever comes close, Brand the enemy that matters so your allies hit it harder, and when the whole room turns on you, become a Bulwark of Steel and send every blow back. Every hit you take only feeds your rage.

Signature ability

Bulwark of Steel

For twelve seconds, you riposte every attack that comes at you.

Playing a Warrior: Go in first, grab every enemy in the pull, and hold them while your group works. Nothing gets to the healer while you're still standing.

Wizard
Damage

Wizard

Currently playable as Human and Elf, with more to come.

Wizards turn the back of the group into the most dangerous place in Adrullan. Every fire spell stokes your Heat, and the hotter you burn, the harder you crit and the faster you cast. Burn too hot and your own flames turn on you. Burn hotter still and you overheat, stunned and short of mana. Cool it with frost, vent it, or pour every last ember into one blast that leaves nothing standing.

Signature ability

Mana Flux

Mark an enemy with arcane energy. When it dies, every Wizard who hurt it gets a tenth of their damage back as mana, and it costs nothing to cast.

Playing a Wizard: Push your Heat as high as you dare and no higher, and let your tank keep the enemy off your robes. When the fight's over, step through a Gateway and be across Adrullan before the Warrior finishes looting.

Hex-Knight
Tank

Hex-Knight

Currently playable as Ogre and Human, with more to come.

Hex-Knights are dark champions who wear plate and wield curses in equal measure. Every Cursed Strike leaves a Hex on your enemy, a store of volatile energy only you can spend. Consume those Hexes to drink the enemy's life, fill your mana, spread blight to everything nearby, or bind its hatred to you alone. Build the curse, then collect on it. The shadows always pay their debts.

Signature ability

Cursed Strike

Drive a Hex through your blade into the enemy. Your other abilities feed on the Hexes you've stacked.

Playing a Hex-Knight: Pile Hexes on whatever you're holding and spend them where they count. Spend them on hate when the enemy wanders toward your group, and on your own life when you're the one in trouble.

Druid
Healer

Druid

Currently playable as Halfling and Human, with more to come.

Druids draw their magic from the living wild. Lay a Flourish on an ally and every heal that follows blooms stronger, while roots and rot hold your enemies in place. Study a wolf, a bear or a stag and take its form. Walk the Rootways between ancient stone circles, and call on the moon when night falls. And if something still needs convincing, there are always the bees.

Signature ability

Verdant Bolt

A green wisp of living essence rushes through your target and heals them. It heals more if they're Flourished.

Playing a Druid: Keep your Flourishes rolling and your Verdant Bolts flying, and root whatever shouldn't be moving. Save your lunar magic for the night, the only time it answers.

Monk
Damage

Monk

Currently playable as Ogre and Human, with more to come.

Monks are disciplined fighters who turn fists, feet and breath into weapons. Every move shifts your Posture toward Stillness or Motion. Commit far enough one way, then work back to the center, and you earn a Perfect Technique, the move the whole fight was building toward. Iron Shirt turns aside the blows you can't dodge, and when a pull goes wrong, you can drop into a Feign Death so convincing the enemy gives up and walks home.

Signature ability

Force Wind

A palm thrust that releases a burst of force. Up close it's brutal. From a few steps away it's barely a shove.

Playing a Monk: Watch your Posture the way other classes watch their mana. Spend each Perfect Technique on the move that needs it most. A dodge or a riposte brings you back to center faster.

Shaman
Healer

Shaman

Currently playable as Ogre, with more to come.

Shamans speak for the spirits and plant their will in the earth. Raise totems that pulse power to everyone near them, and stack them higher as you grow. Wither your enemies with spirit curses, then bludgeon them harder while the curse holds. Mend your allies with salves and a protective Husk, bless them with the strength of beasts, and when the spirits run dry, trade your own blood for mana.

Signature ability

Husk

Wrap an ally in a hardened husk that shields them from harm and slowly mends them.

Playing a Shaman: Plant your totems where the fight will be, keep a Husk on whoever is taking the hits, and curse before you club.

Summoner
Damage

Summoner

Currently playable as Human and Elf, with more to come.

Summoners command the raw elements themselves. Call forth Aspects of mist, soil, fire and air, up to five at once, each one stronger near its own element. Merge your strongest into a single towering Aspect of Elements, then fracture it apart when you need numbers over might. Your Aspects are bound to your Stamina, not your mana, so a Summoner's endurance is the measure of their army.

Signature ability

Summon Aspect of Soil

Call up a creature of soil that charges your target and pulls its attention to itself. It grows stronger if you summon it near earth.

Playing a Summoner: Fight near what your Aspects love, water for mist and lava for fire, and if there's nothing around, conjure a block of dirt or grass to stand beside. You can also conjure biscuits. They're old.

Ranger
Damage

Ranger

Currently playable as Halfling and Human, with more to come.

Rangers are hunters of the wild who kill from where the enemy can't reach. They strike from stealth and from distance, and an arrow loosed from high ground is the deadliest shot in Adrullan. Fill your quiver with different arrows and fire them all at once, lay snares along the trail, and call on the wild to hide you when something gets too close. If they can see you, you've already missed.

Signature ability

Snare Trap

Set a snare at your feet. Whatever walks into it is slowed for 30 seconds, or a full minute if you carry a Basic Trap Kit.

Playing a Ranger: Keep your distance and keep moving. Fight under open sky when you can, where Hunt of the Sky makes you quicker and harder to pin down. When something does reach you, Disengage and start over.

Bard
Support

Bard

Currently playable as Halfling and Human, with more to come.

Bards fight with song and steel together. Weave up to four songs into a medley that plays itself while you swing, to hasten your allies, sharpen every weapon in the group, or lull an enemy to sleep. Every Bard follows Leon Truestep, Lord of Bards, who danced for small change on a street corner before Rajdo the Undying made him her champion. A Bard is no healer, but a group that marches to their tune rarely needs one.

Signature ability

Swift Tempo

A quick tune that speeds up your run and your group's. In a world without mounts, everyone loves the Bard.

Playing a Bard: Pick the right four songs for the pull and keep swinging, and your medley does the rest. Singing, strings, brass, wind and percussion each lend their own power.

Necromancer
Damage

Necromancer

Currently playable as Human, with more to come.

Necromancers raise the dead to serve them. Bind a single Commander to lead your undead host, a Dread Vanguard, a Dread Marksman or even a Dread Lich, then harvest souls from every kill and spend them to raise short-lived minions at its side. Drain the life from your enemies to mend your own wounds, and loose plagues that leap from one to the next. Death is not the end. It is your workforce.

Signature ability

Raise Dread Vanguard

Raise a Dread Vanguard at your level to lead your undead. Only one Commander serves you at a time, and higher ranks teach it more.

Playing a Necromancer: Keep your Commander in front and your Soul Tithes banked. When the pull gets big, spend them all and bury the enemy under bones.

Cleric
Healer

Cleric

Currently playable as Human and Elf, with more to come.

Clerics are the lifeline of every group. Mend wounds, raise the fallen, and ward your allies behind shields of faith. Your power flows through the Codex you carry, a holy book that gathers Zeal with every heal, to spend on blessings and judgments. Or take up a profane Codex instead, which halves your healing and pays your Zeal in blood. Stand in the light of Hadrius or dabble in forbidden pages. The faithful decide.

Signature ability

Restoring Pulse

A pulse of restoration washes over you and your group, healing a little now and more over time.

Playing a Cleric: Watch the health bars and stay a heal ahead of the damage. When there's a breath to spare, step in and swing, because Arc of Faith turns your hits into mana.

War-Wizard
Tank

War-Wizard

Currently playable as Human and Elf, with more to come.

War-Wizards are battle mages who meet the enemy in plate with a spell-wreathed blade. Imbue it with Rajdo's fire, Yanus' stone or Vexx's ice, one element at a time, and every swing can call down that god's gift. Draw the enemy in behind a mystical shield, then shatter it outward in a wave of raw mana. Where a Wizard casts from safety, the War-Wizard brings the magic to the front line.

Signature ability

Imbue Fire

Call on Rajdo the Undying and your blade burns. Your hits can sear the enemy with Rajdo's Malice, and Elemental Strike always does.

Playing a War-Wizard: Pick the imbue for the fight, pull the enemy onto yourself, and lean on your shield and your mana to stay standing. Wizards get to stand in the back. You don't.

Enchanter
Support

Enchanter

Currently playable as Human and Elf, with more to come.

Enchanters turn the enemy's own mind against it. Lock enemies in a mesmerized trance, bend a creature to your will and make it fight for you, or wear the illusion of another race entirely. A charm can break at any moment, and only a strong will keeps it held. Keep your group's mana flowing, and when a pull goes bad, freeze the whole room in Perfect Tranquility.

Signature ability

Mind Berate

Your enemy is weakened and diminished, berated by their own internal insecurities. It even shrinks them a little.

Playing an Enchanter: Watch the whole pull. Mez the extras, slow the big one, and keep your casters' mana up. When you're bored, go be a Halfling for a while.

Paladin
Tank

Paladin

Currently playable as Human and Elf, with more to come.

Paladins are holy knights who stand between their allies and harm. Heavy plate and taunts make them steadfast tanks, and their prayers keep the group on its feet. Every righteous strike mends your friends as it wounds your foes, and the undead flee before you. When the fight turns grim, bleed for your cause. Penance Strike spends your own blood, and it hits harder the closer you are to falling.

Signature ability

Force of Light

Strike an enemy and pure light bursts from the blow, healing every ally around you. Charisma makes it hit harder.

Playing a Paladin: Hold the line and heal it at the same time. Keep swinging, because every Force of Light you land heals the group around you, and save Penance Strike for when you're hurt enough to make it count.

Rogue
Damage

Rogue

Currently playable as Halfling, Human and Elf, with more to come.

Rogues are thieves and assassins who win fights the enemy never sees coming. Slip past the guards, pick the lock, then slide behind your target and bury a poisoned dagger in its back. When you need to disappear, fade from the fight and vanish entirely. Drink an Impetus Flask to double your damage, but every frenzy has its crash, and the lethargy after leaves you wide open.

Signature ability

Stealth

Move unseen. Nearby enemies get a chance to notice you, and every one that doesn't makes you a little better at it.

Playing a Rogue: Pick your moment and never fight fair. Hit from behind, Fade when the enemy turns on you, and keep an Escape Rope handy. When a dungeon goes bad, the Rogue is the one who gets everyone out.

Beastwarden
Damage

Beastwarden

Currently playable as Ogre and Human, with more to come.

Beastwardens fight beside a companion they tamed from the wild. Bond with a wild beast, collar it, and it follows you for life and grows stronger as you do. Keep it fed and happy and it fights all the harder for you. Pool your health with your partner, pass the enemy's attention back and forth, and flank together for crushing strikes. A warder never fights alone.

Signature ability

Coordinated Strike

You and your companion hit the same enemy at once, and harder if you've got it from opposite sides.

Playing a Beastwarden: Fight beside your companion, not behind it. Pull the enemy off whichever of you is hurting, and catch it between you for a Coordinated Strike. You're a predator, not a knight.

Adrullan is in pre-alpha and changing fast. Classes, abilities and roles may shift from one patch to the next.