Classes · Sixteen paths
Every class changes the group

Be wanted.
Never be mandatory.

Tanks hold danger in different ways. Healers trade burst for sustain. Pullers shape the next fight. Controllers rescue the bad one. Every class gives another player a reason to say: glad you're here.

Choose your class

Different answers to the same dangerous world

Filter by class type or people, then compare how each class fights, what resource drives it, and the distinct tools it brings to an expedition.

Type
Choose your class

Warrior

The Immovable Line

A stable frontline defender who masters armor, threat, and positioning. Warriors decide where danger stops, then refuse to give another inch.

Class type
Hybrid
Battle role
Tank
Resource
Endurance
Peoples
Human · Elf · Dwarf
Signature kit
  • Guard
  • Brace
  • Hold the Line
Interdependence by design

A group is a set of answered problems

No class owns an entire problem. The best answer is valuable; a different answer can still make the expedition work.

Hold

Tanks create the safe ground everyone else needs.

Mend

Healers decide how long an expedition can continue.

Pull

Scouts and specialists choose which danger reaches the camp.

Control

Controllers turn impossible encounters into deliberate ones.

Sustain

Support keeps health, resources, movement, and morale from failing.

End

Damage dealers convert openings into victories before resources fail.