Warrior
Closes distance before a question can be finished. The front line the others argue behind. Combat Ready adds damage; Battle Cry lifts the group, costs his breath.
Eight classes sit at the table where spells are decided. You invest in as many as you earn, and the combinations write their own names. A Paladin who learned Warlock is not a paladin with a hobby — the pairing gets its own title, passive, and two attributes no one else reaches.
Every class has a fixed distribution — not a slider, a signature. It decides what a spell costs, how you scale, what runs dry first. Warriors live in Strength, pay for casting; Mages live in Intelligence, pay for running; Trackers live in Dexterity, pay for standing still.
Closes distance before a question can be finished. The front line the others argue behind. Combat Ready adds damage; Battle Cry lifts the group, costs his breath.
Holy defender. Shield is a verb here. Carry Paladin and the Tank role opens; refuse him and it does not.
Balanced across the three. Heals, buffs, debuffs, holds. If the Priest is a chapel, the Druid is a riverbank — less formal, never still.
Mid-range stealth. Opens fights from a vantage the target never knew existed. Shadow Cloak hides the party for a heartbeat — use it.
Long-range specialist, weapon-modal. Crits are not luck — they are a build. Precision Strikes raises the group's damage without touching a single enemy.
Pure healer. Faster cast, shorter cooldown, heavier mana. Carry Priest and the Healer role opens; refuse her and it does not.
High-damage caster. Long cast, short cooldown, moderate mana. Fire was balanced first because of the Mage — if the Phoenix sings, the Four are tuned.
Control and debuff. Long cast, long cooldown, low mana — pays in patience, not blood. The serpent's on his aura for a reason.
None of the eight owns an element. Fire, Water, Wind and Earth are open to every class — a Warrior binds all four exactly as a Mage does. What your class decides is the shape of the spell and what it costs you; what the elements decide is what happens when it lands.
Every pair of the eight earns a documented combination — twenty-eight in total, each with a named passive and two exclusive attributes. Not a class with borrowed tools: a third thing neither reaches alone. Carry Paladin or Priest and the Tank or Healer door opens. Carry neither, and you are DPS.
“A shield that closes distance. Threat you chose.”
“Light and drought from the same throat.”
“Holds the line by making the ground behind it not worth taking.”
Every remaining pair earns its own name, passive and attributes. We will publish them as they are finished, not before.
All eight carry three utilities: Buff (self), Aura (group passive), Shout (group active). They scale with Class Points, not gear — a Level 30 Paladin/Priest's Divine Protection beats a solo Paladin's, for the points paid.
Personal, self only. Always on. What you become when you remember what class you are.
Group passive. One per player. The room the party stands in because you chose to stand there.
Group active. Rare, deliberate. The one sentence the party waits for you to say.
You begin with six Class Points at creation. Each Part finished grants three more — nine after Part One, twelve after Part Two, fifteen after Part Three. You cannot grind points. You cannot buy them. The story is the power.
Character creation. Six hands, no combinations required.
First timeline reset. Nine hands — first real combination opens.
Second reset. Twelve hands — three-way builds arrive.
Third and final reset. Fifteen hands — the table is full.
Eight classes across four elements — the longest balance job in the studio. The Prologue narrows it to one hand, one flame: find the problem before it spreads.