Every character starts as one of the twelve base classes. Later, some characters step up into a member class by completing its tutorial and unlocking it.
Free to all players. Each has subclasses you choose as you level.
- Knight. Martial all-rounder; weapons and armor.
- Rogue. Stealth, skills, precision strikes.
- Wizard. The scholarly spellcaster; a wide spellbook.
- Cleric. Divine caster; healing and holy power.
- Bard. Support, performance, and versatility.
- Barbarian. Raw physical power and rage.
- Druid. Nature magic and shapeshifting.
- Monk. Martial artist; speed and discipline.
- Paladin. Holy warrior, oath-bound.
- Ranger. Hunter, tracker, half-caster.
- Sorcerer. Innate magic, raw and flexible.
- Warlock. Pact magic; power for a price.
Each class page covers its three specialization paths, a classic one, an economic one (how the class makes a living), and a lore one.
New players launch with the first five; the rest arrive as free content.
The sea has its own classes, no unlock needed to start:
- Sailor. The free seafaring class: merchantman, corsair, or pirate.
- Shipwright. Build and repair ships. Free to play, with an optional member master tier (large shipyards, on-the-go repair, and the repair business).
Not everyone earns a living with a sword. These are free, chosen at creation, and several of them are built around what your character does while you are logged out. Everyone earns away from the keyboard; these decide what the work is.
- Teamster. Haulage and the road; the first class you can play while you are not playing it.
- Yeoman. Mining, logging, farming and the forge. Everything is made from something a Yeoman pulled out of the ground.
- Cook. Inns, taverns and kitchens. Every character in the world eats every day.
- Factor. Warehousing and wholesale; arbitrage across time rather than distance.
- Shopkeeper. An actual storefront that sells while you sleep, and appraisal, which is where the margin lives.
A member class is an upgrade from a base class, never chosen at creation. To take one you complete its tutorial (taught in-world) and hold an active membership. There is no per-class price. They deepen the game, command, economy, faith, the sea, and they do not sell power.
- Commander. Lead armies and retinues.
- Arcanist. Advanced making and constructs.
- Archmage. Apex battle-magic and arcane structures, on a leash.
- Necromancer. The dead as labour and cavalry, paid for every day.
- Bastion. The apex tank; the figure a front line forms around.
- Bureaucrat. The machinery of rule.
- Bishop. Faith and moral authority.
- Gray Marketer. Master of trade and margins.
- Reaver. Carnage, and the killstreak game.
- Inquisitor. The hunt, sanctioned.
- Combat Engineer. Build the battlefield itself.
- Admiral. Command fleets at sea.
- Purveyor. Supply the war; armies, sieges and fleets on contract.
- Assayer. Certification, and the mark that makes an item's claim trustworthy.
Each member class has its own tutorial somewhere in the world. Where, and how, is for you to discover. See Stats, Skills & Professions for how leveling and unlocking work.
¶ Ability score improvements and feats
At levels 4, 8, 12, 16, and 19, every class chooses between raising ability scores or taking a feat, a named package that grants a distinct ability or a new action. Feats are a post-launch option; the class tables mark where the choice applies.
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