Classes

Your talents and special abilities

Whether you are drawn to the clash of steel, the whisper of magic, or the wisdom of the wilds, your class defines how you face the world and leave your mark on it. From fearless warriors and cunning scouts to mages, healers, and those who walk darker roads, each class offers unique strengths, play-styles, and ways to shape the unfolding tale of the Worlds of Three Truths.

We will tell you about each of the classes below, and after their short description you can check out the Classes and levels table to see which abilities you will get or which restrictions on your weapons or gear you will need to abide. For example, a Scout is not able to wield a shield while a Paladin requires heavy armor to be present in their costume as they are mostly thought of as a battle unit rather than a social one.

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Warrior

Skilled in arms and battle-hardened, Warriors thrive in direct combat. They stand at the front lines, taking hits and delivering powerful blows with unmatched discipline. Whether defending allies or leading a charge, a Warrior’s presence shapes the battlefield.

No ranged/throwing weapons are allowed for Warriors.

Scout

Quick-footed and razor-sharp, Scouts specialize in reconnaissance, ambushes, and survival. They move silently through enemy lines, gathering vital information or striking before vanishing again. When you need someone to go where others will not, the Scout is your answer.

Scouts are not allowed to use shields.

Cleric

Clerics serve a higher power, channeling divine energy to heal, bless, and protect, be that a dark, light god or an Aspect. They stand as both spiritual guides and stalwart defenders. Whether soothing wounds or banishing the things their World considers evil, Clerics bring hope to their allies on the battlefield.

The only weapons that Clerics are allowed to use are hammers, clubs and flails.

Mage

Masters of arcane forces, Mages study the secrets of magic to unleash devastating spells and enchantments. Their power can bend reality — but it often comes at a cost. Whether wise scholar or volatile sorcerer, a Mage is never to be underestimated.

Mages are not allowed to use shields and armor. The only weapons that Mages are allowed to use are knives and staffs.

Paladin

Sworn to a sacred cause, Paladins wield both blade and blessing. They are driven by duty, justice, and the will of their deity, standing as beacons of order and strength. Their presence inspires allies and strikes fear into those who threaten the divine laws.

No ranged/throwing weapons are allowed for Paladins. Paladins must wear heavy armor (chain or scalemail minimum).

Warlock

Warlocks delve into forbidden knowledge and the darker aspects of magic. Through ancient rituals, blood rites, and incantations, they wield power most dare not touch. Feared and respected in equal measure, Warlocks blur the line between mastery and madness (they call it passion).

Warlocks are not allowed to use shields and armor. The only weapons that Warlocks are allowed to use are knives and staffs.

Shaman

Shamans commune with spirits, channeling the wisdom of nature, ancestors, or the elemental world. They act as bridges between the seen and unseen, weaving balance through ritual and intuition. In times of chaos, Shamans guide others with vision and calm.

Shamans are not allowed to use shields and heavy armor.

Nomad

Not tied to any duties, Nomads walk the world freely. Whether by choice or circumstance, they rely on wit, courage, and raw experience rather than powers or enhancements. A blank slate with untapped potential, every Nomad writes their own story from the ground up.

Nomads are limited to only one melee weapon and no shield or ranged/throwing weapons.

Abilities’ description

  1. Tower shield specialization – ability to use tower shields, moving with such a shield has to be performed with in small steps. The shield can be worn on the back to allow normal movement, however, such a shield no longer blocks attacks and is considered part of the costume.
  2. Backstab – a strike from behind, deals double damage.
  3. Heal (touch) – healing with a touch, heals hp with a single touch, can be used only in battle. Max number of uses and the number of healed hp are specified in the chosen class. Only paladins can heal themselves.
  4. Magic Shield –  a “cry” ability. Cancels a single hit, can be used only in battle. It is used immediately after a hit. Max number of uses is specified in the chosen class.
  5. Missile (thrown) – a magical arrow, a “fireball” with a stylized magical ball, can be used only in battle. Max number of uses is limited only with the number of balls available at a mages disposal. Damage is specified on a character sheet.
  6. Dark ritual/Magic circle – a ritual skill, allows the use of rituals. Ritual descriptions can be found in the library.
  7. Fear (thrown) – a magical arrow, a “fireball” with a stylized magical ball, can be used only in battle. “Fears” the victim. The victim must run away from the mage over a 5 second duration.  Max number of uses is specified in the chosen class.
  8. Trap sense – a “passive” ability. Allows to “sense danger” in the dungeons.
  9. Repel –  a “cry” ability. Cancels a use of a single magical ability on you, can be used only in battle.  It is used immediately after a hit. Max number of uses is specified in the chosen class.
  10. Projectiles (thrown) – a “passive” ability, doubles the damage dealt with all thrown weapons. 
  11. Divine blessing – a “cry” ability, renders the user “immortal” for 5 seconds. Can be used only in battle. Max number of uses is specified in the chosen class. 
  12. Shield Optimization – movement with a tower shield is unrestricted.
  13. Strength – single use skill. Gives +1 damage to a selected character for a single battle. Cannot be restored during “rest”. Restores only with the use of a ritual.

Each character has one of eight classes with levels from 1 to 5. Characters receive their skills from the class. All characters start the game at level 1. The class level is no longer increased by in-game currency. Level increases will be given for special achievements and the number of such opportunities during the game is limited.

Levels are not lost with death/loss of consciousness. When acquiring a new level, the player must select one of the two abilities granted to a character on that level. No need to select abilities of the 1st level – the character receives them both.