Playable Classes
Each Class grants a tree of Abilities that unlock at each Character LVL (LVL). When a character uses an Ability from their Class, the active class identity follows the Ability and weapon currently being used rather than remaining fixed at character creation.
Class Ability structure is managed between three open parts: a linear Main Class Tree Tier (Levels 1-3), three Path choices per Tier (4-20), and three Branch choices per Path (21-30). Paths and Branches are Sub-Classes of their Main Class: each Path is a Sub-Class chosen at LVL 4, and each Branch is a Sub-Class chosen at LVL 21, continuing an extension of its Path's progression, rather than branching into a wholly separate tree.
Overview: A Tier is a Main Class's linear baseline, common to every character in that class. A Path is the first Ability choice, giving Characters distinct identities and tailoring their ideal weapons and armor thresholds. Branch is a second, narrower specialization within that Path, offering an even more distinct style.
Further below are summaries of each Main Classes Tier, Path and Branch Abilities; while the full versions are provided on Ability Cards.
Character Class Designation: When naming a character's class, use only the deepest point they have reached in their Main Class Tree. If a character has reached LVL 21 or higher and chosen a Branch, name only that Branch. If a character has reached LVL 4 or higher but has not yet chosen a Branch (still within LVL 4-20 Path levels), name only the Path. If a character has not yet reached LVL 4 (still in Tier levels 1-3), name only the Main Class.
Avenger (LAWFUL | MORAL | AMORAL)
Faith-driven warriors devoted to a higher power, at first restricted to blunt weapons and a light armor default threshold. Avengers practice unwavering judgment showcasing an array of protection, healing, martial combative skills, hand to hand combat and mythical chants guided through their chosen deity or spiritual force.
Barbarian (MORAL | AMBIVALENT | AMORAL)
Fierce and relentless hunters who draw power from primal instinct and raw physical dominance, Barbarians trade refinement for devastation, excelling in brutal melee combat across every environment.
Bard (MORAL | AMBIVALENT | AMORAL | EVIL)
Musical enchanters who blend performance and combat into a single flowing art, Bards weave spells through melody, rhythm, and song, inspiring allies to supernatural performance.
Diabolist (AMBIVALENT | AMORAL | EVIL)
Pact-bound wielders of forbidden power who draw their abilities from entities far beyond mortal comprehension, Diabolists channel dark contracts into magic that warps, drains, and reshapes everything it touches.
Doom Knight (AMBIVALENT | AMORAL | EVIL)
Corrupted warriors who channel death, decay, and necrotic energy into devastating martial combat, Doom Knights serve dark powers with equal parts blade and curse.
Druid (MORAL | AMBIVALENT | AMORAL)
Ancient nature-bound spellcasters who draw power from the living world itself, Druids channel celestial forces, primal animal transformation, and dream-state consciousness to protect and reshape the natural order.
Fighter (MORAL | AMBIVALENT | AMORAL)
The most adaptable martial class in Essentia, Fighters are defined by mastery of raw combat fundamentals, developing unmatched weapon mastery through sheer repetition and battlefield Experience.
Magic User (MORAL | AMBIVALENT | AMORAL)
Arcane scholars and innate tricksters who bend reality through illusion, transformation, and raw magical force, Magic Users sacrifice all physical durability for nearly limitless manipulation of both the material and immaterial world.
Marksman (MORAL | AMBIVALENT | AMORAL)
Precision-focused ranged combatants who dominate at distance through superior positioning, weapon mastery, and tactical patience, striking long before enemies can close the gap.
Overseer (LAWFUL | MORAL | AMBIVALENT)
Devoted martial commanders who lead from the front in blessed or discipline-forged plate, Overseers combine exceptional armor mastery with auras, command abilities, and unshakable authority.
Shaman (MORAL | AMBIVALENT | EVIL)
Spirit-world intermediaries who bridge the gap between the living and the ancient, Shamans channel elemental forces, ancestor spirits, and deep earth magic through rituals and mysticism.
Sorcerer (MORAL | AMBIVALENT | AMORAL)
Born rather than trained, Sorcerers carry raw arcane power in their blood and channel it through stave and cloth into spells of extraordinary breadth, making them capable of the most dramatic single effects in Essentia.
Strategist (MORAL | AMBIVALENT | AMORAL | EVIL)
Calculating predators who win before the first blow lands, Strategists use intelligence, positioning, and layered deception to dismantle opponents from angles they never considered.
Tyrant (AMBIVALENT | AMORAL | EVIL)
Agents of pure destruction who revel in combat for its own sake, Tyrants channel rage, dominance, and shock-and-awe into relentless offensive pressure.
Warrior (LAWFUL | AMBIVALENT | AMORAL)
Comprehensive martial masters who have developed mastery across every armament type, Warriors are the most armor-flexible and weapon-diverse class in Essentia.
Witch (MORAL | EVIL)
Ancient practitioners of earth, moon, and brew magic who draw power from the natural world's oldest cycles, Witches apply curses, potions, and elemental forces with unpredictable mastery.