Choose from twelve unique base classes (with eight available in early access), each equipped with three powerful skills.
Build your team roster and explore dynamic dungeons filled with traps, creatures, and challenging objectives your team must complete.
The Knight is a jack-of-all-trades class that sacrifices complexity for survivability. The knight has a flat learning curve, and skills are designed to be intuitive and simple to use.
In the aftermath of Felheath’s ruin, order fell to those with steel and coin enough to enforce it. These self-made "knights" formed in this chaos, adopting the titles and trappings of nobility. Oaths sworn not to crowns or kingdoms, but to contract and cause, their honour measured by silver and blood. Mercenaries, caravan guards, and deserters of forgotten wars, this caste of wasteland sellswords command respect by their blade. In the lawless wastes of Felheath, where the will of king and lord carry little weight, these so-called knights owe their allegiance to few.

The user swings their longsword in a sweeping arc, dealing damage to all enemies in the radius of the arc.

The user blocks all frontal attacks with their shield. The user may still be attacked from behind while in a block stance.

The user dashes in a direction of their choosing, quickly evading an enemy attack.
The Minstrel is a healing and support class that is equipped with area effect abilities. The minstrel has a steeper learning curve but synergizes extremely well with other, more aggressive, classes.
When despair spreads across the frozen lands, minstrels carry warmth where fire cannot reach. Whether traveling from ruin to refuge, or playing for regulars at a roadside inn, they sing tales of forgotten summers and hope long buried beneath the ice. Music soothes the heart and soul, but for those musicians with a magical inclination, these melodies may be imbued with power to heal mind and body. Like all practitioners of the arcane, such minstrels must conceal their craft, though with or without sorcery, music remains essential to life in Felheath, where gloom and silence weigh heavily upon the weary, and song is whispered to awaken the soul and defy the chill of death itself.

The casting character sends a magic missile of energy forward, healing nearby allies.

The casting character sends a magic missile of energy forward, buffing nearby allies, increasing their total shield count.

The user quickly kicks enemies or props for a small amount of damage.
This class has low survivability and high damage, with exceptional range at the cost of risk for friendly fire. Mobility and the ability to parry some types of attack may allow for getaways in tight situations.
Since the Great Freeze, spellcasters have been met with disdain and outright hostility from non-practitioners, at least within human societies. Because of this, few spellcasters openly practice magic, and those who do are often hermits, wandering pilgrims, or outcasts. In some rare cases, an open-minded lord may seek counsel from a learned spellcaster or take one on as an advisor, even if this is not widely known beyond the gentry and nobility. These spellcasters, considered more restrained, civilized, and trustworthy, are known as mages. They are as few as they are powerful, and it is often rumoured that much of the politicking of regional powers and kingdoms is subtly guided by their unseen hands.

The casting character sends a bolt of magical energy forward in a direction of their choosing, damaging enemies or pushing props askew.

The casting character disappears and reappears a short distance ahead, useful for getting behind enemies or evading crowds.

The casting character forms a shield of magical energy, protecting them from all enemy attacks for a brief period.
The conjurer relies on charmed creatures to do both damage and to act as a shield. A well timed daze allows time for some escape in risky situations.
Conjurers are those who seek to explore The World Between and confer with its inhabitants. This ambition to bind demons and elemental energies to their will has often resulted in calamity, and as such, when the freeze consumed Felheath, blame fell swiftly upon them, for who else trafficked in powers so otherworldly? Nearly as despised as practitioners of necromancy, those surviving conjurers withdrew into solitude, forming hidden covens that persist to this day. Within their hidden sanctums, they still whisper to the unseen, binding and bargaining with forces that even gods have long abandoned, and with Felheath's unfreezing, the arcane treasures of long-lost demon-lords call to even the most isolated of spellcasters.

The user quickly pierces enemies or props with a small dagger.

The casting character charms all nearby enemies to fight on behalf of the casters team, this spell can only be broken by an enemy player casting charm or death.

The casting character temporarily disables movement of enemies and inverts controls of enemy players.
The Candlewright is an extremely aggressive class, mirroring the mage in many ways, with less mobility.
A strange figure known only by title, the Candlewright drifts between villages near the Greenwood, where beehives grow wild. None can say if they are a hermit, a witch, or merely mad, for they speak to bees as though to kin, and the swarms obey - parting, gathering, and darkening the air at whispered word. Some claim the Candlewright once kept hives for a meadery now long abandoned; others insist they are a spellcaster with a knack for the theatrical, while some believe they are not human at all, but something drawn out of the comb and wax itself.

The casting character envelops enemies and enemy players in a thick magical wax that can be shattered after several hits, resulting in death.

The casting character sends a volley of angry bees forward in a direction of their choosing, damaging enemies or pushing props askew.

The casting character forms a shield of magical bees, protecting them from all enemy attacks for a brief period. Enemies that attempt to attack Swarm Shield will lose hearts.
The druid is a mixed support class, offering an expanded roster of capabilities, particularly via their Spider Form skills. The spider form enhanced gated mobility at the expense of survivability, with rudimentary defense via burrow and their attack.
Druidic magic is not true sorcery and is more akin to herbalism, and many see it as mere superstition. Yet those with a keen sense for natural alchemy are often spellcasters themselves, practicing thaumaturgy or spirit lore. These spellcasters are rare and as likely to pose as local healers or apothecaries, quietly imbuing their remedies with hidden potency, as they are to risk revealing their talents. Others embrace their gift openly, channeling ritual power to change form or command the very skies themselves.

The casting character swings their staff in a sweeping arc, dealing damage to all enemies in the radius of the arc.

The casting character sends down an enshrouding mist, reducing visibility, and slowly damaging enemy players the longer they remain in the affected area.

The casting character transforms into a large spider, dramatically buffing movement speed. The player cannot attack while in spider form.
The necromancer summons the corpses of fallen players and NPCs to do his bidding.
During Felheath's prime, necromancy was then, as it is now, widely untolerated. In the years nearing the city's destruction, secret conclaves of its practitioners could be found within the city's walls, and even those outcast continued to wander nearby forests and hills, preying upon villages and isolated hamlets. This conflict strained Felheath's relations with its neighbors, and some say that necromancers themselves were responsible for Felheath's fall. Today, necromancy is a rare form of sorcery, reviled by nearly all; its practitioners seclude themselves in towers and crypts, studying the energies inherent in corpses to bind the will of the dead to their own, forestalling death and ensuring their spirits are not lost to the Natural World.

The casting character sends down a volley of bone shards damaging all enemies within the radius of the spell.

The casting character sends forward a wall of blood, offering some protection from enemy attacks while the caster remains behind the wall.

While standing next to a corpse, the casting character raises all corpses nearby to fight on behalf of the casters team, this spell can only be broken by an enemy player casting charm or death.
The ranger is a complement to the knight class, where tankiness is replaced by enhanced mobility. The rally banner allows the class to be support focused in this way, and dual combat abilities make the class relatively versatile when dealing with enemies as well.
Before the cataclysm, the city of Hoarcrest served as the northernmost hub for travel to and from Felheath. Relations between Hoarcrest and Felheath shifted over time, and after a particularly disastrous diplomatic meeting, a secret organization was founded to monitor the hidden affairs of the arcane city. Little is known of this group, though it is believed to have maintained chapters in several cities across the region. After the Freezing and later Thawing of Felheath, the organization continued its mission of protecting nearby towns, suppressing threats, and hunting arcane creatures. Its members came to be known as rangers.

The user swings their shortsword in a sweeping arc, dealing damage to all enemies in the radius of the arc.

The user draws their bow and fires. This enters the user into Root input mode. Arrows pass harmlessly through allies.

The user places a team banner down, buffing the movement of all allies.
Coming Soon!
The Elven Refuge neighboring Redstill had long maintained neutrality in the conflicts between Felheath and its surrounding settlements. As tensions grew among the regional powers and the notoriously unrestrained spellcasters, many elves migrated to calmer lands. Those who remained, bound by pity or duty, supported the citizens of Redstill, and Hoarcrest to a lesser extent, in diplomatic affairs. As the creatures of the arcane city grew more tenacious, these elves shared their skill in spear and shield combat with local militias. When the Great Freeze struck, a handful of powerful Euphonics harmonized to shield the refuge and Redstill itself from the brunt of the frost, halting its southern advance. Though many fled in the years that followed, those who stayed became stalwart defenders and teachers of the survivors. The most disciplined among them are known as Wardens.

The user enters into a Block stance. All attacks from the front are blocked. While held, the user enters Strafe input mode, and their spear enters a ready stance. any enemy character that collides with the front of the caster takes damage.

The user throws their spear forward. While the skill is held, the spear will automatically be thrown and another will cycle in.

The user thrusts a spear forward. This enters the caster into Root input mode. While the skill is held, the spear automatically fires. This attack ignores ally collision.
Coming Soon!
Dwarves were once numerous in the region and renowned as traders of enchanted crafts and constructed golems before the Great Freezing. The Felheath Deepway, built to connect the arcane city with the nearby Dwarven kingdoms, was sealed by ice, cutting off the few survivors from the rest of Dwarfdom and leaving the passage abandoned. When the magical ice began to thaw, deadly creatures emerged from its depths, reaching even the Dwarven kingdoms. In response, the Dwarves dispatched forces to reclaim the Deepway and secure the passage. The elite among these warriors are known as Guardians, whose unmatched skill in battle is essential against the horrors that dwell within Felheath.

The user swings an axe in an arc around them. The attack does damage to all enemy characters it overlaps, and has strong impulse force.

The user bashes their shield forward, damaging enemies with large impulse force, pushing props, and moving the character forward a distance.

The user sets down a small construct. This construct will seek enemies for a short distance, exploding after some time.
Coming Soon!
Illusion is one of the few disciplines of magic that still enjoys limited acceptance in wider society, largely due to its longstanding association with entertainers, traveling faires, and local festivals. After the cataclysm, illusionists remained among the few spellcasters permitted to practice their craft, often under the mistaken belief that illusion magic is harmless. Some practitioners, frustrated by ordinary life, venture into the frozen reaches of Felheath in search of relics that might grant them influence, prestige, or (most importantly) respect. Though outsiders may dismiss their art as trickery, those who study it know the true power it conceals.

The User summons an illusionary cone of sound; A cone-shaped directional arc of damage is done to all characters. The damage bypasses armour.

The user creates a clone at their location, and goes invisible. When the clone dies, invisibility is removed. The clone disappears after a time limit. The clone cannot harm players and has 1 health.

The user switches places with a random player near them. The spell prioritizes enemies, then allies. If no other player is found, a random location is chosen nearby
Coming Soon!
A Bakkefel is the result of Vampirism in mundane living things. While any creature can become a Bakkefel, this affliction commonly emerges in larger, sentient beings, as smaller animals often fail to survive the initial stages of vampiric transition. Bakkefel typically manifest as distorted versions of their original form, sharing traits such as pupil-less eyes, grotesque jaws mangled with protruding fangs, and an absence of nose, lips, and ears.

The user emits a high-pitched frequency that disorients enemies and inverts the controls of enemy players.

The casting character dashes forward a short distance ahead, swiping at anything in her way. Useful for dealing quick damage or

While standing next to a corpse, the user heals hearts +1 p/15s.


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