Classes
Nine classes, in four lines of promotion. A promoted soldier inherits every skill and reaction of the class they rose from — promotion adds, never replaces. Each promotion costs 300 Glim at the hold.
The soldier's line — Fighter, then Knight
Fighter — a front-line soldier drilled in sword and axe work. Sword, axe, and shield; steady accuracy and guard. Skills: Heavy Slash, Stunning Blow, Armor Break, Sand Toss. Reactions: Riposte, Brace.
Knight — a heavy vanguard whose discipline anchors the line. Everything the Fighter knew, heavier armor and surer hands, plus Guard Crush — and the Bodyguard reaction, which is the reason the back rank sleeps well.
The archer's line — Hunter, then Sniper
Hunter — a wiry archer at home behind the front line. Bow work: Sniper Shot and Twin Arrows, with the Return Fire reaction. Quick, evasive, and already flirting with critical hits.
Sniper — a marksman who turns distance into certainty. No new tricks — just the same bow drawn much better: sharper accuracy, harder evasion, and a crit chance that turns "eventually" into "regularly."
The mender's line — Cleric, then Bishop
Cleric — a field healer channeling light through a staff. The squad's spine: Heal Light, Blessed Renewal, War Chant — and Hex Bolt, for when nobody is bleeding. Reaction: Mender's Reflex.
Bishop — a senior cleric whose blessings outlast any siege. The same writ, cast from a much deeper well of magic, behind sturdier robes.
The arcane lines — Witch and Wizard, then Archmage
Witch — a woman schooled in the wild hedge-craft of the deep Reach. Hex Bolt, Venom Dart, and — unusually for a damage-dealer — Heal Light. Slippery rather than sturdy. Reaction: Parry.
Wizard — a man of the collegium towers, precise in his battle-magic. Hex Bolt and Cinder Burst: fewer tools than the Witch, more fire. Reaction: Parry.
Archmage — a master of the arcane; witches and wizards alike end here. Both roads meet in the same tower: the deepest magic in the game, and every art learned on the way up.
Choosing a squad
| Need | Take |
|---|---|
| A line that holds | Fighter → Knight; two is a luxury worth having |
| The enemy's back rank dead | Hunter → Sniper |
| To survive your mistakes | Cleric → Bishop |
| Poison and reach | Witch |
| Raw magical harm | Wizard |
A promotion widens what a writ may say — Guard Crush appears in the Knight's skill list the day they are raised — but it never rewrites the writ itself. After a promotion, visit the writ and put the new art to work.