Adventurer folio / implemented classes

Player Class Manual

A party-side companion to the bestiary: the three implemented starting disciplines, their battlefield roles, approximate stats, and the habits that keep them alive.

Party formation

Choose your line

Fighter portrait
Fighter sprite

Frontline adventurer

Fighter

Frontline durability and control

Beginner

A shield-forward anchor who turns exposed tiles into safe ground.

The Fighter is the party's first answer to pressure. Put them where the enemy wants to go, spend actions to guard or recover, and let the rest of the party fight from behind a moving wall of armor.

Defender / Control Frontline Beginner
HP
18
MOV
4
JMP
1
ACC
4
AC
14
PWR
3

Strengths

  • Highest starting HP
  • Best base armor
  • Self-healing staying power
  • Taunt pressure

Watchouts

  • Short reach
  • Can be kited by ranged enemies
  • Needs party follow-up after locking targets

Known actions

Basic Attack Range 1

Reliable adjacent strike.

Guarded Strike Range 1

Attack while adopting a guarded stance.

Second Wind Range Self

Recover HP once the fight starts turning rough.

Taunt Range 1

Force a nearby enemy to focus on the Fighter.

Ranger portrait
Ranger sprite

Midline adventurer

Ranger

Ranged pressure and elevation payoff

Intermediate

A mobile marksman who converts high ground into decisive pressure.

The Ranger rewards clean sight lines, elevation, and target priority. They soften dangerous enemies before contact and mark key targets so the party can collapse on them together.

Marksman / Focus Fire Midline Intermediate
HP
12
MOV
4
JMP
1
ACC
5
AC
12
PWR
2

Strengths

  • Longest current attack reach
  • Great dexterity
  • High-ground payoff
  • Mark Target enables focus fire

Watchouts

  • Lower HP than Fighter
  • Needs positioning discipline
  • Line of sight matters

Known actions

Basic Attack Range 1

Fallback adjacent strike.

High Shot Range 2–5

Long-range shot that shines from elevation.

Mark Target Range 2–5

Tag a priority enemy for follow-up accuracy.

Mage portrait
Mage sprite

Backline adventurer

Mage

Area damage and save-based magic

Advanced

A fragile spellcaster who changes the geometry of a fight with burst and control.

The Mage asks for protection and pays it back with the party's best tactical swing turns. Clustered enemies invite Ember Burst, priority threats fear Arc Bolt, and Frost Snare buys precious tempo.

Caster / Control Backline Advanced
HP
11
MOV
4
JMP
1
ACC
3
AC
11
PWR
4

Strengths

  • Area pressure
  • Control tools
  • High intelligence modifier
  • Flexible ranged spell kit

Watchouts

  • Lowest armor
  • Lowest movement
  • Needs allies to screen melee threats

Known actions

Basic Attack Range 1

Emergency adjacent strike.

Ember Burst Range 2–4

Small area burst for clustered enemies.

Arc Bolt Range 2–4

Focused ranged spell damage.

Frost Snare Range 2–4

Control spell that slows enemy plans.