Knight
Shield & steelThe wall the rest of the party stands behind. Heavy armour, taunts and shield work; the Knight decides where a fight happens and who is allowed to leave it.
Every vocation has its own spell school, weapons and job in a party. Pick the one that fits how you want to fight.
The wall the rest of the party stands behind. Heavy armour, taunts and shield work; the Knight decides where a fight happens and who is allowed to leave it.
Two-handed weapons and momentum. Vikings trade defence for damage that lands hard enough to end a fight before it becomes one.
Openers from stealth, poisons that stack, and the mobility to pick a target and leave before anyone answers.
Range, traps and an animal companion. Hunters control the ground between themselves and whatever is trying to close it.
Healing, cleansing and protective light. The reason a difficult dungeon ends with everyone walking out of it.
Totems that hold an area, spirit damage over time, and support that rewards a party which stays together.
The highest damage in the game and the thinnest margin for error. Long casts, enormous payoff, nothing to hide behind.
Runes, wards and battlefield control. Arcanists change the shape of a fight rather than winning it head-on.