Knight
Shield & steelThe wall the rest of the party stands behind. Shield work, charges, taunts and counterattacks; the Knight decides where a fight happens and who is allowed to leave it.
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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. Shield work, charges, taunts and counterattacks; the Knight decides where a fight happens and who is allowed to leave it.
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A melee and earth fighter who pays for most attacks with its own health, and hits hardest when wounded but not broken. A fallen Einherjar warrior or Hrafn can fight at its side.
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Strikes from behind, poison and bleeds, and healing from the damage it deals. The Assassin picks a target, opens it up and slips away before anyone answers.
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Range, traps and an animal companion: a Talon or a War Wolf. Hunters control the ground between themselves and whatever is trying to close it.
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Healing, cleansing, blessings and holy light. The reason a difficult dungeon ends with everyone walking out of it.
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Nature, ice and earth magic cast beside up to two companions: a guardian bear, a war wolf, a blood bull or a healing ancestor spirit.
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Set a target alight, then finish it with wind. Sorcerers call fire down on a chosen spot and keep a mana shield between themselves and anything that reaches them.
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Lightning and dark magic, stronger when you alternate them. Arcanists curse their targets and lay sigils and wards on the ground they choose to fight on.
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