Classes Revealed

Adventure Is Out There!

Kirandur is a world of adventure, danger, treasure, and of course good-looking actors who spend their time being the best actors in the whole world.

Self-indulgence aside, what kind of people walk this world? In the last update, you met the playable races on launch in Kirandur, and in that update I said later this year you'd hear more about the classes. That was pretty recent, but it's time to share with you what classes you can play when the game goes live. For the purposes of this post, I won't be sharing exact skills, spells, or anything of that nature, but very general ideas of what each class is and what it can do.

First, though, we need to break down how classes in Kirandur work.

The Breakdown

Classes are sorted into five categories. These categories are known as archetypes, and they are as follows: Cleric, Fighter, mage, rogue, and naturalist. On launch, there are three classes in each of these archetypes, and each class will share a basic framework of skills and spells unique to that archetype. Some classes may use different aspects of an archetype's typical depictions, but we'll get to that when it's most important. Each class also has a split in their progression path. This split occurs at the same point for each class, which is TBD through balancing and playtesting, where they further refine their playstyle. As a general example, a veil knight might choose the route of evil, where they torture and restrain their opponents, or the path of mercy where they focus on heavier hits, mercy killings and the like.

Each class will have a unique starting zone that will lead directly into the race starting zone. Each class will have a different one, but details on that won't be share for some time. Now, without further delay...

Archetype: Cleric

Clerics are those in touch with their spiritual sides. That could mean gods, ancestral spirits, many things metaphysical. This archetype contains the priest, shaman and monk classes.

Class: Priest

Priests are the voice of the gods. They tend to spend their lives devoted to one god, though some have been known to worship two or even three. They are the healers, the caregivers. Their wrath is as legendary as their miracles of divine magic.

Class: Shaman

Shamans are the conduit for ancestral spirits of nature and dream. They walk amongst the dreams of those they protect, and sometimes those they seek to destroy. Much of their power, though, comes from the spirits of the natural world, or those who have gone before them on this path. The dream ways teem with shamans past and current.

Class: Monk

Monks look within when they speak to a spirit. Their spirit and their bodies combine to make potent weapons out of their living forms. They are highly athletic men and women, in touch with their life force and, to a lesser extent, the life force of those around them, turning punches and kicks into weapons that hit harder than a sword.

Archetype: Fighter

Fighters do exactly what you'd expect of them. They hit hard, multiple times, and are used to being on the front lines. In some cases as defenders, in others because they're too drunk and angry to care that they're being hit.

Class: Barbarian

Ahh, the barbarian. The raging heart of any battle. Some of them are noble warriors born of cultures where strength is key. Others are just big, drunk and angry. Most of them are really, really good with an axe. There is one universal truth, however: Never get in front of one when they're angry if you want your head to stay where it is.

Class: Soldier

These are the men and women who make up the armies of Kirandur. All functional with weapons and armor, they may not have the magic and explosive glory of those around them, but they're dependable, strong, and kill a fair few things along the way. Without them, Kirandur would crumble into ruin.

Class: Paladin

Paladins are holy warriors. Usually chosen champions of the gods, they strike decisively with the power of a god at their back. They have been known to perform healing rituals, purge poisons, and drive back curses where they find them. They are defenders that fight to uphold the edicts of their god.

Archetype: Mage

Mages are those in touch with the magical forces of Kirandur in all of it's forms, be it the magic of death, the magic of the world itself, or the magic of blood and demons. They harness their magic in a number of ways, and are usually the most potent with it.

Class: Mystic

Mystics are those who are in touch with Kirandur's underlying magic the most. When Adinale discovered magic, the mystics were those that spread it's word through the world, and passed it down to those that came after them. They harness magic in it's purest, and often most destructive, form, and have been known to harness it to create portals and other teleportation magics.

Class: Warlock

Warlocks harness the power of their blood and the demons of Rotmeir to make their way in this world. They are peoples of great charisma and power, drawing from the essence of their blood to deliver bursts of energy, debilitating magics, and subtle charms. Their demon companions often prove troublesome, but therein lies the strength of a warlock: They have the sanity to deal with it.

Class: Veil Knight

Though they are mages, the veil knight is a warrior of death. They are champions of death, usually the living embodiment of Tirangil's mercy, or his wrath. Some fight for the wrongfully killed, like Lyrian Sabel, veil knight in service to the spirits of drowned sailors. Others are self serving, some leading cults, others harsh bringers of their twisted form of justice. They are known to fight with chains and heavy, bladed weapons. Veil knights are death itself in the world of man, and often are the most terrifying warriors in any conflict, magical or with steel.

Archetype: Rogue

Rogues are those hiding in the shadows, or in broad daylight selling you snake oil. They are tricksters, thieves, murderers, or just looking to seduce a dragon. Just once. This time for sure.

Class: Assassin

Assassins will do what they do. They hide in the shadows, taking coin from the highest bidder, and killing those who need killing, or who they were told to kill. They hit hard and fast and vanish without a trace, leaving bodies wherever they choose. There could be one watching you right now. You'd never know it.

Class: Poisoner

Whether they be mad scientists or simply tricky potion makers, these are the type to drop something in your drink without you knowing. They specialize in venoms, poisons, and psychedelics, and everything else related to creating an imbalance in the biological makeup of a creature. Some are known to be quick with a blade too, usually coated in something special.

Class: Bard

The actors, tumblers, musicians and minstrels of the world, the bard is a dashing figure that brings to life the unknown through swashbuckling or heart stopping displays. Some play an instrument subtly woven with magic to lower the guard of an enemy, or someone needing distracting. Others can disguise and infiltrate, their legendary acting letting them enter places they may not be allowed. However they perform their magic, it is subtle and often beautiful to behold, distractingly so.

Archetype: Naturalist

Naturalists are those who are deeply in touch with nature, be it through magic or simply long lives spent there. Some control the elements, others the forsts, oceans, or mountains they live in. Others simply are at home in it and have learned it's many quirks and eccentricities.

Class: Ranger

Rangers are warriors of the wild. They spend their lives hunting and tracking or wandering the wilderness they made their home. Usually rough and tumble and quiet, they are usually gentle sorts, though perhaps some are cynical towards humans or elves or the other civilized races of the world. Most, however, are simply content to wander, caring not for the whims of others. Some are good with blades, others with bows, and yet others with the beasts that they coexist with. A pet bear does sound fun, doesn't it?

Class: Druid

These are the defenders of nature. They hold great power, as their power comes from the forests they walk through, the seas they sail, the swamps they slog through. They stand up for nature where others won't, and some have been known to become one with it, walking the forest paths or swimming the depths of the seas as one of the beasts that populate them.

Class: Elementalist

These are the warriors of elemental might. Controlling the elements that make Kirandur into a whole, they dig deep and throw explosive force at their opponents. Some can harness the healing magic of water, others the concussive crush of rocks, and some the searing smite of fire. A few have mastered these elements and even more, and when their power is the very world itself, they are often fearsome foes.

Taking A Bow

That, friends, was a lot, and much of it still remains vague, I know. But, rest assured. In time, you'll see gameplay with these various classes, the best of which we all know is the veil knight, and get some more in depth design discussion on what each class does. We hope to see you there, but for now, Tirangil take mercy on you.