Choose your profession.
Eleven professions across three castings. Anyone can train anything — your profession sets the price, and above all your aptitude for magic.
Warrior
The clean answer. Weapons, armor, and the maneuvers that put a foe on the ground — trained at prices no caster will ever see.
Rogue
Locks, traps, ambush from the shadows, and a guild that teaches what the trainers won't. The right heartbeat ends a fight early.
Monk
Empty hands, hammered into weapons. Fitness, footwork, and a stillness the Frostspine cannot crack.
Ranger
The wilds are home. Track what passed, skin what fell, and carry a real, if modest, magic onto the trail.
Bard
A blade, a voice, and lore for every locked box and strange gem. The tavern is a second armory.
Paladin
The line that holds. Heavy arms with a thread of the divine woven through them.
Wizard
The centerpiece of the game's magic. Words of four elements, three tiers deep, composed live — the profession the INCANT grammar was made for.
Cleric
The dead walk back because of you. Wards, radiance, and the rites the chapel keeps.
Empath
Take another's wounds onto your own body and mend them there. The town knows your name before the trail does.
Sorcerer
The rougher road of the pure arts — power that costs, and pays.
Savant
No circles, no borrowed prayers — a mind sharpened into an instrument all its own.
No skill trees, no locked doors. Every level grants physical and mental training points, and every skill has a price set by your profession — a Warrior trains Dodging for pennies and pays a fortune for a single lore; a Wizard is the mirror. Your build is the sum of what you chose to afford.
Your bloodline tilts the start: meet the thirteen races →