The eighteen hero classes
The class is your hero's trade. Each has its own advantage from level 1, an army category it leads best (the synergy bonus grows with the level), and at level 10 one of three specializations with a passive and an active ability. Any people can take any class.
Ironvow
Commanders sworn to a line they will not give up. Oath grows while they hold ground and is spent to make their soldiers unbreakable.
- Roles
- defence, command
- Leads best
- Infantry
- Class bonus
- Infantry defence +8 %
Specializations (level 10)
Bulwark Oath — Sworn to the walls: the capital stands firmer while the hero is home. Always:: Defence (all) +3 % · Ability:: Unbroken Line — The capital's infantry locks shields; fewer defenders fall.
Banner Marshal — Leads infantry from the front under a scarred banner. Always:: Infantry attack +4 % · Ability:: Rally of Iron — One rallying cry before the charge: the whole army strikes harder.
Oathwarden — No one is left behind: more of the fallen are carried home alive. Always:: Wounded recovered +3 % · Ability:: Last Stand Vow — His soldiers swear to come home; far fewer fall.
Galewright
Wind-shapers who turn distance into an advantage. Gale charges gather on the move and are released as speed, scouting and sudden strikes.
- Roles
- mobility, scouting
- Leads best
- Cavalry
- Class bonus
- March speed +5 %
Specializations (level 10)
Windrider — Rides ahead of the storm; his armies cover ground faster. Always:: March speed +5 % · Ability:: Tailwind — A wind at their backs all the way there.
Stormlance — Masters the cavalry charge with lightning timing. Always:: Cavalry attack +4 % · Ability:: Crosswind Charge — The cavalry charges with the storm.
Skyreader — Reads every shadow on the wind; spies rarely slip past the capital. Always:: Counter-scouting +8 % · Ability:: Eye of the Gale — The capital sees through every disguise for a while.
Emberwarden
Keepers of the siege-fire. Cinders build up with every assault and must be vented before they burn their own camp.
- Roles
- siege, damage
- Leads best
- Siege
- Class bonus
- Siege attack +10 %
Specializations (level 10)
Forgebreaker — Drives the siege engines until the stone gives way. Always:: Siege attack +5 % · Ability:: Molten Ram — Siege engines glow white-hot.
Pyrebrand — Every army he leads burns hotter. Always:: Attack (all) +3 % · Ability:: Scorched Earth — Fires ahead of the army weaken the defenders.
Hearthkeeper — Keeps fire on the ramparts; the walls bite back. Always:: Wall strength +3 % · Ability:: Burning Ramparts — Walls and attackers alike burn.
Rimecantor
Singers of the cold who slow armies to a crawl. Rime accumulates on the enemy, not on themselves.
- Roles
- control, defence
- Leads best
- Mystics
- Class bonus
- Enemy speed near you −5 %
Specializations (level 10)
Frostbinder — Wraps the capital in rime; its defenders hold longer. Always:: Defence (all) +3 % · Ability:: Glacial Ward — A ward of ice slows and weakens every attacker.
Winterchoir — Leads the mystics in a freezing hymn. Always:: Mystics' attack +5 % · Ability:: Hymn of Hoarfrost — The mystics sing and the enemy stiffens.
Icewalker — Finds frozen paths where others see none. Always:: March speed +3 % · Ability:: Frozen Road — Rivers freeze under the army's feet.
Bonescribe
Scholars who write the fallen back onto the battlefield. Marrow Ink is distilled from every battle and spent to raise short-lived soldiers.
- Roles
- summoning, attrition
- Leads best
- Infantry
- Class bonus
- Wounded recovered +5 %
Specializations (level 10)
Gravecaller — The dead of his armies rise to march again. Always:: Wounded recovered +4 % · Ability:: Raise the Host — The fallen stand up again during the battle.
Inkreaper — Writes the names of the foe in black ink; his infantry collects. Always:: Infantry attack +4 % · Ability:: Black Ledger — Every name in the ledger is a debt paid in battle.
Ossuary Warden — Turns the capital into a house of bones and mending. Always:: Hospital beds +2000 % · Ability:: Bone Bastion — Walls of bone shelter the capital's infantry.
Veilstalker
Spies and ambushers who live behind the Shroud. They see the enemy's army before the enemy sees them.
- Roles
- stealth, scouting
- Leads best
- Ranged
- Class bonus
- Counter-scouting +10 %
Specializations (level 10)
Shadowstep — Moves armies along hidden ways, unseen and quick. Always:: March speed +4 % · Ability:: Unseen March — The army slips through the shadows and strikes first.
Nightbow — His archers shoot from the dark and never miss twice. Always:: Ranged attack +4 % · Ability:: Volley from the Dark — A rain of arrows from nowhere.
Whisperguard — Hears every whisper inside the walls; spies are caught. Always:: Counter-scouting +10 % · Ability:: Veil of Smoke — Smoke hides the capital from spies and its archers from arrows.
Thornbinder
Wardens who grow defences out of living wood. Sap flows slowly but turns every settlement into a thicket of traps.
- Roles
- traps, defence
- Leads best
- Ranged
- Class bonus
- Trap strength +10 %
Specializations (level 10)
Briarwarden — Sows the approaches with thorns and snares. Always:: Trap strength +3 % · Ability:: Thornwall — A wall of thorns grows around the capital.
Sapshooter — Arrows dipped in burning sap. Always:: Ranged attack +4 % · Ability:: Venom Sap — Poisoned arrows weaken the enemy before the clash.
Rootkeeper — Roots bind the wounded and pull them back from death. Always:: Wounded recovered +3 % · Ability:: Deep Roots — Roots hold the defenders; few are lost.
Tidekeeper
Healers and quartermasters who follow the ebb and flow of the Current. Their armies come home with fewer empty saddles.
- Roles
- healing, logistics
- Leads best
- Support
- Class bonus
- Hospital capacity +10 %
Specializations (level 10)
Wavemender — A tide of healing follows his armies. Always:: Wounded recovered +4 % · Ability:: Healing Tide — A tide of healing washes over the army.
Currentmaster — Knows every current and every pack mule; his armies carry more. Always:: Carry capacity +5 % · Ability:: Laden Current — Rafts and mules: everything goes home.
Harborwarden — The capital becomes a safe harbour with beds for the wounded. Always:: Hospital beds +2000 % · Ability:: Safe Harbour — The wounded of the capital are carried to safety.
Glyphsmith
Rune-carvers who etch glyphs into stone, steel and buildings. Glyph charges turn an ordinary settlement into a working machine.
- Roles
- economy, crafting
- Leads best
- Support
- Class bonus
- Aether production +8 %
Specializations (level 10)
Runewright — Carves runes into every blade his army carries. Always:: Attack (all) +3 % · Ability:: Inscribed Arms — Glowing runes on every weapon.
Wardscribe — Writes wards into the stones of the walls. Always:: Wall strength +3 % · Ability:: Glyph Wards — Glyphs flare across the capital and turn blows aside.
Sigil Merchant — Every sack is sealed with a sigil that holds more. Always:: Loot capacity +5 % · Ability:: Sigil of Plenty — Every sack holds far more than it should.
Kinbond
Beast-kin who fight beside companions rather than in front of them. Bond deepens with every shared battle.
- Roles
- companions, beasts
- Leads best
- Beasts
- Class bonus
- Companion experience +10 %
Specializations (level 10)
Packleader — Runs with the beasts as one of their own. Always:: Beasts' attack +5 % · Ability:: Call of the Pack — One howl and the beasts attack together.
Beastwarden — The beasts of the capital guard their dens to the last. Always:: Beasts' defence +5 % · Ability:: Den Guardians — The beasts of the capital fight like cornered wolves.
Wildheart — The bond with his beasts mends what battle breaks. Always:: Wounded recovered +3 % · Ability:: Mending Bond — The bond carries the wounded home.
Lanternkeeper
Bearers of the Lumen who expose what hides in the dark. Nothing stealthy survives long near a Lanternkeeper's camp.
- Roles
- detection, morale
- Leads best
- Support
- Class bonus
- Scouting reveal +10 %
Specializations (level 10)
Beaconwarden — A beacon burns over the capital; nothing approaches unseen. Always:: Counter-scouting +8 % · Ability:: Lighthouse Watch — The beacon blazes; spies are seen and attackers dazzled.
Dawnbringer — Brings light into night battles. Always:: Attack at night +6 % · Ability:: Dawn in the Dark — A false dawn breaks over the battlefield.
Hopekindler — Soldiers who see his lantern refuse to fall. Always:: Wounded recovered +3 % · Ability:: Kindled Courage — Courage burns brighter than fear.
Resonant
Battle-harmonists whose power rises when many kinds of soldiers fight as one. Resonance swells with every different unit in the line.
- Roles
- buffs, formation
- Leads best
- Mystics
- Class bonus
- Attack with mixed armies +5 %
Specializations (level 10)
Chordmaster — Turns a mixed army into one great chord. Always:: Attack with mixed armies +4 % · Ability:: Grand Chord — Every unit of a mixed army plays its part.
Harmonist — The capital hums with a protective harmony. Always:: Defence (all) +3 % · Ability:: Shield Harmony — The capital's defenders move as one.
Discordant — Breaks the enemy with a note that shatters resolve. Always:: Mystics' attack +4 % · Ability:: Shattering Note — One note and the enemy line cracks.
Bloodwright
Reckless masters of Vitae who pay for power with their own life. Few deal more damage; fewer live to boast of it.
- Roles
- damage, risk
- Leads best
- Infantry
- Class bonus
- Attack (all) +4 % · Defence (all) −2 %
Specializations (level 10)
Crimson Fury — Strikes harder, and pays for it in blood. Always:: Attack (all) +4 % · Ability:: Blood Price — Strike far harder, at the price of more blood.
Vitae Leech — Draws life from the fallen enemy into his own soldiers. Always:: Wounded recovered +4 % · Ability:: Sanguine Feast — The enemy's blood heals the army.
Bloodbinder — Blood-oaths bind the defenders of the capital. Always:: Infantry defence +4 % · Ability:: Vein Ward — Blood runes harden the defenders and sap the attackers.
Duskblade
Night raiders whose Edge sharpens as the light fails. At dawn they are ordinary soldiers; at midnight they are not.
- Roles
- raids, night
- Leads best
- Cavalry
- Class bonus
- Attack at night +8 %
Specializations (level 10)
Nightrider — Strikes when the moon is gone. Always:: Attack at night +6 % · Ability:: Moonless Raid — Fast and deadly in the dark.
Cutpurse — Light fingers, heavy saddlebags. Always:: Loot capacity +5 % · Ability:: Swift Hands — Everything of value disappears into the saddlebags.
Edgedancer — His riders cut a thousand small wounds. Always:: Cavalry attack +4 % · Ability:: Thousand Cuts — Riders bleed the enemy before the clash.
Skyreaver
Raiders who strike from above on winged mounts. Updraft carries them and their plunder far beyond the walls.
- Roles
- raids, aerial
- Leads best
- Beasts
- Class bonus
- Loot capacity +8 %
Specializations (level 10)
Stormwing — Rides the updrafts above the clouds. Always:: March speed +4 % · Ability:: Updraft Dive — Climb high and dive straight onto the target.
Plunder Lord — Leaves nothing worth carrying behind. Always:: Loot capacity +5 % · Ability:: Sky Plunder — Flying beasts carry off what wagons cannot.
Talonmaster — His beasts strike from the sky with sharpened talons. Always:: Beasts' attack +4 % · Ability:: Rending Talons — Beasts strike with every talon bared.
Riftwalker
Travellers who fold the road behind them. Rift charges bend travel time and pull armies home before pursuers arrive.
- Roles
- mobility, disruption
- Leads best
- Mystics
- Class bonus
- Return speed +10 %
Specializations (level 10)
Phase Runner — Steps through small rifts to shorten every road. Always:: March speed +5 % · Ability:: Rift Step — The army steps through a rift and arrives early.
Voidcaller — Opens the void beneath the enemy. Always:: Mystics' attack +4 % · Ability:: Void Breach — The void swallows part of the enemy's strength.
Anchor Warden — Anchors the capital so no rift can shake it. Always:: Defence (all) +3 % · Ability:: Rift Anchor — The capital is anchored; attackers stumble, walls hold.
Gearbinder
Engineers who bind constructs to their will. Pressure builds in their engines and is released as walls, towers and war machines.
- Roles
- constructs, siege
- Leads best
- Siege
- Class bonus
- Defence construction speed +8 %
Specializations (level 10)
Siegewright — Builds engines that never stop pounding. Always:: Siege attack +5 % · Ability:: Overpressure — Engines run past their limits for one battle.
Bulwark Engineer — Rebuilds the walls with steam and brass. Always:: Wall strength +4 % · Ability:: Steam Bastion — Steam-driven walls and plates rise around the capital.
Clockwork Marshal — Drills every unit until the army moves like clockwork. Always:: Attack with mixed armies +4 % · Ability:: Precision Drill — Every soldier knows the step; stronger and fewer losses.
Dreamwarden
Guardians of the waking dream who steady their own soldiers and unsettle everyone else's. Reverie is the calm before their storm.
- Roles
- morale, illusion
- Leads best
- Support
- Class bonus
- Morale +5 %
Specializations (level 10)
Mirage Weaver — The enemy fights phantoms as well as soldiers. Always:: Attack (all) +3 % · Ability:: Phantom Host — A phantom army draws the enemy's blows.
Sleepwarden — Lulls attackers into a heavy, slow dream. Always:: Defence (all) +3 % · Ability:: Lull of Ages — Attackers grow heavy with sleep at the gates.
Lucid Guide — Guides the army as if through a waking dream. Always:: Wounded recovered +3 % · Ability:: Waking Dream — The army marches as in a dream, and wakes alive.