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v0.25.0 · 27 October 2026

Classes Reborn: every class's new mechanic

Version 0.25 gives every class a signature mechanic from level 4: hammer storms, kill chains, corpse chains, shapes, songs and more, with runes.

Version 0.25 gives each of the 14 classes one signature mechanic: a thing only that class does, that its skills, talents and legendaries are built around. It switches on with your first Spellbook page, at level 4. Before that, and for any hero that hasn't picked a page yet, your class plays exactly as it did.

Every class at a glance

Signature mechanic, fantasy and chase legendary for each class
ClassSignature mechanicThe fantasyChase legendary
FighterThe ArsenalCarry the whole armoury, and use all of it.The Quartermaster's Baldric
BarbarianRed GyreBecome the storm, and stay in it.Heart of the Maelstrom
PaladinOathlight and the hammer stormA halo of hammers, and then the big one.The Turning Sun
MonkHarmonyNever repeat yourself, and the dance pays you for it.Beads of the Unbroken Chain
Dread KnightSoulsWear the dead like armour, then spend them.The Thirteenth Toll
RogueMalice and the Kill ChainOne kill, then the whole pack.The Tally Knife
RangerDraw and QuickdrawPatience is a damage stat.Cloudbreaker Quiver
BardSongs and the MeasureConduct the whole party.Lute of the Long Applause
DruidShapesThe right beast for the moment, and no lock on changing your mind.Fang of the Hundredth Night
WizardThe WeaveCast in the right order and the elements finish the sentence.The Eighth Winter
SorcererFluxRun hot, and choose where it spills.The Crackling Crown
ClericFervor and Hallowed GroundChoose mercy or judgement, and light the floor either way.The Last Verdict
WarlockThe LedgerEvery bargain has small print.The Unpaid Ledger
NecromancerThe GraveNothing dies without paying you back.The Hundred Funerals

How each one plays

  • Fighter: The Arsenal. Carry a second main-hand weapon and swap with X. The weapon you draw gets a Draw Strike, and Initiative (up to three) pays for the Arts: Sundering Arc, Blade Carousel, War Banner and Flash Cut.
  • Barbarian: Red Gyre. Red Gyre, a level 4 page, is a spin you hold and steer through the pack. It drains Rage, every foe it strikes feeds Rage back, and from 80 Rage you burn Seething.
  • Paladin: Oathlight and the hammer storm. Strikes build Oathlight, five pips. Hammerwheel winds holy hammers out around you, one more per two pips, and Oathmaul spends every pip on a falling great hammer.
  • Monk: Harmony. Every cast of a skill different from your last threads a jade bead. Finishers grow with the beads, and at five they take a Perfect form.
  • Dread Knight: Souls. Kills and elite hits give Souls that orbit you as wisps and turn a share of the damage you take. Reapings spend them, and read the corpses on the floor.
  • Rogue: Malice and the Kill Chain. Quick strikes build Malice. Night Step, a level 9 page, is a finisher, and so are Death Mark and Assassinate: when one kills, you vanish and strike the weakest foe nearby, one leap per pip, and every kill along the way gives a pip back.
  • Ranger: Draw and Quickdraw. Hold to draw, let go to loose: a full draw hits harder and refunds its cost. Quickdraw looses fast shots, and Rain of the Hunt is a held channel under a moving sky.
  • Bard: Songs and the Measure. A song takes the shared Aura slot, reserves part of your pool and pulses to the whole party. Eight beats make a Measure, then the song's Chorus rings out.
  • Druid: Shapes. Cast a skill and you shift into its form: the Caller, the Bear or the Wolf, each with its own swing or bite, shift strike and skills. The Wolf feeds on Hunger.
  • Wizard: The Weave. Elements react when they meet the status they prime: Thermal Rupture, Brittle Arc, Flashfire, Unravel, and Shatter under Coldsnap. Each reaction weaves a pip, and at five your next spell is a free Grand Weave.
  • Sorcerer: Flux. Casting builds heat. Stirring at 40 grows your spells, Brimming at 80 may cast a Wild Surge, and at 100 you overflow in a Wellburst and are left Spent for a moment.
  • Cleric: Fervor and Hallowed Ground. Builders add Fervor pips. Spenders choose judgement (Verdict of Dawn), mercy (Benediction) or ground (Hallow), which consecrates the floor to heal allies and mark foes.
  • Warlock: The Ledger. Curses lay clauses on a foe, and three clauses call Forfeit. When Pact Magic runs short you cast on credit and run up Debt.
  • Necromancer: The Grave. Every kill leaves a corpse, and the Grave counter shows the ones within six tiles. Charnel Blast bursts them in a chain through the pack, Death's Command raises them, Bone Gale spins them round you and Carrion Flies hatch from them.

Talents that bend them

Each class has one talent that rewires its mechanic into a build of its own. Most are keystones (you take one per row); the Paladin's is a capstone, and the Barbarian, Dread Knight and Druid have theirs as regular talents.

  • Fighter: Hundred-Weapon Discipline (keystone).
  • Barbarian: Pain Fuels Rage (talent).
  • Paladin: Heaven's Anvil (capstone).
  • Monk: Perfect Form (keystone).
  • Dread Knight: Reaping Tide (talent).
  • Rogue: Night's Harvest (keystone).
  • Ranger: Open Sky (keystone).
  • Bard: Medley (keystone).
  • Druid: Hunter's Moon (talent).
  • Wizard: Coldsnap Weave (keystone).
  • Sorcerer: Fulgurite Mind (keystone).
  • Cleric: Sentence Passed (keystone).
  • Warlock: Open Account (keystone).
  • Necromancer: Pyre of Bones (keystone).

Where to read more

Every class's Spellbook pages, with each rune's words, are on the website, and the Spellbook's own rules are on the next page.

See also