Classes
A class is the path your character chooses through Insomnia: the guild that trains you, the skills and spells you grow into, and the style of trouble you are best equipped to survive. Fighters learn weapons and stamina, mages bend raw magic, clerics lean on faith, rogues live by dirty tricks, and every class changes how the world feels under your hands.
New characters must choose a primary class before their adventuring life properly begins. That first choice gives you a home guild, a starter identity, and your early abilities. It is not the whole of your future, though: later in life, experienced characters can pursue a secondary class, opening a broader mix of powers while keeping the shape of their original path.
12 abilities
Fighter
Steel, stamina and direct answers to ugly problems.
12 abilities
Templar
A disciplined hybrid of blade, faith and protective magic.
16 abilities
Cleric
Faith, healing and divine pressure in a dangerous world.
17 abilities
Mage
Raw arcane force, fragile control and spectacular consequences.
12 abilities
Druid
Roots, storms, omens and the patient violence of the wild.
13 abilities
Witch
Curses, bargains, broomsticks and a familiar with claws.
17 abilities
Bard
Songs, stories, dance steps and a bow drawn with theatrical timing.
10 abilities
Ninja
Speed, stealth, thrown steel and disciplined physical control.
12 abilities