“Players must choose a class before starting in Irrupt.”
— posted above the choosing stone, every city
CLASSES
New players are greeted with the choice of class and nickname before spawning (and again upon death, before respawning).
No single class covers everything Irrupt asks of you — a party that mixes a couple of them covers each other’s gaps far better than four of the same thing ever could. And with death permanent and the world genuinely dangerous, Irrupt is built to be played with real people, in real time, at your side — not solo, and not async. Pick a class that suits how you want to play, but pick your company just as carefully.
warriors
No spells, no potions — just health, gear, and however far you’ve climbed. Warriors hit harder and take less fall damage every Circle, double jump from day one, and get a genuine area-control tool in Ground Pound once they’re established. Strength: the most durable class by far, and the simplest to pick up. Weakness: no magic, no ranged utility beyond a thrown weapon, and no enchanting or brewing — everything comes from Circle and steel.
mystics
Irrupt’s battle-spellcasters — fire, force, and space bent to your will, paid for in hunger, not hearts. The slowest class to reach its ceiling, and the highest ceiling once you’re there. Strength: the widest toolkit in the game — damage, mobility, crowd control, utility, all in one class. Weakness: the most fragile class there is, on a strict daily budget, and it takes real time investment before that versatility fully pays off.
clerics
Healers first, but never only healers — prayer costs a sliver of your own health instead of hunger, and just standing near a Cleric speeds up anyone hurt nearby. Pledge a goddess at Circle 3 and your prayers start leaning toward her domain, offense included. Strength: the party’s sustain, with real flexibility in how that support leans depending on the goddess. Weakness: modest health, and most of what a Cleric brings a fight is wasted playing alone.
rogues
Built to be somewhere the fight doesn’t expect. Wall climbing, fall-grabbing, invisibility in shadow, pickpocketing, lockpicking, a grappling hook — mobility and access over raw power. Fastest class to reach full strength, with the lowest ceiling once you’re there. Strength: unmatched mobility and utility, useful from your very first life. Weakness: thin armor limits, restricted brewing, and the least durable class in a straight fight.
