“Players must choose a class before starting in Irrupt.”
- posted above the choosing stone, every city
CLASSES
A new arrival is greeted with the choice of calling and name before ever setting foot in the world - and offered that same choice again upon death, before the next life begins.
No single calling covers the whole of what Irrupt asks of you - a party that mixes several covers one another’s gaps far better than four of the same calling ever could. And where death is permanent and the world is genuinely dangerous, Irrupt was built to be walked alongside real people, in real time, at your shoulder - never alone, never at a remove. Choose the calling that suits how you mean to play. Choose your company just as carefully.
warriors
No spell, no potion - only health, gear, and however far the Circles have carried you. A Warrior strikes harder and falls safer with every Circle climbed, leaps twice from the very first day, and earns in Ground Pound a true command of the ground beneath their feet once established. Strength: the most enduring calling by a wide measure, and the simplest to take up. Weakness: no magic, no answer at range beyond a thrown weapon, and neither enchantment nor brewing within reach - everything comes from Circle and from steel alone.
mystics
Irrupt’s battle-spellcasters - fire, force, and the very fabric of space bent to your will, paid for in hunger, never in hearts. The slowest calling to reach its ceiling, and the highest ceiling once the climb is done. Strength: the widest toolkit this world offers - harm, mobility, control, utility, all within one calling. Weakness: the most fragile calling there is, bound to a strict daily measure of strength, and real time must be invested before that versatility fully repays itself.
clerics
Healers first, though never healers only - a prayer costs a sliver of your own life rather than your hunger, and simply standing near a Cleric quickens the mending of any hurt nearby. Pledge a goddess at the Third Circle, and your prayers begin to lean toward her domain, offense included. Strength: the party’s sustaining hand, with real flexibility in how that support leans depending on the goddess chosen. Weakness: a modest constitution, and most of what a Cleric offers a fight goes to waste played alone.
rogues
Built to stand wherever the fight does not expect to find them. Wall-climbing, fall-grabbing, invisibility drawn from shadow, pickpocketing, lockpicking, a grappling hook besides - mobility and access, chosen over raw strength. The fastest calling to reach its full measure, though the lowest ceiling waits at the top of it. Strength: unmatched mobility and reach, useful from the very first life lived. Weakness: thin armor, restricted brewing, and the frailest constitution of any calling in a straight fight.
