Warcry's class system adds a layer of progression and roleplay to the battlefield, allowing players to grow beyond simple combat skill and into defined battlefield legends. Every fighter begins as one of the four Base Classes — Fighter, Rogue, Mage, or Support — and may eventually ascend into a specialized Mastery that reflects their combat philosophy, training, and battlefield identity.
At the beginning of their journey, every player selects a Base Class. These define their starting stats, armor and weapon options, and the type of traits they can learn. Each class has its own list of Traits — abilities, stances, or powers — that can be purchased with Ability Points (AP).
| Earning AP | 1 AP per Warcry session attended |
| Spending Limit | No more than 10 AP per week |
| Trait Costs | 2–10 AP each |
| Charges | Some abilities have charges; buy multiple times (max 5) |
| Sharing | AP coins may be shared between players |
| Class | Role | HP | Armour |
|---|---|---|---|
| Fighter | Durable frontliner, attrition & command | 4 | Light / Medium / Heavy |
| Rogue | Agility, cunning & precision | 3 | Light |
| Mage | Destructive & restorative magic | 2 | None |
| Support | Sustain and empower allies | 3 | Light / Medium |
Once a player has earned 10 AP, they may choose to ascend to a Mastery. A Mastery represents a veteran combatant — a hero who has focused their skills into a refined art or combined paths from multiple classes. Upon ascending, all Base Class traits are lost and replaced by the Mastery's own trait list.
| Base Class | Replaced by your chosen Mastery |
| Base Traits | Lost — all Base Class traits are removed upon ascension |
| Major Trait | Granted automatically — no AP cost |
| Changing Mastery | Costs 5 AP; max once per month of play |
Mastery is a permanent choice representing your character's legacy — though it may evolve over time for 5 AP.
Most Masteries are tied to a single Base Class. However, Hybrid Masteries draw on the skills of two classes — either parent class may ascend into them.
| Mastery | Type | Available To |
|---|---|---|
| Barbarian | Pure | Fighter |
| Archmage | Pure | Mage |
| Priest | Pure | Support |
| Assassin | Pure | Rogue |
| Paladin | Hybrid | Fighter / Support |
| Warmaster | Hybrid | Fighter / Mage |
| Swashbuckler | Hybrid | Fighter / Rogue |
| Spellsword | Hybrid | Fighter / Mage |
| Ranger | Hybrid | Fighter / Rogue |
| Templar | Hybrid | Support / Fighter |
| Shadowblade | Hybrid | Rogue / Mage |
| Trickster | Hybrid | Rogue / Support |
| Warlock | Hybrid | Mage / Rogue |
| Bard | Hybrid | Rogue / Support |
| Oracle | Hybrid | Mage / Support |
| Sage | Hybrid | Support / Mage |
For 5 AP, a player may purchase Weapon Proficiency in any weapon category, even those not normally allowed by their class. Proficiencies represent training and adaptability — and must still fit within LARP safety rules.
Shield Break: To shield break, perform a build-up count of 1, 2, 3 then call BREAK. If it also deals damage, specify the amount.
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