Character Classes

In Darkon, your class defines your role on the battlefield. Whether you choose to fight in heavy steel armor on the shield wall, sling fireballs from the backlines, or heal wounded allies, there is a class for every playstyle. Explore all 13 combat and non-combat classes below.

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Artisan

Support / Non-Combatant

The Artisan is a support class designed specifically for players who choose not to engage in combat, representing the merchants, craftsmen, and creators of Darkon.

Strengths & Weaknesses

  • Can repair weapons, shields, and armor for allies out of combat.
  • Able to craft one-time use scrolls, potions, and poisons for free.
  • Cannot wield weapons, wear armor, or engage in active combat.
WeaponsNone
Max ArmorAC 0 (None)
Max ShieldNone
Symbol RequiredNeon Armband (Civilian)
  • Innocent Civilian (Rank 1)
    Wearing a 2" neon armband grants immunity to physical attacks and damaging spells. Must stay out of active combat zones.
  • Gear Repair (Rank 1)
    By resting with a player out of combat for 1 minute, the Artisan fully repairs all of their broken weapons and armor.
  • Expert Craftsmanship (Rank 1)
    Can craft one consumable potion, poison, or spell scroll per event day for free. Additional items can be crafted at higher levels.
🪓

Barbarian

Melee Combatant

Barbarians are lightly armored, highly mobile melee fighters who rely on physical toughness and quick combat strikes to dominate the battlefield.

Strengths & Weaknesses

  • Can meditate to recover wounds. Can break shields with large weapons.
  • Exceptionally sturdy against magical attacks and physical attacks even when not wearing armor.
  • Restricted to light armor (AC 2 max).
WeaponsAny
Max ArmorAC 2
Max Shield30” (Widest point)
Symbol RequiredBrown Favor
  • Shield Break (Rank 1)
    Allows them to strike enemy shields to damage and potentially break them.
  • Cure Wounds (self) (Rank 3)
    Identical to Cure Light Wounds, but cast via the Timed Method only on themselves. Can cast even if both arms are wounded.
  • Stalwart Spirit (Rank 10)
    Allows the Barbarian to completely absorb the damage/effects of one non-green spell. Regained after a 1-minute rest.
🪕

Bard

Support / Spellcaster

Bards are entertainers, storytellers, and musicians who bolster their allies with in-character songs, orations, and magical gold favors.

Strengths & Weaknesses

  • Can distribute favors that grant allies a variety of benefits including unbreakable shields and protections.
  • Can cast both offensive and defensive magics.
  • Limited weapon choices (non-Black under 6 feet) and AC 2 armor.
WeaponsAny non-Black under 6’
Max ArmorAC 2
Max Shield24”
Symbol RequiredArcane Symbol or Skeleton Key
  • Bardic Knowledge (Rank 1)
    Event runners should recognize bards as invaluable sources of obscure knowledge—gleaned from ancient tales, forgotten songs, and their own relentless curiosity—and should provide them with plot details and clues whenever possible.
  • Lesser Inspiration (Rank 2)
    The Bard can distribute favors that grant allies a variety of benefits including unbreakable shields and protections.
  • Mind Blast(Rank 8)
    Attacks an opponent's mind, removing them from combat.
☀️

Cleric

Primary Healer

Driven by service to a deity, Clerics are the most powerful healers in the Realm, with spells to resurrect the dead and cure terrible curses.

Strengths & Weaknesses

  • Devoted state grants +50% reduction to casting times of all Cure spells.
  • Can cast Resurrection and create Holy weapons.
  • Restricted to blunt weapons (Yellow) and daggers.
WeaponsBlunt weapons (yellow), daggers
Max ArmorAC 4
Max ShieldAny
Symbol RequiredHoly Symbol
  • Devoted State (Class Trait)
    While not wearing armor, and limited shield and weapons (see Rulebook), Cure spell times are reduced by 50%.
  • Sanctuary (Rank 2)
    Creates a protective field preventing the Cleric from being attacked, though they cannot take other actions while active.
  • Resurrection (Rank 10)
    The only class that can bring a dead player back to life with all wounds fully healed. Invaluable on the battlefield.
🍃

Druid

Hybrid Spellcaster

Druids worship nature above all else. They are versatile casting combatants who wield lightning bolts, entangle foes, and brew natural toxins.

Strengths & Weaknesses

  • Can use large shields (up to 36”) and cast powerful lightning spells.
  • Adept at poison-making and wilderness utility (Hedgewalker).
  • Limited to medium-grade armor (AC 2 max) and specific natural weapons.
WeaponsWhite/Red weapons, bars, clubs, staves
Max ArmorAC 2
Max Shield36”
Symbol RequiredNature Symbol
  • Lightning Bolt (Rank 4)
    Throws a blue spell ball that strikes targets with electric damage, piercing normal shields.
  • Barkskin (Rank 5)
    Grants a layer of magical skin armor (+1 AC if wearing armor, or absorbs one physical hit if unarmored), marked by a class favor.
  • Warp Wood (Rank 6)
    Launches a grey spell ball that warps all wooden weapons, shields, and items within a 3-foot radius of impact, rendering them useless.
⚔️

Fighter

Martial Specialist

Fighters are the core combatants of Darkon, mastering weapons, shields, and heavy steel plate armor to hold the front lines of the battlefield.

Strengths & Weaknesses

  • Highest armor limit (AC 4) and any shield or weapon combinations.
  • Can repair broken gear (weapons, shields, armor) mid-combat.
  • Has absolutely no magical spells or spellcasting abilities.
WeaponsAny
Max ArmorAC 4
Max ShieldAny
Symbol RequiredNone
  • Shield Break (Rank 1)
    Allows them to strike enemy shields to damage and potentially break them.
  • Create Named Weapon (Rank 15)
    Through successful land searches, attunes a specific weapon to deal 'True' damage to a specific monster category (e.g., Humanoids, Dragons).
  • Armor Mastery (Rank 30)
    Wearing a red favor with a white dot grants +1 AC to physical armor if only wielding weapons under 36" in length.
🔮

Mage

Arcane Spellcaster

Mages devote their lives to the study of the arcane. They are glass cannons, wielding unmatched destructive spell balls like Fireball and Ice Storm.

Strengths & Weaknesses

  • Strongest offensive magic available (Fireball, Lightning Bolt).
  • Can cast Stoneskin/Steelskin for magical armor and summon Magic Shields.
  • No physical armor (AC 0) and can only use magical shields.
WeaponsLimited to white swords, daggers and yellow weapons.
Max ArmorAC 0 (None)
Max ShieldNo Physical Shields
Symbol RequiredArcane Symbol
  • Magic Shield (Rank 2)
    Casts a spell to wield a physical shield representation (up to 18" widest, or up to 24" at Rank 20) made of magic.
  • Stoneskin (Rank 6) / Steelskin (Rank 10)
    Wearing a gray favor with a black dot ignores the first strike against the caster. Steelskin increases Stoneskin charges to two.
  • Fireball (Rank 8)
    Throws a red spell ball that explodes on impact, dealing mortal damage to whatever it strikes in an area.
🧘

Monk

Skirmisher / Unarmed

Monks strive for physical and mental discipline. They represent martial arts masters who fight with unarmed strikes and deflect missile weapons with their bare hands.

Strengths & Weaknesses

  • Can deflect arrows/missiles and block magic spell balls.
  • Immune to Charm, Disease, and Poison at higher levels.
  • Restricted to AC 0 (no physical armor) and cannot use physical shields.
WeaponsAny, plus Monk Hands (see rulebook).
Max ArmorAC 0 (None)
Max ShieldNo Physical Shields
Symbol RequiredNone (Favors for skins)
  • Missile Deflection (Rank 1)
    Allows the Monk to intentionally swat away incoming arrows and projectile weapons with their hands or feet.
  • Monk Hands (Rank 1)
    Wields short orange-taped weapons representing fist strikes, dealing yellow damage. Upgrades to white/red damage at Rank 15.
  • Leather Skin (Rank 3) / Ironskin (Rank 10)
    Orange favors with blue dots grant stackable skin armor benefits, ignoring class armor limits (+1 AC/Hit).
👑

Paladin

Holy Warrior

Paladins are martial champions of a deity. They are heavily armored combatants who support the front lines with divine spellcasting.

Strengths & Weaknesses

  • Full martial weapons and armor selection (AC 4, any weapon/shield) combined with Lay on Hands to quickly heal allies.
  • Immune to Charm and Disease; can attune weapons to strike as Holy.
  • Prestige Class: requires sacrificing a character of at least 10th rank to create.
WeaponsAny
Max ArmorAC 4
Max ShieldAny
Symbol RequiredHoly Symbol
  • Lay on Hands (Class Trait)
    Paladin can touch allies to heal wounds or dispel negative effects from them.
  • Shield Break (Rank 1)
    Allows the Paladin to destroy enemy shields with heavy combat blows using large weapons.
  • Holy Blade (Rank 10)
    Attunes a single melee weapon to function as Holy.
🏹

Ranger

Skirmisher / Archer

Rangers are skirmishers adept at forest survival. They are lethal archers who scout ahead, tracking foes, disarming traps, and summoning beast companions.

Strengths & Weaknesses

  • Key class to support scouting territory for land actions for monsters.
  • Sniper ignores magical armor; Bows deal Magic damage.
  • Max base armor limit is AC 3, and shields are limited to 36” max.
WeaponsAny
Max ArmorAC 3
Max Shield36”
Symbol RequiredNature Symbol
  • Scouting Status (Class Trait)
    Allows special scouting abilities when using limited armor and weapons.
  • Beast Companion (Rank 6)
    Summons another player to act as a natural beast companion helping on land actions.
  • Sniper (Rank 15)
    Performs a 10s count to fire an aimed arrow that ignores skin armor. Firing over fortification walls does not require arcing.
🗝️

Rogue

Skirmisher / Assassin

Rogues are masters of stealth, agility, and assassination. They excel at looting bodies, picking locks, using poisons, and executing instant-death strikes.

Strengths & Weaknesses

  • Death Strike with daggers penetrates all torso armor and skin protections.
  • Can disguise themselves, pick locks, and execute assassinations.
  • Skill vs Combat: Cannot use rogue skills while equiped in higher armor classes.
WeaponsAny non-Black under 6’
Max ArmorAC 3
Max Shield36”
Symbol RequiredSkeleton Key / Black Garb section
  • Death Strike (Rank 7)
    Stabs with a dagger to an opponent's torso completely bypass all armor and skin armor. Rogue must shout "Death!".
  • Master Poisoner (Rank 9)
    Attunes a dagger (marked MP) to remain poisoned the entire event day. Poisoned food/drink does not lose potency.
  • Assassinate (Rank 10)
    Targets killed by the Rogue's Master Poisoner dagger cannot be resurrected until the end of the scenario.
💀

Warlock

Unholy Spellcaster

Warlocks are necromancers, demonologists, and shadow casters. They raise undead minions, summon demons, curse enemies, and assume wraith forms.

Strengths & Weaknesses

  • Can summon Skeletal Knights or Lesser Demons with Animate Dead.
  • Corrupted state grants Charm, Poison, and Curse immunity.
  • Sensitivity to Holy: can never hold a Holy weapon. Restricted AC 2 and 18” shield.
WeaponsAny except Black (no Holy weapons)
Max ArmorAC 2
Max Shield18”
Symbol RequiredUnholy Symbol
  • Animate Dead (Rank 1) / Summoner (Rank 20)
    Raises undead minions with a 50% cast reduction. Summoner upgrades minions to Skeletal Knights or Lesser Demons.
  • Sacrificial Dagger (Rank 5)
    Touching a corpse for 5s grants one sacrificial charge, which can be spent to instantly cast self-Cure or Mending.
  • Corrupted State (Rank 10)
    Gains Immunity to Charm, Poison, Curse, and decay debuffs. Mindless undead ignore Warlock unless attacked. Can only heal via sacrifice/shadow.

Warrior Mage

Hybrid Combatant / Caster

Warrior Mages divide their time between martial combat and the study of the arcane, combining decent armor and physical weapons with combat spells.

Strengths & Weaknesses

  • True Strike weapon deals flaming damage and bypasses enemy Gaseous/Sanctuary.
  • Can cast Magic Shield and wear up to AC 2 physical armor.
  • Lacks the Mage's highest tier of destructive spell balls; cannot use physical shields.
WeaponsAny
Max ArmorAC 2
Max ShieldNo Physical Shields
Symbol RequiredArcane Symbol
  • Magic Shield (Rank 2)
    Casts a spell to wield a physical shield representation of magic (up to 24" at Rank 2). Warrior Mage may only have one active.
  • True Strike (Rank 10)
    Wielded attuned weapon strikes as flaming, emits light, adapts to hit NPC vulnerabilities, and damages targets in gaseous/sanctuary forms.
  • True Missile Strike (Rank 15)
    Warrior Mage can now apply their True Strike effects to missile weapons (Bows/Crossbows), transferring it to projectiles when fired.