Each player must select one Class upon registration; players must play as that Class for the entirety of the day.
Each Class has their own unique abilities, as described in the following, but role-play interpretations are up to each individual.
Fighters are the most versatile class and excel in various forms of combat.
Passive Ability - Indomitable
Gain an additional 1HP.
Protection - 1 Stamina - Touch
Place a free-hand on active allied player, shout "Protection" and the player only counts half the damage on the next physical weapon strike they take, rounded down. Players must call "Protection" when they take the strike. Players may not have more than one Protection applied at one time. This may be used on self.
Hold the Line - 2 Stamina - Self Cast
Shout "Bulwark", for the following 10 seconds, all individual damage dealt to you by other players is reduced to 1. You must stand on the spot, with pivoting allowed for safety. Moving from this spot prior to the 10 second duration will end the ability immediately. Protection whilst maintaining Hold the Line will cause the next source of non-magical damage to become 0 instead.
Cleave - 1 Stamina
Before striking a player with a martial weapon (melee or ranged), shout "Cleave" and if the next strike is successful, it deals 2 damage, and you regain 1HP.
Deadliest with their strikes, many fall easy prey to scouts.
Ability - Hunter's Insight - No Cost
Player shouts "Traverse" and they lower their "difficult terrain" condition down by one. When negating a level of "difficult terrain", always negate the terrain first, then spells. This skill cannot be used more than once per source of "difficult terrain". This effect ends when they exit the respective zone or spell responsible for difficult terrain ends. Allows 5 seconds of traversal time in shallow water, however results in death if both feet have not exited this terrain within this timeframe. This ability may only be used on non-player sources of "difficult terrain".
Entangle - 1 Stamina
Shout “Entangle”, and upon hitting a successful strike with a martial weapon (melee or ranged), in addition to the standard weapon damage, the target is given 1 level of “difficult terrain” effect for 5 seconds.
Field Dressing - 1 Stamina - Touch
Place a free hand on an active allied player with 1 or more HP, shout “Field Dressing” and the allied player regains 2HP. May not be cast on self.
Silence - 1 Stamina
Shout “Silence”, and upon hitting a successful strike with a martial weapon (melee or ranged), in addition to the standard weapon damage, the target is unable to use their voice for 10 seconds (this includes the counting down of objectives).
Critical Strike - 1 Stamina
Before striking a player, shout "Critical" and the strike deals double damage to that hit zone (both melee and ranged weapons).
Masters of magic who can bend the laws of reality to suit their needs.
Passive Ability - Arcana
A mage chooses 1 School of Magic to use spells from for a gameday. Please note: Mages are unable to change their School of Magic between game phases and cannot use spells outside the School of Magic they designate during sign-in.
Passive Ability - Mana Wellspring
A mage may spend 30 seconds performing an uninterrupted RP ritual while stationary to regain half their mana, rounded up. A mage may attempt to perform this ritual during an engagement, however a hit is considered to interrupt this. The ritual must be obvious to other players, as per the counting of objectives.
Elemental Mage Spells: Fireball, Freeze and Force Blast
Warlock Spells: Leech, Drain Life and Reanimate
Cleric Spells: Bless, Heal and Reflect
Fireball - 1 Mana - Combat - Red Tag thrown
Shout "Fireball" and throw a Spell Ball or hit the target with a staff, upon hit, the target player takes 2HP of damage.
Freeze - 2 Mana - Combat - Blue Tag thrown
Shout "Freeze" and throw a Spell Ball or hit the target with a staff, upon hit, target is given 2 levels of "difficult terrain" for 10 seconds.
Force Blast - 2 Mana - Combat - White Tag thrown
Shout "Blast" and throw a Spell Tag hit the target with a staff, upon being hit, the target loses 2HP and must take 2 large steps back directly away from the caster. Players affected by this spell cannot go through walls
Leech - 1 Mana - Combat - Black Tag thrown
Shout "Leech", and throw a Spell Ball or hit the target with a staff, upon hit, the target player loses 1HP whilst you gain 1HP
Drain Life - 2 Mana - Touch
Place a free hand on a target who is currently counting out their respawn, and shout "Drain Life". The caster regains up to 3HP towards their HP total.
Reanimate - 3 Mana - Touch
Place a free hand on an inactive allied player who is currently counting out their respawn, and shout “Reanimate". That player may respawn immediately with a maximum of 3HP, and no uses of their abilities. Upon death, they must restart their respawn count.
Reflect - 1 Mana - Touch
Place a free hand an active allied player, shout 'Reflect'. The next time the allied player is hit with a combat spell, they may shout 'Reflect'. If so, the combat spell caster takes the effect of the combat spell instead. Reflects may not be stacked, and cannot be cast on self.
Heal - 2 Mana - Touch
Place a free hand on an active allied player, shout "Heal” and the allied player regains up to 5HP towards their HP total
Bless - 1 Mana - Touch
Place a free hand on an active allied player with 1 or more HP, shout "Bless" and the allied player regains 1 Stamina and 1HP. If the allied player does not use stamina, they gain 2HP instead. This spell may not be cast on self or fellow Clerics.
This class is not meant for full combat but to enable players to participate in a significant way during a game.
The following class is currently not meant for full combat, but is designed to enable players to participate in a significant way during a game. The On Field Non- Combat Role has 1HP and must immediately die if an enemy gets within threatening range of them (if you could be hit by a melee weapon even if an allied player is nearby), i.e. they are verbally challenged and they are reasonably undefended. When defeated, a non-combat player should immediately return to their spawn zone, and respawn after 20 seconds for regular games.
Combat Players must avoid striking Non-Combat Players in all circumstances - this includes melee and ranged weapons of any sort. These roles are intended for players that do not wish to, or are unable to, play as a combat class. Non-combat players will be indicated with a pink sash, or some other clear indicator.
Note - As off field Non-Combat Roles are introduced into Wargrounds, the Standard Bearer will be eventually transitioned into a combat role. This change is currently intended to be implemented as of Season 2 - 2026.
A rallying soldier, waving their Faction flag to improve morale or bolster the main force with reinforcements.
While the Standard Bearer is alive, friendly players may respawn at the Standard Bearer. Players revived by the Healer cannot respawn at the Standard Bearer.
A Standard Bearer may only move at a walking pace.
Finals Ruleset: It takes 2 minutes for a player to respawn at the Standard Bearer, during this time they must not interact with any other player in any way.