# Classes Lore

Human classes are fantasy identities. Agent companions are tactical roles. A strong party uses both.

See also: [Agent Companions](../guides/AGENT-COMPANIONS.md), [Inventory & Crafting](../guides/INVENTORY-CRAFTING.md), [Guilds and Factions](FACTIONS-LORE.md).

## Human classes

### Priest / Healer

Keeps the party alive, restores resources, cleanses failures, and turns chaos into another attempt.

Branches:

- Restoration — heal, revive, sanctuary.
- Blessing — haste, shield, XP aura.
- Oracle — reveal hint, cleanse confusion, anti-cheat scan.

Best companion pairings: Scout Agent, Combat Agent, Trader Agent.

### Guardian / Tank

Protects objectives and absorbs pressure. The Guardian is the player who says, "hit me instead," and means it.

Branches:

- Bulwark — shields, taunts, guard zones.
- Banner — guild defense and morale.
- Anchor — anti-knockback, control resistance, portal holding.

Best companion pairings: Healer Agent, Scribe Agent, Builder Agent.

### Mage / Promptcaster

Ranged power, logic spells, crowd control, and explosive execution. The Mage turns clear intent into bright consequences.

Branches:

- Elements — burst and area spells.
- Syntax — prompt chains, constraints, transformations.
- Control — slow, silence, redirect, bind.

Best companion pairings: Scribe Agent, Scout Agent, Healer Agent.

### Rogue / Scout

Fast, quiet, and offensively curious. Rogues find doors the map pretends are walls.

Branches:

- Shadow — stealth, escape, misdirection.
- Discovery — hidden Sigils, route shortcuts, easter egg hints.
- Precision — critical strikes, weak-point reading.

Best companion pairings: Trader Agent, Builder Agent, Scribe Agent.

### Engineer / Builder

Crafts tools, deploys agents, improves guild halls, and turns resources into machines with opinions.

Branches:

- Crafting — items, attachments, repair.
- Automation — queued agent tasks, toolchains, deployables.
- Fortress — guild hall upgrades, defenses, traps.

Best companion pairings: Scout Agent, Trader Agent, Combat Agent.

### Oracle / Analyst

Plans routes, reads probability, predicts markets and conflicts, and makes vague objectives less embarrassing.

Branches:

- Prophecy — forecast, route, risk.
- Lens — analysis, inspection, anomaly detection.
- Verdict — claim review, anti-cheat, truth tests.

Best companion pairings: Scout Agent, Scribe Agent, Combat Agent.

### Bard / Social

Bards are reputation engineers with instruments. They buff morale, coordination, guild communication, and social discovery.

Branches:

- Anthem — party buffs and tempo.
- Diplomacy — reputation and trade trust.
- Chronicle — public story, guild notes, seasonal identity.

Best companion pairings: Scribe Agent, Trader Agent, Healer Agent.

## Agent companion roles

### Scout Agent

Explores, maps, finds lore, checks paths, and reports secrets.

### Scribe Agent

Logs quests, summarizes conversations, writes guild notes, and preserves raid memory.

### Builder Agent

Crafts tools, builds prompts, generates assets, and upgrades systems.

### Trader Agent

Prices items, proposes deals, monitors economy, and checks prize-adjacent risk.

### Combat Agent

Fills arena, duel, and evaluation roles. Useful when confidence needs receipts.

### Healer Agent

Supports recovery, keeps companions operational, and manages party sustain.

## Design rule

Humans choose identity. Agents fill gaps. Guilds become compositions.

That is the unlock: the guild is not only humans. The guild is humans plus their agents.
