From the Immortal Fighter to the Cheeky Bard, Classes make up the majority of the abilities a character has within the Isles system. All characters within the isles system begin with a Class, which grants both a passive bonus to attributes and also grants bonus Skills.

Class Talents

Classes also give access to Class Talents, unique abilities to that particular Class. Talents are tiered into four levels, similar to Skills (See later chapter).

Talent levels also dictate what level you are in that Class, a character’s Class level is equal to the highest level Talent that they possess,

Levelling Up

A character’s class level is equal to the highest level talent that they possess, with the exception of level 1, which is gained when you gain access to the Class. Each Class level is tracked separately for each Class.

A character can add new talents at the cost of 5xp each. A character can only purchase talents in a level if they already have two talents in the level below that, with the exception of Level 1 Talents, which are always available.

Bonus Talent

Each class has built into it a bonus talent, an ability that is granted to the character by the innate nature of the class. This bonus talent increases in power each time the character levels up, at no XP cost. This does not count as class talent, hence does not contribute to class level, rather it is a reward for leveling up. All bonus talents stack with themselves and other class bonus talents.


After character creation a character can buy access to another class at the cost of 15xp.

Buying a new class grants the attributes and the skills the class would normally grant at character creation. However if a character already has ranks in a skill that a new class would grant, it instead grants  bonus ranks in that skill equal to the level it would normally. Note that these bonus ranks cannot raise the skill above expert level, any excess is lost.

If a character has multiple classes each class level is tracked separately.

If the character has two spell casting classes their mana pool is equal to the highest of the two possible mana pools.

Click on the name of a class to view its game rules details.


To a Barbarian, civilisation is a sign of weakness. They embrace their animalistic nature – keen instincts, primal physicality, and ferocious rage. They thrive to be with the wild, hunting with the tribes and living in the chaos of battle.


The Bard is a Master of song, speech, and the magic it contains. True Bards are not common in the world. Not every minstrel singing in a tavern or jester converting in a royal court is a bard. One must discover the magic hidden in the music. Most Bards prefer to stick to the sidelines during battle, using their magic to inspire their allies and hinder their enemies from a distance.


Clerics are Divine healers and warriors, serving the gods on the battlefields. The gods don’t grant this power to just anyone, but only to those chosen to fulfill a high calling. Harnessing divine magic doesn’t rely on study or training, but learn with guidance through prayer.


Druids revere nature above all, gaining their magic and wisdom from the force of nature. They wish to preserve the balance, protecting the four elements that make up the world – air, water, earth and fire. Druids are known for their unique ability to transform into animals.


This diverse class of combat-based people spans all demographics of Enan, from a combat veteran to a militant barely capable of holding their spear the right way up. Fighters are found in all walks of life, and specialise in pure, hand to hand combat. They are a necessary part of any functioning combat group.


Paladins combine magic and combat with devastating results. They are knights under their gods’ command, spreading the word of light and goodness across the lands. They are bound by a strict code of conduct written in the name of the god they serve. Should they disobey, they will lose their Paladin status and be reduced to a mere civilian. No honor. No glory. No conquest for the light. A nightmare a Paladin will never wake from.


Rangers are people of the wilds, priding themselves on their ability to become one with the wilderness, and use their skills to pick off threatening forces in the wild. Most rangers hunt, guide, trap, or fish for a living, and tend to have spent most of their lives in the wild.  They are known for their skill with ranged weapons and stealth fighting.


Every town and city has its share of rogues. Most of them live up to the worst stereotypes of class, making a living as burglars, assassins, cutpurses, and con artists.  Often, these scoundrels are organized into thieves’ guilds or crime families. A few rogues make an honest living as locksmiths, investigators, or exterminators, which can be a dangerous job in a world where dire rats-and wererats- haunt the sewers.


Sorcerers are masters of the Arcane. They don’t need to spend hours practicing like wizards, or make dark deals with demons like warlocks. Magic is simply part of their being, a way of life.


Warlocks are not considered true mages by connoisseurs of magic, as they tend to have no natural magical ability. Their power comes from a darkened soul. To gain magic abilities, a Warlock will usually have done something to corrupt and darken their soul. A pact with the spirits or an evil deed is most common. Warlocks toy with evil itself to achieve their ends, an incredibly dangerous game. It is not unlikely that a Warlock’s power will also be the death of them.


Wizards prefer the scholarly aspects of magic. Their power comes from the books that they collect, and most of their spells are learnt through study of language and physical form. Their mana comes from their Intelligence level.



Monks are martial warriors who have retreated within themselves as a path to mastery of their being, and in doing so have unlocked the latent energies present in their own souls. Using the discipline of the fighting arts to achieve a state of zen in battle that allows them to tap into the mystical life force they call Chi, empowering their attacks and defences. Most Monks have taken a vow of some sort in order to show devotion to their code and to further advance their iron will on the path to enlightenment, following their own way rather than that of a God.