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Crushbone

Classes

Classes of Norrath

The sixteen playable classes on Crushbone — priests, casters, melee, scouts, hybrids, and Berserker. Plus the custom-rules caveat that makes class choice weightier here than on canonical servers.

Crushbone custom rule — read first: class is the single most important choice you make at character creation, because race and deity are flexible on this server and class is not. Any class can be rolled from any race, and any deity can be worshipped by any class. The class itself determines your HP pool, your spell list, your AA specialization path, and your raid role identity. Pick the class for its role, not for its race or for what pairings used to be legal on canonical servers. See Crushbone Custom Rules.

Crushbone's class set: the fourteen Classic classes plus Beastlord (Luclin) and Berserker (Gates of Discord). That's sixteen classes total. Berserker is technically out-of-era but Crushbone keeps it accessible — see the Berserker page for the "why."

The sixteen

Priests

  • Cleric — the healer. Resurrect, buff, full HP bar for your tank.
  • Druid — nature-priest. Ports, DoT snares, heals, and a broad solo game.
  • Shaman — spirit-priest. Slows, buffs, DoTs, and the best HP regen buffs in the era.

Melee

  • Warrior — the tank. No frills, all aggro.
  • Monk — barehand martial artist. Highest native avoidance.
  • Rogue — sneak-and-backstab. Pick locks, disarm traps, set the pace.

Knights (hybrid melee)

  • Paladin — holy knight. Heals, buffs, turn-undead, flash stun.
  • Shadow Knight — dark knight. DoT-tank with lifetap and fear.
  • Ranger — scout-warrior. Bow, tracking, nature spells.

Arcane

  • Wizard — the nuker. Biggest single-target damage. Ports.
  • Magician — pet caster. Summons elementals, rods, reagents.
  • Necromancer — pet caster + DoT specialist. Top solo class.
  • Enchanter — crowd-control caster. Mez, charm, rune, haste.

Pet melee

  • Beastlord — beast + shaman-lite hybrid. Luclin's melee answer to kiting.

Pure rage

  • Berserker — 2-hand axe + rage mechanics. Out-of-era canonically but enabled as Crushbone's sixteenth class.

Bard

  • Bard — the jack. Songs give speed, DPS, pulls, resists, mana, rescue.

Why class matters more on Crushbone than on canonical servers

Two reasons:

  1. Race and deity no longer lock class. On canonical servers, half the class choice is actually "which race-class combinations are legal." On Crushbone that gate is gone, so the class itself is pure choice. You're picking based on the role you want to play for 200+ hours, not on which race-class-deity triad was allowed.

  2. AA specialization is where same-class players diverge. Two level-65 Paladins will play the same spells but differently: one specced for tanking (Combat Stability, Shield Block, Slay Undead), one specced for clutch-healing (Mnemonic Retention, Spell Casting Mastery, Divine Stun). The race they're stacked on (Dwarf of Brell vs Dark Elf of Innoruuk) also shapes what each one is good at.

The implication: choose your class for its role identity. Race, deity, and AA tree are your build levers on top.

Spell access is canonical

Each class casts its canonical spell list. A Cleric cannot cast Harm Touch. A Warrior cannot cast Mez. Memorization is capped at the canonical 8 slots. The class's spell book and the standard mem cap are not modified on Crushbone.

Choosing your first class

If you want to group at every level: roll a Cleric, Warrior, or Enchanter. These classes are in demand at every level band.

If you want to play solo as much as group: roll a Necromancer, Druid, or Shaman. All three solo well past level 50 without gear.

If you want to play on the move and never wait for a group: roll a Bard or a Ranger with Track.

If you want to be the interesting one at the table: roll a Beastlord, Shadow Knight, or Enchanter. These classes reward depth play.

Class availability by race

On canonical servers, each race's class list is a hard gate. On Crushbone, those lists are recommendations for aesthetic and starting-city fit but do not block character creation. The per-race pages keep the canonical list for lore purposes; every class-race combination is mechanically valid.