Classes in Forge take their roles seriously. We believe that players that choose a “tank” archetype truly intend to be defensive juggernauts, not slightly more resilient melee that hit limply. We believe players that heal want to focus on the game just like their “tank” and damage friends, not stare at grids. We believe that stealth classes have fallen into a template trap where they’re not really reaching their full potential as deceptive, cunning fighters that rely on positioning and timing to be at their best.

Our “tank” has taken defense of the player and teammates and made it an active task. Your abilities activate various types of defenses intended to line up with combat situations we’ve come to expect. Our interface design and general game design compliments the needs of healing classes. Everything you need to know to heal is visible in the regular field of view while playing. Just as important, our damage dealing classes each have very different gameplay behind them, each filling a niche meant to satisfy any itch you have.

Each class is provided nine ability slots. Seven are reserved for normal abilities, one for an elite skill (a skill with a longer cooldown than the rest, but also more powerful and very useful), and one for a passive ability.

Though the above image shows companions, companions are no longer a planned feature for release.

By limiting the options to nine per game, we can provide strategic gameplay without a learning curve that would otherwise make the game inaccessible for new players, some of which we know will be your friends and family. As the game grows, you’ll have far more abilities than this to choose from before entering a game, but you’ll always be limited to nine at once.