Six classes, six cockpits
Each class gets an interface built around how it plays, rather than one action bar wearing different icons.
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Warrior
Every blow draws 1.5× the threat anyone else's would. The warrior's panel is an aggro table: what is on you, and what has got loose.
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Ranger
Damage in melee or at range, with the same bar: the shots follow whatever is in hand. The panel reads the range for it, the Mark, and the damage being done.
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Bard
Ranged, with an instrument: one sharp phrase at a foe, and songs that fall on the whole crowd round it — to bleed it, weaken it, slow it or put it to sleep.
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Mage
Ranged magic, all of it from one pool whose remainder surges the next cast. The panel says which spell hits hardest now, and when something has turned on you.
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Priest
Heals by draining life out of the enemy, into themselves or whoever they choose, with a pet that stands in front and tanks while they level.
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Rogue
A saboteur with a dagger in each hand and nothing else, spending dexterity on all of it: Sabotage opens a foe to the next blows, a firebomb burns it, and smoke covers the escape.
Where each class starts
Every class has the same points in a different shape. No attribute raises a weapon's damage: each holds a pool, and what is left in it surges the next action.
About the interface
The game client draws its entire interface on the GPU rather than in the page, which is why it needs a browser with WebGPU. This website does not: everything you are reading is ordinary HTML, and it works with the script blocked.