Legends is a classless TTRPG that gives you the freedom to create unique characters. Instead of a traditional class system, Legends uses Talents organized into Talent Trees, which you can combine in any way you like. Your challenge is to combine Talents in creative and exciting ways, producing concepts such as a potion-brewing shaman warrior or a god-devoted demon hunter.
When creating a 1. Level character, you have a total of 20 Legend Points. Five must be allocated to your Ancestry Talents, while the remaining 15 can be spent on any Talent for which you meet the requirements.
Your character is defined by more than just Talents. They also have Ability Scores, an Ancestry, a Background, Skills, and Equipment, all of which are recorded on your Character Sheet. Each of these elements will be explained in detail later in this guide. You also have full control over your character’s appearance, name, personality, and personal history, allowing them to fit seamlessly into the story. After reading this guide, you can see Filling Character Sheet page for a summary of character sheet statistics.
Legend Formula
Character = Ability Scores + Ancestry + Background + Skills + Saving Throws + Talents + Equipment
Character Creation 101
You may create your character in any order, but the following sequence is recommended for clarity and convenience.
Character Creation at a Glance
- Determine Ability Scores
- Choose an Ancestry
- Choose a Background
- Improve Skills & Saving Throws
- Spend 15 Legend Points on Talents
- Purchase Equipment
1. Determine Ability Scores
Ability Scores represent your character’s natural talents and capabilities. There are eight Ability Scores, such as Strength and Intelligence, that measure how well your character performs different kinds of tasks.
You generate these scores using the Standard Array, rolling dice, or the Point Buy method, and record them on your Character Sheet. Your chosen Ancestry may modify one or more Ability Scores. As your character advances, you can further improve these scores by gaining Talents.
2. Choose Ancestry
Your character’s Ancestry defines their general physical traits and ancestral heritage. You must select one Common Ancestry from Human Ancestry, Dwarven Ancestry, Elven Ancestry, or Halfling Ancestry. This choice influences your character’s lifespan, appearance, Creature Size and Speed. Ancestry also unlocks Ancestral Talents.
You may also choose an additional ancestry to represent mixed heritage. This choice is entirely optional. An additional ancestry can be selected from the Common Ancestries listed above or from the Rare Ancestries, which currently include Giant Ancestry, Celestial Ancestry, and Fiend Ancestry. This option finally allows half-dwarf characters.
After choosing your Ancestry, you spend 5 Legend Points to acquire Ancestral Talents.
3. Select Background
Choosing a Background answers the question: What did your character do before beginning their adventuring career? Your character may have been a Blacksmith or a Merchant. This choice improves few General Skills and Expert Skills, grants one or two Talents, improves your Ability Scores, grants to your Ranks and gives starting Equipment and Money.
4. Improve Skills & Saving Throw
Skills represent a character’s trained abilities. They are divided into two categories: General Skills and Expert Skills.
General Skills cover common activities that most adventurers can attempt, such as Investigation, History, or Acrobatics. Expert Skills represent highly specialized disciplines, such as Lockpicking or Musicality, that are extremely difficult or impossible to use effectively without proper training.
Each Skill has a Rank, which measures your character’s level of proficiency. Higher Ranks allow characters to tackle more complex challenges and improve their likelihood of success. Each Rank grants a +2 bonus to the associated Check.
Saving Throws function in a similar way to General Skills. Each Saving Throw has its own Rank, which represents a character’s resilience against specific effects. Every Rank provides a +2 bonus to the relevant Saving Throw.
5. Select Talents
Choosing Talents is the most important part of character creation. Talents define what your character can do, whether that is swing a sword, cast a divine spell, or brew a potion. You begin the game with 15 Legend Points, which are used to acquire new Talents. You gain additional Legend Points each time your character levels up.
Some Talents have prerequisites, such as a specific Ancestry, Character Level, known Language, or other Talent. Aside from these requirements, you are free to build your character however you choose. Talents are organized into Talent Trees, making it easier to plan how future Legend Points can be spent.
6. Select Equipment
Using the Money granted by your chosen Background, you can purchase Adventuring Items, Armour, or Weapons. Any remaining funds may be saved as Money or Gemstones. If you want to start quickly, you may also choose from the available Premade Packs.
Determine Ability Scores
When creating a character, you assign values to eight Ability Scores, four physical and four mental. These abilities are: Strength, Precision, Agility, Constitution, Awareness, Charisma, Intelligence and Sorcery. Each Ability Score ranges from -5 to +5, where 0 represents the average level in the human population. Since this is a game of legends, your character’s Ability Scores are expected to exceed this average, enabling extraordinary feats and capabilities.
| Ability Score | Abbr. | Type | Description |
|---|---|---|---|
| Strength | Str | Physical | Represents raw muscular power. Key for characters relying on brute strength, such as berserk warriors, armored knights, or athletic wrestlers. |
| Precision | Pre | Physical | Reflects fine motor control and accuracy. Vital for characters who rely on precise strikes, such as quick-handed burglars, skilled archers, or crafters. |
| Agility | Agi | Physical | Measures reflexes and coordination. Important for characters who rely on mobility and dodging, such as acrobats, sneaky outlaws, or nimble fighters. |
| Constitution | Con | Physical | Represents stamina and resilience. Crucial for adventurers enduring harsh conditions or sicknesses. |
| Awareness | Awa | Mental | Measures awareness, intuition, and perceptiveness. Important for characters who rely on keen senses, such as scouts, sharp-eyed archers, or cautious conspirators. |
| Charisma | Cha | Mental | Reflects mental toughness and force of personality. Essential for persuasive, cunning, or mentally resilient adventurers, like diplomats, bards, or slayers. |
| Intelligence | Int | Mental | Represents reasoning, memory, and knowledge. Key for characters who rely on intellect, like scholars, spellcasters, investigators, or lore masters. |
| Sorcery | Sor | Mental | Reflects connection to magical forces and the ability to harness them. Vital for spellcasters. |
How Ability Scores Affect Your Character
Strength (Str)
- Skills: Add Strength to Athletics checks
- Saving Throws: Add Strength to Strength Saving Throw
- Equipment Use: Determines your ability to wield heavy weapons and wear heavy armour
- Melee Combat: Add Strength to Melee Weapon Attack and Damage Roll
- Martial Techniques: Your Martial Save DC equals 8 + Martial Skill + Strength
- Carrying Capacity: Your total Carrying Capacity equals 10 + 2 × Strength
Precision (Pre)
- Skills: Add Precision to Crafting and Sleight of Hand checks
- Melee Combat: Add Precision to Melee Weapon Attack and Damage Roll if you are using Finesse Weapon
- Ranged Combat: Add Precision to Ranged Weapon Attack and Damage Roll
- Combat: Martial Save DC = 8 + Martial Skill + Precision
Agility (Agi)
- Skills: Add Agility to Acrobatics and Stealth checks
- Saving Throw: Add Agility to Agility Saving Throw
- Dodge: Evasion Class = 10 + Agility
Constitution (Con)
- Saving Throw: Add Constitution to Constitution Saving Throw
- Hit Points: Starting Hit Point Maximum = 12 + Constitution
- Recovery: Constitution determines Hit Die
- Endurance: Constitution determines how long you can Hold Breath or Dash
Awareness (Awa)
- Skills: Add Awareness to Animal Handling, Insight, Perception, Spirituality, Streetwise and Survival checks
- Keen Eye: Passive Perception equals 10 + Perception
- Observant: Passive Insight equals 10 + Insight
Charisma (Cha)
- Skills: Add Charisma to Deception, Intimidation, Performance and Persuasion checks
- Saving Throw: Add Charisma to Charisma Saving Throw
Intelligence (Int)
- Skills: Add Intelligence to Arcana, History, Investigation, Medicine, Nature and Religion checks
- Saving Throw: Add Intelligence to Intelligence Saving Throw
- Prepared Spells: Increases the number of Prepared Spells
- Languages: An Intelligence of -3 or lower prevents reading and writing
- Deduction: Passive Investigation = 10 + Investigation
Sorcery (Sor)
- Combat: Add Sorcery to Spell Attacks
- Combat: Spell Save DC equals 8 + Spellcasting Skill + Sorcery
- Mana: Starting Mana Point Maximum equals Sorcery
Using Standard Array
The standard array in Legends is +3, +2, +2, +1, +1, +0, -1, -2. You can assign these values to any of your character’s eight Ability Scores, distributing them however you like. Once assigned, record the finalized Ability Scores on your Character Sheet. This array is designed to provide a mix of strengths and weaknesses, encouraging balanced and varied gameplay.
Dice Rolls & Point Buy
Check with your local Game Master for guidance on dice rolls and Point Buy rules.
Select Ancestry
Your character’s Ancestry defines general physical traits and ancestral heritage. You must select one Common Ancestry from Human Ancestry, Dwarven Ancestry, Elven Ancestry, or Halfling Ancestry. This choice influences your character’s lifespan, appearance, Creature Size and Speed. Ancestry also unlocks Ancestral Talents.
You may optionally choose an additional ancestry to represent mixed heritage. This choice can be made from the Common Ancestries listed above or from the Rare Ancestries, which currently include Giant Ancestry, Celestial Ancestry, and Fiend Ancestry.
After selecting your Common Ancestry and any additional ancestry, you spend 5 Legend Points to Ancestry Talents based on the options your ancestry provides. Below, we detail the Common Ancestries and how they begin shaping your character.
Carved from the heart of stone itself, dwarves are a long-lived and enduring folk. Their bond with the earth runs deep; stone, metal, and gems feel as much a part of them as flesh and blood. Though their origins lie in the deep places of the world, dwarves have spread far across the realms, adapting to mountain strongholds, bustling cities, and distant frontiers alike.
Long-lived. Dwarves mature at roughly the same pace as humans but are not considered adults until the age of 50. On average, they live about 350 years.
Stout and Sturdy. Dwarves stand between 1.2 and 1.5 meters tall, weighing around 70 kilograms on average. Their compact builds are dense with muscle and bone, granting them remarkable endurance. Your Creature Size is Medium.
Slow Stride. Your Walking Speed is 6 meters.
Elves are a graceful and long-lived people, closely attuned to the rhythms of nature and the flow of magic. Their lives are intertwined with forests, glades, and hidden groves, and though their origins are ancient and mysterious, elves now dwell wherever the natural world thrives, blending seamlessly with its beauty and secrets.
Long-Lived. Elves mature more slowly than humans and are not considered adults until around the age of 100. On average, they live about 700 years.
Tall and Slender. Elves stand between 1.5 and 1.9 meters tall, weighing around 50 kilograms on average. Your Creature Size is Medium.
Standard Stride. Your Walking Speed is 7 meters.
Smallfolk are nimble and cheerful folk, drawn to gentle hills, fertile farmland, and the comforts of home. Their small size and light build make them quick and agile, able to slip unnoticed through crowded streets or dense undergrowth. Though often underestimated, their cleverness, resilience, and love of community allow them to thrive in nearly any corner of the world, spreading joy and resourcefulness wherever they go.
Short-Lived. Smallfolk mature at a similar pace to humans and are considered adults at the age of 20. On average, they live about 70 years.
Small Figures. Smallfolk stand between 0.6 and 1.2 meters tall, weighing around 30 kilograms on average. Their light, compact builds make them naturally agile and nimble. Your Creature Size is Small. Because of your size, your Agility score increases by 2, and your Strength score decreases by 2.
Slow Stride. Your Walking Speed is 6 meters.
Humans are a versatile and ambitious people, known for their adaptability and drive to shape the world around them. Though their lives are shorter than many other ancestries, humans settle in nearly every corner of the realms, building cities, forging alliances, and leaving their mark on history.
Moderate-Lived. Humans mature at the same pace as their peers and are considered adults at around the age of 18. On average, they live about 80 years.
Average Build. Humans stand between 1.4 and 2.1 meters tall, weighing around 70 kilograms on average. Their builds are balanced, reflecting a blend of strength and agility. Your Creature Size is Medium.
Standard Stride. Your Walking Speed is 7 meters.
Select Additional Ancestry
You may optionally choose an Additional Ancestry to represent mixed heritage, allowing your character to draw influence from more than one lineage.
If you choose a Common Ancestry as your Additional Ancestry, select Creature Size and Walking Speed from that same Common Ancestry. Your character’s age and physical appearance may be freely blended between both ancestries.
If you select an Rare Ancestry as your Additional Ancestry, it modifies your Common Ancestry. Each Rare Ancestry provides specific guidance on how your ancestral traits change, replacing or altering aspects of your Common Ancestry as described. Current options for the Rare Ancestries are listed below:
As deities once found mortal partners and passed on part of their essence, rare divine blood now flows through your veins. This heritage makes you stand out, for better or for worse, shaping your mind toward nobler thoughts and extending your lifespan. A faint divine aura surrounds you, your eyes glimmer subtly, and your voice carries an unnatural clarity.
Divine Heritage. Increases your Charisma score by 1 and decreases your Awareness score by 1.
Radiant Presence. You emit a faint divine aura, your eyes glimmer subtly, and your voice carries an unnatural clarity.
The corruption has warped your bloodline with unnatural power. Vein-like patterns creep across your skin, and your eyes glow with a faint purple hue. This infernal taint grants unsettling advantages while driving you toward chaos and eroding your inner discipline. It also shortens your lifespan, slowly consuming you from within.
Chaotic Influence. Your Awareness increases by 1, and your Intelligence decreases by 1.
Infernal Markings. Vein-like patterns trace your skin, and your eyes glow with a faint purple light, reflecting the corruption within.
The blood of giants flows through your lineage, shaping your body into a larger and more imposing form. Your frame grows heavier and more powerful, marked by thickened bones and broadened features that echo your colossal heritage.
Colossal Build. Your Creature Size increases from Small to Medium or from Medium to Large.
Mighty Strength. Your Strength increases by 2, while your Agility decreases by 2.
Select Ancestry Talents
You must spend 5 LP to acquire Talents exclusively from Ancestral Talents whose requirements you meet. These abilities represent the inherited traits of your Ancestry, whether drawn from a Common Ancestry or an Rare Ancestry. Select the Talents and record them on your Character Sheet.
| Common Ancestries |
|---|
| Dwarven Ancestry |
| Elven Ancestry |
| Halfling Ancestry |
| Human Ancestry |
| Rare Ancestries |
|---|
| Celestial Ancestry |
| Fiend Ancestry |
| Giant Ancestry |
Select Background
Choosing a Background answers the question: What did your character do before beginning their adventuring career? Your character may have been a Blacksmith or a Merchant. This choice grants Ranks in certain General Skills and Expert Skills, one Talent, improvements to two of your Ability Scores, and may also provide additional Languages, Equipment, and Money. You can either select a premade background or work with your Game Master to create a custom one.
For example, one premade background is Scholar:
You spent your youth among tomes and scrolls, learning to uncover secrets hidden in words, symbols, and history. You mastered research, analysis, and the interpretation of knowledge, and take pride in revealing truths that endure beyond time.
Ability Scores: Precision, Charisma, Intelligence, Sorcery
Saving Throws: Agility Saving Throw, Intelligence Saving Throw, Charisma Saving Throw
General Ranks: Animal Handling, Arcana, Crafting, History, Investigation, Medicine, Nature, Performance, Persuasion, Religion, Sleight of Hand, Spirituality
Special Ranks: Alchemy, Appraisal, Cartography, Exorcism, Forgery, Military, Musicality
Talents: Keen Mind
Equipment: Scribe’s Supplies, Rare Tome related to your Expert Skill
Initial Wealth : 30gp
From the first section, you select two Ability Scores to increase by 1. Each background provides four options. Next, follow the instructions in the General Skill and Expert Skill sections, as different backgrounds grant different choices. Once these selections are made, you gain everything listed in the Languages, Talent, Initial Wealth, and Equipment sections.
Premade Backgrounds
These premade and soon to be expanded options provide easy thematic foundations for your character’s background. Campaign-specific Backgrounds may also be available, so be sure to consult your Game Master for details.
Custom Background
A custom background follows the same structure as a premade background. Work with your Game Master for guidance, or propose adjustments to an existing background to better fit your character’s theme.
In general, a background includes the following elements:
- Ability Scores: Select two of the four specified Ability Scores to increase by +1.
- Skills: Choose from the provided General Skill and Expert Skill options.
- Languages: Gain one or more possible Languages.
- Talent: Choose one Talent.
- Initial Wealth: Starting currency as defined by the background.
- Equipment: A small set of starting Equipment.
Select Skills
There are two types of Skills: General Skills and Expert Skills. Each Skill has a Rank, which ranges from 0 to 4. The Rank reflects how well-trained a character is in that skill and contributes to the modifier applied to a Check.
The modifier from Rank is calculated as Rank × 2. This is also shown in the table below:
| Rank | Modifier | Description |
|---|---|---|
| 0 | +0 | Familiar |
| 1 | +2 | Learned |
| 2 | +4 | Practiced |
| 3 | +6 | Expert |
| 4 | +8 | Master |
When creating a character, you gain Ranks for your Skills. In addition to the Ranks granted by your Background, choose one of the following options:
- Gain 1 Rank in an Expert Skill and 1 Rank in a General Skill.
- Gain 3 Ranks distributed among different General Skills.
General Skills
These are General Skills already listed on your Character Sheet. They represent common activities that most adventurers can attempt. While practice improves effectiveness, lack of training does not prevent a character from trying.
After assigning Ranks, calculate the Modifier for each General Skill and record it on your Character Sheet.
Calculating General Skill Modifier\
Each General Skill has a default Attribute that is added when calculating its modifier. In some cases, a General Skill can be used with a different Attribute depending on the situation.
* Some General Skills can be used with multiple Ability Scores
Expert Skills
Expert Skills represent highly specialized abilities, such as Lockpicking or Musicality, which are difficult to attempt without proper training. Calculating Expert Skills differs from General Skills: when making a check, you only add the Rank bonus to the Expert Skill modifier, as shown below:
Calculating Expert Skill Modifier\
Expert Skill Modifier = Rank × 2
These Expert Skills are recorded on your Character Sheet in the designated space for Expert Skills. You cannot use any Expert Skills that are not listed on your Character Sheet.
Using an Expert Skill differs slightly from using a General Skill. If your character has an Expert Skill modifier in Smithing, you can apply it to any Check related to that specialty. For example:
- Crafting a weapon: Crafting modifier + Smithing modifier
- Recalling lore about a mystic weapon: History modifier + Smithing modifier
- Appraising the value of a weapon: Investigation modifier + Smithing modifier
Select Talents
Choosing Talents is one of the most important parts of character creation. After selecting your Ancestral Talents, you have 15 LP remaining. These points can be used to acquire any other Talents for which your character meets the requirements. If you want you can leave remaining LP and mark it in your Character Sheet.
Below is an example of a Talent:
Requirement: Mark of Bite
Cost: 1 Legend PointYou have learned to siphon vitality from living creatures, turning their essence into your own strength.
Blood Dice. You have four Blood Dice, which are D6. You regain all expended Blood Dice when you consume at least 0.5 litres of fresh blood. If the blood consumed is from a Humanoid, you gain 1 temporary Blood Die, which lasts until the next Long Rest. If you have no Blood Dice at the end of a Long Rest, you regain 1 Blood Die.
Bite Attack. As a Double Action, make a Melee Attack with an attack bonus of Martial Skill × 2 + Precision. On a hit, deal 1d6 + Precision Piercing Damage. Additionally, if the target is a living creature, you gain 1 Blood Die.
Vital Surge. As an Action, you may spend any number of Blood Dice to regain a number of Hit Points equal to the total rolled.
Following Talents: Blood Frenzy
Part of Vampire Talent Tree
- Requirement: Could be another Talent, a specific Level, Attribute, Rank, or other condition.
- Cost: The number of Legend Points required to acquire the Talent.
- Description: A brief flavour text followed by the mechanical effect of the Talent.
Talents are grouped by relevance to make them easier to find. Some Talents are organized into Talent Trees, which show how Talents are connected and which Talents lead to others. An example of this structure can be seen in the Following Talents section at the end.
Ancestry Talents
Ancestral Talents require your character to have the matching ancestry. They provide thematic abilities and features that reflect your character’s lineage.
General Talents
General Talents are common and straightforward. They allow you to acquire additional Hit Points, learn new skills, or improve your Saving Throws.
Exploration Talents
Adventuring Talent represent abilities developed during adventuring and exploration, helping characters navigate, survive, and interact with the world.
Social Talents
Social Talent focus on persuasion, deception, diplomacy, and other skills for navigating social interactions.
Martial Talents
Martial Talent reflect a character’s combat prowess, from mastering weapons to harnessing inner energy and unleashing devastating attacks. These Talents help warriors excel on the battlefield and adapt to any fight.
Arcane Talents
Arcane Talent represent a character’s mastery of magic, combining study and arcane discipline. There is a General Talent Tree for abilities useful to any arcane scholar. Each special study also has its own Talent Tree.
Divine Talents
Divine Talent are powers granted by higher powers. They provide strength and abilities for followers and champions to protect and defend others. There is a General Talent Tree for abilities useful to any follower, and each deity has its own Talent Tree for unique Talents tied to their domain.
Innate Talents
Innate Talent reflect powers that are inherent or arise spontaneously, tied to a character’s nature, heritage, or chaotic magical force.
Pact Talents
Pact Talent are powers gained through bonds with otherworldly entities or magical pacts. They grant unique abilities and enhancements to those who strike deals with forces beyond them.
Resonant Talents
Resonant Talent represent abilities that harmonize with the world through music, movement, or other expressive forms. These Talents allow characters to influence, inspire, and shape their surroundings.
Spiritual Talents
Spiritual Talent reflect a character’s connection to the unseen spiritual world. They allow characters to channel spiritual energy, commune with spirits, and wield spiritual forces. There is a General Talent Tree for any practitioner, plus specialty Talent Trees for unique abilities.
Spellcasting Talents
Spellcasting Talent are general Talents that enhance a character’s spellcasting abilities, making their magic more potent, versatile, and effective.
Select Equipment
Equipment is an essential part of any adventurer, providing the tools and items needed for exploration, combat, and survival. When starting an adventure, you purchase equipment using the funds granted by your chosen Background. Any remaining money can be saved as Coins or Gemstones.
For a quicker start, you may also choose from the available Premade Packs.
Buying Starting Equipment
You can select any item group to view its contents and purchase items at their listed prices.
| Item Group | Description |
|---|---|
| Alchemical Items | Potions, elixirs, and other substances with magical or practical effects. |
| Adventuring Items | General gear used for exploration, survival, and travel. |
| Armour | Protective gear that reduces damage and improves survivability in combat. |
| Tools | Kits and implements for crafting, repairing, or performing specialized tasks (e.g., lockpicking, artisan work). |
| Weapons | Melee and ranged arms used in combat or hunting. |
Premade Packs
Premade Packs are designed for convenience, offering ready-made sets of equipment for characters who prefer not to manage every item individually. You can also purchase a Premade Pack and customize it by adding or swapping items as needed.
| Packs | Weight | Price |
|---|---|---|
| Explorer’s Pack | 1 Stack | 1gp |
| Explorer’s Premium Pack | 1 Stack | 1gp |
| Scholar’s Pack | 1 Stack | 1gp |
| Scout’s Pack | 1 Stack | - |
Building an Example Character
Lets make my favourite character Brûni Blackstone. He is a dwarven spellcaster, smart, cunning, quick, morally free. He fights dirty. He is also inspired by an ancient form of combat bladesinging combining elven elegance, magic and sword arts.
Using standard array +3, +2, +2, +1, +0, +0, -1, -2
| Attribute | Score |
|---|---|
| Strength | +0 |
| Agility | +3 |
| Precision | +2 |
| Constitution | +0 |
| Sorcery | +2 |
| Charisma | -2 |
| Awareness | -1 |
| Intelligence | +3 |
| selected background Thief provides +1 Agility and +1 Precision |
Next selecting an Ancestry is easy. Just pick Dwarven Ancestry and that’s it. Then I use my 5 Legend Points reserved for Ancestry Talent to grab these:
Stone Sense (2 Legend Points)
Stubborn (2 Legend Points)
Stone Magic (1 Legend Point)
= 5 Legend Points
Abilities with 15 Legend Points is fun challenge
Must be abilities to start 1 level character in my opinion would be
Simple Weapon Training
Advanced Weapon Training
Light Armour Training
Arcane Spellcasting
Study of Spellblade
Bladesong
= 15 Legend Points
This gives me martial freedom to use blades, bladesong provides beginning of the skills. Armour and one HP boost makes it a tiny bits better than squisies wizard you can imagine. We try to find wizard-rogue mix here. Current spells and mana are quite limited but I feel its better to start with martial and learn more about arcane as the campaign progress.
Equipment
Spellbook, few weapons, maybe potion, dark clothes, thiefs tools?
Chefs kiss Brûni’s character sheet is now ready to play!
To Do
- Clarify if unused Legend Points carry over or are lost.
- How many Legend points per level up
- Paper & Shit, write equipment for backgrounds
- background table?
- more Premade Packs
- fighter, rogue, mage packs