CWTHE CLASSWARFARE ARCHIVEView on Steam ↗

Official field archive · Vol. I

Know the class.
Survive the war.

219 mechanics and records catalogued from the current Dagu prologue.

Field principle 01

Every hour spent and every action taken changes the world in some way. Even the road that ends still took you somewhere.

Character creator · no secrets withheld

Build your student.

Race is what your body can become. Class is what the Academy insists you mean. Talent is the advantage that remains yours.

Primary profileLevel 1 · Human Warrior
Race traitHuman Versatility

Humans do not get a special combat trait. Their power is open-ended growth.

Academy classFrontline bruiser with shield protection and heavy blows.

The most legible Academy promise: stand in front, absorb the cost, and call obedience courage.

Personal talentMuscular

Gain +1 Strength. When an NPC check or clash asks for Charisma, Muscular can let your Strength stand in if it is higher.

Core stats0 unspent level points
Strength4
+0
Dexterity1
+0
Vitality2
+0
Intelligence1
+0
Wisdom1
+0
Faith1
+0
Physical7
Mental3
Social3
Max HP2820 + 2L + 3VIT
Max MP85 + Mental
Basic hit13.5Before target defense
Crit2%2% × PER
Dodge1%1% × DEX
Rest ward1Temporary HP = Faith
Starter skill · 1 MPHeavy Attack

Deals 1.5x normal attack damage Immediate

Level 6 ultimate · once per restCourage

Courage: Remove 1 debuff from each ally, then grant Level + Wisdom temporary HP and MP to the player side for 10 turns.

Spirit-Touched · 1 MP · once per combatSpirit-touched Human

Call a gentle spirit back into the body of one incapacitated ally, restoring them to 1 HP. Unlock through the Day 2 Ghost Opera.

Active runeWater Rune

Heal one HP for every MP spent.

HP20 + 2 × Level + 3 × Vitality
MP5 + Intelligence + Wisdom + Faith
Crit2% × Perception
Final forceSubtotal × (1 + Strength ÷ 100)

The first body modification

One rune.
One changed channel.

On Day 3, every completed conversation with Theo in detention leads to the same essential discovery: a rune gives mana a shape, and the body can only carry one of those shapes at a time.

Read the Water and Light records →

Browse the records

The living codex.

Showing 219 of 219 records

001Character Creation

Human

Flexible baseline with one free stat point to place later.

002Character Creation

Dragonborn

Burst powerhouse with draconic breath and low agility.

003Character Creation

Rabbitfolk

Evasion specialist built around one perfect escape.

004Character Creation

Bearfolk

Slow endurance tanks with huge staying power.

005Character Creation

Catfolk

Crit predators with sharp perception and fragile defenses.

006Character Creation

Canine

Support hunters who rally the strongest member of the pack.

007Character Creation

Smallfolk

Utility scavengers who turn battle scraps into Feast and Famine.

008Character Creation

Batfolk

Hyper-consistent dark navigators with anti-RNG combat awareness.

009Character Creation

Horsefolk

Enduring chargers with strong opening impact.

010Character Creation

Foxfolk

Control-oriented tricksters that create early openings.

011Character Creation

Muscular

+1 Strength. Use raw power where charm would normally be required.

012Character Creation

Flexible

+1 Dexterity. Permanent agility with room to pivot.

013Character Creation

Healthy

+1 Vitality. Extra HP now, and bigger HP gains on every level.

014Character Creation

Clever

+1 Intelligence. Mental checks reward learning as you go.

015Character Creation

Intuitive

+1 Wisdom. Instantly notice weaknesses, resistances, immunities, and important clues.

016Character Creation

Leap of Faith

+1 Faith. Once per rest, choose one failed stat check to pass.

017Character Creation

Charmer

+1 Charisma. More influence in checks and guaranteed romance prompts.

018Character Creation

Precise

+1 Perception. Critical hits become Super Crits.

019Character Creation

Lucky

+1 Luck. A fast reward wheel pays extra gold after combat.

020Classes & Skills

Monk

Body-first fighter with Focus and unarmed scaling.

021Classes & Skills

Rogue

Finesse striker with theft tools and firebomb utility.

022Classes & Skills

Warrior

Frontline bruiser with shield protection and heavy blows.

023Classes & Skills

Scholar

Theory-driven arcane caster with MP control, barriers, and battlefield manipulation.

024Classes & Skills

Sorcerer

Forceful caster with elemental evocation, arcane burst, and rune mastery.

025Classes & Skills

Witch

Curse-driven control class built around Hex, rituals, and Doom.

026Classes & Skills

Bard

Support-first performer who inspires allies and distorts enemies with psychological pressure.

027Classes & Skills

Illusionist

Deceptive controller who uses mirror doubles, invisibility, and mental disruption.

028Classes & Skills

Explorer

Exploration-focused utility class with battlefield setup, field medicine, and map-side foresight.

029Classes & Skills

Ne'er-Do-Well

Challenge class built on insults, dirty tricks, Fortune, and risky profit.

030Classes & Skills

Focus

Center body and mind. Gain temporary physical stat bonuses for a number of rounds equal to Wisdom.

031Classes & Skills

Flurry Fist

Deliver two guaranteed unarmed strikes, then press for extra hits with diminishing odds based on Wisdom.

032Classes & Skills

Meditation

Breathe, center, and restore HP and MP equal to Wisdom without exceeding your caps.

033Classes & Skills

Breathing Technique

Adopt Breathing Stance until combat ends or another stance replaces it, gaining +50% Dodge chance.

034Classes & Skills

Grapple

Strike and lock down a foe. If the hit lands, apply Paralyzed until the end of that target's turn.

035Classes & Skills

Counter Technique

Adopt Counter Stance until combat ends or another stance replaces it, retaliating against melee attacks with a basic strike.

036Classes & Skills

Heavy Palm

Strike once with normal unarmed physical damage, then deal arcane chi damage equal to Strength + Wisdom.

037Classes & Skills

Chi Blast

Release gathered force as a burst that hits every enemy for 3 + Level + Wisdom arcane damage.

038Classes & Skills

Steal

Strike with your normal attack damage and guarantee one stolen item if the target still has a drop to take. Wisdom still limits how many times each enemy can be robbed.

039Classes & Skills

Backstab

Deliver a heavier finesse strike that clearly outdamages a normal Rogue attack without becoming absurdly strong early.

040Classes & Skills

Smoke Bomb

Break sight with a fast smoke burst and become Invisible until the next direct enemy attack is consumed or you strike back.

041Classes & Skills

Trip Wire

Set a delayed wire trap. The next enemy that attacks you trips it, Fumbles, and loses the strike.

042Classes & Skills

Double Lunge

Strike the same target twice in one opening. Each landed hit applies Bleed, and the sequence stops if the target dies early.

043Classes & Skills

Exploit Opening

Exploit a staggered foe with a precise follow-up strike. The hit gains extra damage against Bleeding targets, rewarding setup without needing a new subsystem.

044Classes & Skills

Taunt

Weaponize contempt. Deal Charisma + Wisdom psychological damage and mark the enemy with Target so it focuses the Rogue briefly.

045Classes & Skills

Arson

Splash every enemy with reckless fire. The direct damage stays modest, but Burn on the whole group is the real threat.

046Classes & Skills

Heavy Attack

Commit fully to a crushing opening and hit one enemy for 1.5x Warrior basic attack damage plus Wisdom.

047Classes & Skills

Sword Practice

Drill the same opening three times in quick succession. Each strike deals 75% of a normal Warrior attack.

048Classes & Skills

A Good Defense

Strike one foe and turn the harm you inflict into Temp HP for the rest of the fight, with a small Wisdom rider to reinforce discipline.

049Classes & Skills

Suit Up

Set your guard for the rest of combat. Choose a typed defense stance and replace any previous Warrior stance.

050Classes & Skills

Lightning Thrust

Drive charged force through the line. Hit all enemies for modest elemental damage and apply 1 Shock to each.

051Classes & Skills

Sun Spear

Crash into one enemy with a dominant physical spear strike, then light every foe with Burn stacks equal to Wisdom.

052Classes & Skills

A Good Offense

Brace to punish pressure. Until the start of your next turn, cut incoming damage in half and return the mitigated amount to each attacker.

053Classes & Skills

Bloodthirsty

Passive. Whenever the Warrior deals damage, heal for Wisdom on that damage instance without exceeding max HP.

054Classes & Skills

Magic Missile

Launch disciplined arcane bolts at every enemy for fixed spell damage scaling from Intelligence and Wisdom.

055Classes & Skills

Mana Drain

Hit one enemy with a wand-guided arcane siphon. Deal wand damage plus Wisdom, then drain MP and restore up to that much to the Scholar.

056Classes & Skills

Aether Ward

Wrap the Scholar in an arcane barrier that absorbs damage for Wisdom turns or until it breaks.

057Classes & Skills

Arcane Drift

Enter a sustained trance. You cannot basic attack or dodge. At each Scholar turn start choose Sustain to heal HP equal to Wisdom and add Intelligence arcane damage to the next spell, losing 1 max MP, or Cancel and still act.

058Classes & Skills

Arc Tether

Moderate arcane damage and a tethering weaken effect that applies Undermine for Wisdom turns.

059Classes & Skills

Gravity Well

Pull the battlefield inward. Deal arcane damage to all enemies and weaken them with Undermine.

060Classes & Skills

Overcharge Bolt

A concentrated arcane bolt that hits harder against enemies with missing MP.

061Classes & Skills

Astral Burst

Unleash the Scholar's widest arcane burst, striking all enemies with heavy force and a modest Wisdom rider.

062Classes & Skills

Firebolt

A direct elemental bolt that deals 2 + Intelligence + Wisdom damage and burns one enemy.

063Classes & Skills

Sorcerous Surge

Ready action. Infuse the next damaging spell or magical strike with bonus arcane force equal to Wisdom. Does not end your turn.

064Classes & Skills

Frost Bolt

Cold elemental pressure. Deal damage and apply Chill.

065Classes & Skills

Flame Wave

Sweep fire across all enemies for elemental damage and Burn.

066Classes & Skills

Arcane Lance

Drive a concentrated arcane beam through one enemy. Surge enhances its impact further.

067Classes & Skills

Mana Nova

An unstable arcane burst that hits all enemies and burns away a little MP.

068Classes & Skills

Rune of Warding

Inscribe a protective rune. The next hit is softened, then a small arcane backlash answers the attacker.

069Classes & Skills

Rune Detonation

Mark one target with a rune that detonates on the next magical hit or when its short duration expires.

070Classes & Skills

Summon Effigy

Ready action. Recall any Effigy created by this skill, then summon one controllable Witch Effigy with HP equal to the Witch's max MP plus Faith plus 10. The effigy can act immediately.

071Classes & Skills

Dark Ritual

A ritual recovery spell that restores the party through unsettling witchcraft.

072Classes & Skills

Contagious

Spread the current Hex outward. The original Hexed enemy keeps it and every other living enemy is cursed as the explicit multi-curse exception.

073Classes & Skills

Withering Plague

Afflict cursed enemies with immediate rot and a lingering poisonous decline.

074Classes & Skills

Warding Circle

Maintain a protective rite that pulses small temporary HP to the whole player side each round. Cast again to stop sustaining it.

075Classes & Skills

Grave Bargain

Choose an ally, pet, summon, or yourself and pay X HP once. For each HP paid, hurl an acidic concoction at a random enemy for Intelligence + Faith elemental damage, splash half damage to adjacent enemies, and apply Wisdom random debuffs to every target damaged. Hexes remain intact.

076Classes & Skills

Doom

Lay escalating Doom on a cursed enemy. At the end of that enemy's turn, Doom deals damage equal to its stacks, then rises by 1.

077Classes & Skills

Final Misfortune

Cash out Doom stacks on one enemy for a sharp burst of curse payoff.

078Classes & Skills

Sing

Begin a sustaining performance that restores a little HP to the player side each round while the song holds. Cast again to stop singing.

079Classes & Skills

Solo

Perform a striking solo that deals psychological damage to all enemies and inspires the player side.

080Classes & Skills

Siren Song

Charm one enemy into fighting on your side for a short Wisdom-scaled duration.

081Classes & Skills

Reckless Riff

Hit one enemy with a wilder psychological blast, then leave the Bard inspired for the next strike.

082Classes & Skills

Inspiring Chorus

Raise the whole player side with Inspire, grant 5 + Wisdom temporary HP, and cleanse one random debuff type from all allies.

083Classes & Skills

Anthem of Recovery

Heal all allies, then renew their rhythm with Inspire.

084Classes & Skills

Dissonance

Drive one enemy out of tune with psychological damage and Undermine.

085Classes & Skills

Feedback Loop

Cash out Bard-applied disruption on one enemy for heavier psychological damage.

086Classes & Skills

Vicious Mockery

A cutting insult that deals psychological damage from Charisma and Perception, then applies Undermine stacks equal to Wisdom.

087Classes & Skills

Phantom Double

Full-turn summon. Recall this skill's current Phantom Double, then choose a sturdier melee phantom that can interfere with attacks against the Illusionist or a ranged phantom that broadcasts cold illusion magic.

088Classes & Skills

Bolster Vision

Somatic support. All allies gain Prescient for Wisdom turns: +1 social stats, never-miss attacks, and +25% dodge chance.

089Classes & Skills

Hall of Mirrors

Replace each ally's prior mirror double with one Illusory Double. It mirrors that ally's next attack or targeted skill, then vanishes.

090Classes & Skills

Dazzle

Overload one mind with Confuse equal to Charisma, Blind equal to Perception, and Dazzled equal to Wisdom. All three apply together.

091Classes & Skills

Nightmare Whisper

Choose X MP. In combat, pay 2 + X to distribute Wisdom + X Fear or Silence stacks fairly across all enemies. A prepared opener pays X only when it triggers.

092Classes & Skills

Invisibility

Fade from notice. In combat, enemies cannot target the invisible unit until they attack or use a skill. Outside combat, active Invisibility helps prevent random encounters.

093Classes & Skills

Illusory Wall

Replace prior Illusory Wall cover, then wrap each ally in one personal illusion. The next direct attack or skill against that protected unit misses, and only that unit's wall is consumed.

094Classes & Skills

Mark Target

Ready action. Mark one combatant per side. Direct single-target hits deal bonus damage equal to the Explorer's Wisdom; area and splash damage do not.

095Classes & Skills

Field Dressing

Remove one debuff from a target ally and heal HP equal to Wisdom. This also works outside combat.

096Classes & Skills

Pathfinder

Toggle an exploration sustain that prevents enemy ambush openings while active.

097Classes & Skills

Survival Instinct

Passive. Whenever the Explorer takes damage, is inflicted with a debuff, or dodges an attack, gain 1 Instinct up to your level. Each stack gives +1 Wisdom and each gain heals 1 HP.

098Classes & Skills

Forage

Spend 1 hour foraging. Restore HP and MP equal to Wisdom and gather a usable consumable.

099Classes & Skills

Adaptive

Passive. Within the current combat only, taking damage causes the Explorer to adapt against that damage type for the next hit.

100Classes & Skills

Scout Ahead

Ready action. Preview danger before committing. Outside combat, reveal the next event hint. In combat, unlock Enemy Insight for the rest of the battle without ending the turn.

101Classes & Skills

Snare Trap

Ready action. Prepare a snare. The next enemy action aimed at the protected side triggers the trap, dealing damage and tripping their turn.

102Classes & Skills

High Ground

Launch the player side into Flying for 3 rounds. Flying helps avoid ground hazards and ordinary melee attacks.

103Classes & Skills

Defile

Defile every enemy until the fight ends. Defiled enemies fixate on the Ne'er-Do-Well and take +1 damage. If one dies while still Defiled and its caster remains active, gain bonus gold equal to the caster's Wisdom.

104Classes & Skills

Disrespect

Humiliate every enemy at once. Defiled targets take double psychological damage.

105Classes & Skills

Rude Comment

Ready action. Deal Charisma + Wisdom psychological damage, apply Silence 1, and interrupt sustained effects.

106Classes & Skills

Hard Rejection

Ready action. For Wisdom rounds, redirect the next successful direct hit onto another enemy, then consume this preparation.

107Classes & Skills

Diminish

For Wisdom turns, shrink one enemy by 8% and reduce physical outgoing damage by 5%/10%/15%/20% for Small/Medium/Large/Colossal bodies.

108Classes & Skills

Slight

Passive. When the player side inflicts a status on an enemy, extend it by 1 and sting that enemy for psychological damage equal to Wisdom.

109Classes & Skills

Dirty Trick

Deal 1 + Dexterity + floor(Wisdom / 2) physical damage and Blind for 1 + ceil(Wisdom / 2) turns.

110Classes & Skills

Lucky Like That

Requires Fortune. Consume it all to deal Fortune x Luck + Wisdom psychological damage to every enemy and apply one random debuff to each.

111Companions

Hammond

A smallfolk sorcerer whose stronger, free Acorn Shot still applies Burn—and whose loyalty routinely outlasts the sensible plan.

112Companions

Vex

A batfolk rogue who treats darkness as honest terrain and challenges everyone else to stop pretending.

113Companions

Tyler

A horsefolk warrior whose steadiness matters as much in a kitchen or family visit as it does in a fight.

114Companions

Rylei

A canine explorer who reads paths, people, and danger with the same quietly practical attention.

115Companions

Theo

A rabbitfolk Ne’er-Do-Well whose jokes, detours, and detention scene conceal one of the prologue’s most important systems.

116Companions

Caspian

A foxfolk bard at the center of the academy’s music, friendships, and mounting trouble.

117NPCs

Fang

An Earth-born outsider whose body shock and moral instinct expose the cruelty of the class system.

118NPCs

Mister Drose

An Academy instructor who treats posture, discipline, and observation as the same conversation.

119Runes

Water Rune

Mana takes the drawn shape of water even where no water is present. Spending MP heals one HP per MP spent.

120Runes

Light Rune

The first time MP reaches zero in a combat, the rune refills it completely. Its charge returns for the next combat.

121Weapons

Training Sword

The dependable Warrior starter blade.

122Weapons

Kitchen Knife

A quick Rogue starter weapon that uses the better of Strength or Dexterity.

123Weapons

Starter Wand

A basic Scholar focus for ranged arcane attacks.

124Weapons

Wooden Staff

The Sorcerer’s direct physical-and-mystic channel.

125Weapons

Effigy

A Witch focus whose power grows sharply with Faith.

126Weapons

Focus Deck

An Illusionist focus that turns cards into ranged arcane intent.

127Weapons

Excavator Trowel

A humble Explorer tool that remains a real weapon.

128Weapons

Rope Whip

The Ne’er-Do-Well starter weapon: awkward, theatrical, and more useful than it looks.

129Weapons

Lute

Bard instrument, weapon, and social declaration in one object.

130Weapons

Nine Tails

A rare high-base finesse weapon with Luck in its scaling.

131Weapons

Two-Handed Halberd

A heavy polearm built around raw Strength.

132Armor

Warrior’s Starter Shield

Scarred, uneven, and dependable.

133Accessories

Scholar’s Basic Book

A foundational spellbook full of useful, unfinished thinking.

134Accessories

Old Heirloom Ring

Vex’s old ring, carried down the graveyard path.

135Accessories

Silver Band

A polished wedding band whose sentiment somehow hits hard.

136Accessories

Rainbow Ring

A prismatic focus for elemental builds.

137Accessories

Emerald Necklace

Tyler’s intended birthday gift for his mother.

138Accessories

Blood Rose

A dark marsh rose with a promise wrapped around it.

139Consumables & Key Items

Mushroom Cap

A risky forest growth that restores five HP.

140Consumables & Key Items

Basic Potion

A sturdier potion for when five HP is not enough.

141Consumables & Key Items

Mana Draught

A practical reserve of spell fuel.

142Consumables & Key Items

Firebomb

A volatile bottle whose certainty makes up for its subtlety.

143Consumables & Key Items

Bandage

A clean wrap that stops Bleed.

144Consumables & Key Items

Antidote

A bitter answer to Poison.

145Consumables & Key Items

Water Rune Orb

Theo’s smooth blue prank orb, still sealed until he explains what it is.

146Mobs & Bosses

Field Mushroom

A weak field nuisance with one excellent move: Bonk.

147Mobs & Bosses

Sporecap Stalker

A stronger forest mushroom that has learned patience and Poison.

148Mobs & Bosses

Ghost Dragonborn Soldier

A war-dead soldier who remembers discipline more clearly than peace.

149Mobs & Bosses

Waterfall Guardian

A guardian encounter built to test whether the party understands damage types and status resistance.

150Mobs & Bosses

Mud Doll

A stubborn little intention packed into swamp matter.

151Locations & Maps

Dagu Island

The seven-day prologue island: Academy, home, market, village, waterfall, swamp, Dark Grove, Dreamland, and the choices between them.

152Locations & Maps

Main Academy

The institution that assigns identity as if it were curriculum.

153Locations & Maps

Dark Grove

A northern forest route where the dead still have staging, music, and unfinished business.

154Locations & Maps

The Swamp

A route where equipment, creatures, promises, and apparently dead ends all leave state behind.

155Locations & Maps

Adytum Full Map

An archival world illustration preserved because its hand-drawn geography still belongs in a field guide.

156Events & Routes

Ghost Opera

Listen when the Dark Grove’s dead begin their performance; following the spirits changes what your race can do.

157Events & Routes

Theo in Detention

The Day 3 conversation that turns runes from an object into part of the character sheet.

158Events & Routes

Theo After School

One of the earliest quiet relationship routes is easy to miss because it is not presented as a grand quest.

159Events & Routes

Classified field note

This record concerns a discovery the archive refuses to flatten into a checklist.

160Events & Routes

Classified field note

This record concerns a discovery the archive refuses to flatten into a checklist.

161Systems

Class Assignment

At the Academy, class is not merely a build: it is a public label, political expectation, social proof, and instrument of control.

162Systems

The Nine Stats

Three Physical, three Mental, and three Social stats drive combat and exploration.

163Systems

Time and Missed Actions

Travel, conversations, dead ends, and rest all spend the same finite days.

164Systems

Autoplay

The game can advance dialogue automatically while preserving choices and interruptions that need the player.

165Systems

Rune Slot

Runes bend mana by shape and rewrite the body channel that carries it.

166Systems

Relationships

Affection is built out of ordinary hours: who you check on, what you return, and whether you stay when leaving would be easier.

167Status Effects

Burn

Triggers at turn start; damage equals current stacks, then stacks are reduced.

168Status Effects

Chill

An end-turn elemental hindrance that can be cleared with Warming Spice.

169Status Effects

Shock

An elemental disruption used by lightning effects and ultimate breath attacks.

170Status Effects

Poison

A persistent damaging condition; Antidote removes it and Emerald Necklace prevents it.

171Status Effects

Bleed

Physical damage-over-time pressure; Bandage removes it.

172Status Effects

Confuse

A mental control effect that refreshes duration instead of adding stacks.

173Status Effects

Undermine

A stacking debuff central to Illusionist pressure.

174Status Effects

Inspire

A stacking positive status used by supportive abilities.

175Status Effects

Sharp

A stacking offensive edge.

176Status Effects

Guarded

A refreshed defensive state that reduces incoming pressure.

177Status Effects

Protected

Marks the unit currently covered by another combatant.

178Status Effects

Protecting

Marks the combatant taking responsibility for another unit.

179Status Effects

Shielded

A refreshed shield state.

180Status Effects

Cursed

A refreshed curse state used by Witch mechanics.

181Status Effects

Bad Behavior

Theo gains one stack for each distinct debuff type he inflicts; each stack adds one damage from every source.

182Status Effects

Regen

A stacking recovery effect processed across turns.

183Status Effects

Resolute

Prevents a defeat window before burning out into Exhaustion.

184Status Effects

Invisible

A refreshed concealment state broken by most direct actions.

185Status Effects

Fumble

A refreshed failure-prone combat state.

186Status Effects

Target

Explorer marking that lets later damage gain the configured Wisdom bonus.

187Status Effects

Defiled

Raises the enemy’s damage while increasing the Ne’er-Do-Well’s reward potential.

188Status Effects

Marked

A refreshed target-control status.

189Status Effects

Trip Wire

A prepared trap state.

190Status Effects

Paralyzed

An end-turn control state that prevents normal action.

191Status Effects

Blinded

A stacking accuracy hindrance; Batfolk True Sight ignores it.

192Status Effects

Dazzled

A stacking visual disruption.

193Status Effects

Silence

Prevents verbal casting while active.

194Status Effects

Fear

A psychological control effect; Loyal Howl can cleanse it.

195Status Effects

True Sight

Ignores Blind, Invisibility, and Misdirection for its duration.

196Status Effects

Prescient

A refreshed foresight state.

197Status Effects

Ephemeral

Ignores physical and elemental damage while active.

198Status Effects

Shrunken

A stacking reduction effect used by Ne’er-Do-Well skills.

199Status Effects

Doom

A stacking delayed-threat status.

200Status Effects

Illusory Wall

A refreshed illusion defense.

201Status Effects

Illusory Double

A refreshed decoy state.

202Status Effects

Interference

A temporary disruption state.

203Status Effects

Instinct

A stacking instinct resource.

204Status Effects

Fortune

A stacking Ne’er-Do-Well resource consumed by Lucky Like That.

205Status Effects

Flying

A refreshed airborne state that may carry a large dodge bonus.

206Status Effects

Ambushed

Marks the disadvantaged side at combat start.

207Status Effects

Ambushing

Marks the side controlling the opening ambush.

208Status Effects

Immobile

Prevents movement or repositioning behavior.

209Status Effects

Withering

A temporary severe weakening used by Forbidden Tongue.

210Status Effects

Plotting

A temporary preparation state.

211Status Effects

Unstoppable Plan

The resolved form of a plan that can no longer be interrupted normally.

212Status Effects

Arcane Drift

A start-turn arcane state.

213Status Effects

Feast

Smallfolk gain Feast when allies take damage; it contributes to damage and Harvest.

214Status Effects

Famine

Smallfolk gain Famine when enemies take damage; it contributes to damage and Harvest.

215Status Effects

Breathing Stance

One of the mutually exclusive stance states.

216Status Effects

Counter Stance

One of the mutually exclusive stance states.

217Status Effects

Physical Defense Stance

A stance dedicated to physical mitigation.

218Status Effects

Magical Defense Stance

A stance dedicated to arcane mitigation.

219Status Effects

Elemental Defense Stance

A stance dedicated to elemental mitigation.

A new ClassWarfare student sitting beneath a treeGuide background · an unused character illustration found a new route

Practical field guide

Understand the choice before you live with it.

01

Start with identity, then read the math

Race sets the body’s baseline and signature mechanics. Class is the Academy’s public assignment—stats, equipment, skill tree, and social expectation. A Trait / Talent is the personal advantage that keeps the same class from producing the same person twice.

Students in the margins

The archive never sits completely still.

Hover to catch the field-note gold. Click a student to ready their combat pose; click again when the coast is clear.

Notes that appear in the margins

The island notices repeat readers.

Day map correction

The Academy is not the default.

You cannot simply attend the Main Academy on Day 1. Days 4 and 7 are the two moments when the route draws everything back toward it.

After-school margin

Check on Theo without being asked.

One of the earliest relationship routes begins as an ordinary after-school conversation. That is precisely why it matters.

Ink not yet dry

This note remembers revisits.

Open the same archive record twice and return here.

From the LivingDew animation desk

ClassWarfare moves beyond the game.

The LivingDewCrew channel is dedicated to animation, including ClassWarfare shorts that let the cast exist between routes.

Watch LivingDewCrew ↗
LivingDew iconLivingDew’s Note

An AI world worth documenting

A dream made playable.

ClassWarfare began as Leo Ross’s passion project: a game designed without a coding background, then shaped through three months of prompting, testing, rebuilding, and making judgment calls. Even after every file on the computer was accidentally deleted once, the world came back. The gift was practically handed over for a fee—and Leo took full advantage of it.

The result is a small world where every hour matters, every action changes something, and even a dead end becomes part of the ending. ClassWarfare is now on Steam.