Tools

Muskets & Magic Class decision tree

Start Line Infantry. Branch into support, sapper, mage, Sitari, or Descendants of Death.

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Use this picker before you argue with the class tier list. Muskets & Magic gives each army eight classes. Ignia and Zemliya look Napoleonic: muskets, officers, sappers, healers, flags, and a mage. Sitari is melee and bows with light magic. Descendants of Death (DoD) mix guerrilla tools, cultists, brutes, and necromancy. Slots can fill. Mage in particular may be capped. The tree below assumes you can spawn the pick; if the slot is gone, drop one step and fight anyway.

Confirm loadouts on the Players Hub after you choose. This page is a filter, not a roster dump.

Start here: new player → Line Infantry

If you have never played a line-infantry Roblox shooter, lock Line Infantry (Ignia or Zemliya). You get a musket, a bayonet, and no special attributes. That is the point. You learn:

  • Reload cadence and when not to reload in the open
  • Volley timing with a clump of teammates
  • Bayonet range versus a Sitari lineman who is already in your face
  • How tickets drain when you die stupidly in Ticket Deathmatch

Skip rifleman and grenadier until the musket feels boring. Rifleman wants flanking. Grenadier trades reload and accuracy for health and stamina. Both punish people who have not learned the basic shot.

If you like support → Healer or Flag Bearer

Healer / Surgeon / Doctor (name changes by faction) carries a bandage and a sabre, heals allies, and often has passive area healing. Ignian surgeons can self-heal to full, unlike most classes. You stay near the line, not in a bush on the map edge. A healer who never sees teammates is a dead musket with extra steps.

Flag Bearer / Ensign / Standard Bearer holds the colour. In modes with respawns and tickets, the flag can bring teammates back if the rules allow it, nearby allies exist, and tickets remain. You also hand stamina to people around you. Chat may highlight. You are a magnet. If you hate being focused, this is the wrong branch. If you like being the reason a push lives, read the flag bearer page next.

Officer is a cousin of support, not a healer. Pistol, sabre, range boosts for nearby teammates. Take it after you already understand the line, not as a first spawn.

If you like building → Sapper

Sapper / Engineer gets axe, hammer, and shovel (Sitari engineers still shape the fight with an axe). You throw up sandbags, stakes, and firing platforms, and you tear the enemy’s toys down. Slightly taller on some factions. Building showcase footage from Nanoplex is two inputs and a lot of creativity — you can still brick a lane if you wall your own musket line.

Play sapper on Attack Defense maps such as Strike at Wickland Manor, where points actually care about cover. On pure Deathmatch, a sapper who only builds and never fights is a missing gun.

If you like magic → Mage if slots open

Mage replaces stamina with mana, dashes (ctrl on PC), and has no musket or sabre. Ignia is fire. Zemliya is earth (boulders, terrain). Sitari is light (beams and allied healing). DoD is death / necromancy. Slots are scarce because one mage changes a volley. If the slot is closed, do not idle the whole round. Spawn Line Infantry or Healer and queue mage next map.

Mage is not a sniper with infinite ammo. Mana management is the reload. Walk the mage guide before you waste a rare slot on panic dashes.

If you are a Sitari player → Lineman, Knight, or Archer

Sitari does not hand you a line musket as the identity. Lineman is sword and shield into smoke. Knight leads the charge and plays like the faction’s officer analogue. Archer (light infantry) is the silent precision pick against gunpowder armies. Heavy infantry in Sklirite plate looks immortal until the fifth musket ball.

Pick Lineman if you are new to Sitari. Pick Knight if you already like leading melee. Pick Archer if you refuse to live in bayonet range. You still need melee combat because even archers get rushed.

If you play Descendants of Death → Cultist or Brute

DoD is the guerrilla / undead kit. Cultist is the infantry-shaped entry: tools you can actually hold, good for learning the faction without a giant hitbox. Brute is the heavy: large, scary, and a magnet for every musket on Final Stand of the Two Battalions. Necromancer is the mage track — treat it as a slot, not a starter.

If you want “undead but I still understand shooting and stabbing,” Cultist. If you want to be the problem in a doorway, Brute. If you want to reanimate ten bodies for the Overlord badge, that is a necromancer homework assignment, not this tree.

After you lock

Play two full rounds before you reroll. Then check the Players Hub for faction flavour and the tier list for whether public servers are currently deleting your pick. Early access balance will move. The tree stays: new players shoot in a line, supports hover the line, sappers change the line, mages break the line, Sitari walks through the line, DoD ambushes the line.

When a pick still feels wrong after two rounds, swap. Early access is the cheapest time to learn every role the roster will let you hold.

FAQ

Frequently Asked Questions

Quick answers for Muskets & Magic players.

What class should a complete beginner pick?

Line Infantry on Ignia or Zemliya. Learn the musket before mage, sapper, or Sitari melee.

Mage is full. What now?

Spawn Healer or Line Infantry. Do not sit in the menu through a 40-player round waiting on one slot.

I only like melee. Which faction?

Sitari: start Lineman, then Knight. Still read melee combat because muskets exist on the other team.

I want undead. Cultist or Brute?

Cultist to learn Descendants of Death. Brute when you can survive being the largest target in the forest.

Is Flag Bearer good for solo queues?

Only if you stay with teammates. The flag’s value is respawns, stamina, and morale in a clump, not a lone duel.