Your class is your character's lifelong training. Warrior develops military leadership and fighting, Divine develops priestly power, Merchant develops wealth and influence, and Arcane develops magical learning.
An adult player character without a class can choose one in Decisions. This choice is permanent in normal play, so decide what you want your ruler to do before accepting. Full elves cannot keep the Divine class.
Each class has three focuses and three perk paths. You can change focus within your class; you do not have to choose a new class to study another of its paths. Each path has nine perks. Open a guide below for every perk, its bonuses and the actions it unlocks.
You gain 25 class experience each month before other bonuses. A perk costs 1,000 experience: at that basic rate it takes about 40 months to earn one. Passive bonuses apply automatically. An unlocked action still needs its own gold, Regency Points, target and cooldown requirements.
Completing a path gives you a mastery trait. It is a badge of your training; the perk already supplies its benefits. Eight final perks increase your domain limit. Four unlock special troops instead: Commander, Divine Battle Magic, Merchant Broker and Arcane Battle Magic.
Battle magic is available during peace, raids, raid defence and declared wars. This includes self-cast, targeted and major battle spells. Costs, cooldowns, perk requirements and target rules still apply. Realm spells also have no declared-war requirement, but retain their separate realm-casting prerequisites below.
In Arcane Battle Magic, Battle Armor requires both Mass Enchantment and Battle Illusion, and Master of Battle Magic requires both Destructive Magic and Battle Mobility. These junctions no longer allow one branch to be skipped.
Arcane Realm Magic spells cannot currently be cast because Source and Ley Line access is unavailable. Passive benefits such as the extra domain from Arcane Sanctum or Warding still apply. Divine realm casting requires a blooded, landed Divine ruler with a church holding in the realm.
The Divine class trait now uses a gold chalice with sacred light. The Arcane class trait uses an amethyst crystal in a gold cradle with a blue magical wisp. These replace the class trait icons; class mechanics are unchanged.
The four magic decision categories now have readable headings: Divine Battle Magic, Divine Realm Magic, Arcane Battle Magic and Arcane Realm Magic, instead of raw localization keys. Restart CK3 to load the changed assets and text. Existing saves can be used.
Released in version 0.0.3 on 18 October 2026. Rulers of any class can enchant an item using an available courtier, council advisor, or vassal and that assistant's Learning. Arcane and Divine rulers can instead use their own Learning. Either magical class gives the chosen practitioner +10 percentage points to success; a Court Wizard appointment is optional. Choose Might, Wisdom, or Fortune and a careful, standard, or risky ritual. Each attempt consumes materials and starts a five-year cooldown. The item guide explains exact bonuses, Learning-based chances, costs, and payment choices.