Wide stance, heavy weapons.
The Warrior model emphasizes mass: armored torso, planted feet, weapon held at a confident angle. Sword & Shield carries the shield visibly even when not blocking, so other players in co-op can spot the role at a glance.
In v3.0 every class shared one base mesh with different textures. v3.1 fixed that with dedicated models for Warrior, Archer and Mage — each with their own silhouette, weapon and idle animation.
The Warrior model emphasizes mass: armored torso, planted feet, weapon held at a confident angle. Sword & Shield carries the shield visibly even when not blocking, so other players in co-op can spot the role at a glance.
The Archer is leaner and more mobile, with the bow held ready instead of slung. Longbow uses a longer bow silhouette and a slightly different idle pose so the subclass is recognizable at a distance.
The Mage model leans into a robed, glowing-staff silhouette. Fire and Frost subclasses share the same base mesh but use different element-colored particle effects on the staff to communicate which rain skill is loaded.
In 3D mode, the camera sits behind and above the player. From that angle, body shape carries more identity information than any UI element. v3.1 made the class system you choose at the menu actually visible during gameplay — without it, every hero looked roughly the same once the lighting changed.