Guides

Muskets & Magic Flag Bearer

One colour per team, stamina buffs, flag respawns, and the fastest EXP loop in the roster.

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Flag Bearer

There is only one Flag Bearer on the team. Nanoplex Studio’s showcase says the rest out loud: you buff teammates, and on certain maps you even spawn them on you. You get paid in EXP for doing it. Playtesters leveled this class quickly because the game wants the colour on the field. That does not mean you should duel a Grenadier with a flagpole.

Ignia and Zemliya call the slot Ensign / Flag Bearer: flag plus sabre, teammate respawn (when respawns exist and tickets remain), stamina buffs for people nearby, and chat in bold white like an Officer. Sitari and Descendants of Death still field a Standard Bearer. Same rule. One colour. If it drops, someone else can pick the job up, but for the seconds it is down your team is a mob.

This page assumes you already survived a few rounds as Line Infantry. If you have not, read Getting Started first. Flag Bearer is a force multiplier, not a tutorial class.

What the flag actually does

Buffs. People near the colour fight better. The showcase wording is “buffs to all your teammates” in spirit and stamina help in the class table. Treat it as a radius, not a map-wide aura. If you hide in a barn on the opposite side of Little Green, you are a spectator with a unique hat.

Stamina. Nearby teammates recover or spend stamina more kindly. That matters for Grenadiers, Sitari Heavies, and anyone about to take a melee trade. Stand behind the rank that is about to be charged, not in front of it.

Respawn on the flag. On maps where respawns are enabled, teammates can come in on you instead of the default spawn, as long as they are near enough and tickets still exist. Ticket Deathmatch makes this disgusting in the best way: a Flag Bearer on a held hedge turns 100 tickets into a local army. Deathmatch does not reprint lives. On Final Stand and Remnants, you are a rally and a buff, not a spawn printer. Attack Defense on Wickland wants the colour on the point your team is actually contesting.

White chat. Like Officers, your text is easier to see. Use it. “Bags on the left wall” is better than a silent flag in a ditch. You are not a mute mascot.

Only one, so do not waste the slot

If someone already locked Flag Bearer, pick Healer or Line Infantry. Two people fighting over the colour in the menu is how you roll out with no Surgeon. If the Flag Bearer dies, the slot can pass; until then, protect them instead of griefing for the EXP.

The EXP is real. Testers called it handsome. That is bait. The class levels fast if you keep the flag up. A Flag Bearer who sprints mid and dies every life is a slow class with extra steps. Stand where Line Infantry is already winning, then let the aura work. Crowns and EXP still stack with group, weekend, Wednesday UTC, Premium, and shop boosters — see the EXP boosts tool — but the flag’s personal bonus does not replace not dying.

Where to stand, map by map

Battle / Skirmish at Little Green (Ignia vs Zemliya, Ticket Deathmatch). Hold a tree line your muskets already like. Flag slightly behind the bags a Sapper dropped. If you plant on the open green, Riflemen farm you and every respawn lands in a field of shot.

Battle of Prok’s Glade (Ignia vs Zemliya, Ticket Deathmatch). Village interior. Colour in a house your team owns, not in the road. Hay bales are cover for Line Infantry, not a throne. If the fight flips to the other farm, walk the flag. A spawn into the wrong yard spends tickets for the enemy.

Final Stand of the Two Battalions (DoD vs Ignia, Deathmatch). One life. You cannot print teammates. Stay alive as a stamina battery for the last clump. DoD Standard Bearers should not lead a Cultist charge into Ignian muskets. Ignian Ensigns should not peek the same ridge twice to “inspire.”

Battle of the Remnants (DoD vs Sitari, Deathmatch). Same one-life rule, uglier melee. Sitari wants the colour behind Heavies, not in front. DoD wants it in the trees the guerilla kit actually uses. If you are first into a Sklirite swing, the team just lost its buff for a highlight.

Strike at Wickland Manor (Sitari vs Ignia, Attack Defense). Attackers: flag on the last captured pocket, not on the door being shot. Defenders: flag on the point you still hold, behind a platform. When the point falls, move. A defending colour left on a lost courtyard is a spawn into a grave. Full layouts are on Battle Maps.

Who you play with

Officers already give range boosts and white chat. You are not in competition. Officer holds the shooting math; you hold the spawn and stamina math. Stand near each other when you can. If the Officer peeks to pistol, do not follow with the national flag.

Healers / Surgeons (Sitari Doctor) keep the rank that is standing on you alive. A Flag Bearer plus a Healer on a platform is the most annoying two-stack in Ticket Deathmatch. Let the bandage do the HP; you do the position. If you both stand in the open, you have built a loot piñata.

Sappers give you a hole to exist in. Ask for bags. Use them. If no Sapper queued, use houses, hedges, and hay. Do not invent cover with your body.

Mages belong behind you, not on you. A Fire Mage sharing your exact pixel draws every rifle. Give them a second piece of cover. How to Play Mage is their homework; your homework is not stacking the entire specialist roster on one hay bale.

How to die less with a flag

You have a sabre. You are not a Grenadier. Take melee only if the enemy is already on the colour and nobody else can take the swing. Empty stamina still means stop clicking. Crouch. Strafe. Let Line Infantry shoot the person who wanted a flag kill.

If you are being hunted, walk toward your muskets, not toward a bush. The aura needs people. A clever hide that has zero teammates is a wasted unique slot. If tickets are low, play greedier with your life and stingier with peeks. The last twenty tickets should not spawn on a ridge you thought looked cinematic.

When you do die, the team should treat the dropped colour like a bomb. Someone nearby picks up the job if the game allows the swap; everyone else stops taking flank vacations until the aura is back. You, in the spawn screen, should not insta-run the same road.

Flag Bearer is the class that makes Ticket Deathmatch feel like an army instead of a deathmatch lobby. One person holds the colour, stands slightly behind the people who can actually shoot, and becomes a mobile spawn when the map allows it. Protect that person. If that person is you, protect the flag the same way you would protect a loaded cannon: from the side, in cover, with friends, never in a fair duel against a Grenadier who wanted the highlight more than you wanted the round.

FAQ

Frequently Asked Questions

Quick answers for Muskets & Magic players.

How many Flag Bearers can a team have?

One. If the slot is taken, play Healer or Line Infantry and protect the colour instead of sitting in the menu.

Do teammates always spawn on the flag?

Only on maps and modes where respawns are on, teammates are near, and tickets still exist. Deathmatch is one life, so the flag is a rally, not a printer.

Why does this class level so fast?

The game pays EXP for holding the unique support slot. Playtesters climbed quickly. You still lose that bonus if you die in the open every life.

Should I fight with the sabre?

Only to keep someone off the colour. You are not a Grenadier. Stamina rules on Melee Combat still apply.

Who should I stand next to?

Line Infantry, a Healer, and an Officer if they are not over-peeking. Let a Sapper build your hole. Map-specific spots are on Battle Maps.

Does the Flag Bearer get white chat like Officers?

Yes. Use it for real calls. A silent flag behind the wrong hedge is half a class.