Muskets & Magic Four nations on one ticket clock
Fire and earth bring muskets. Light brings blades. Death steals both and hides in the trees.
Every Muskets & Magic round is a faction fight first and a class fight second. Nanoplex Studio built four playable nations for this Roblox team PvP shooter, and early access already lets you feel how different they are on PC, mobile, and console. Ignia and Zemliya share flintlocks. Sitari refuses the gun. Descendants of Death steal whatever still fires. Crowns buy uniforms; they do not buy a fifth school of magic.
This page is the compare. For musket doctrine, open Ignia and Zemliya. For the melee and guerilla pair, open Sitari and undead. Mage ranking lives on the mage tier list. Map pairings live in the maps guide.
Side-by-side snapshot
Empire of Ignia. Fire magic. Capital Embrodire. Emperor Ambrose. About 15 million people, about 210,000 under arms in the Imperial Ignian Army. Motto: Prosperity is Strength. Absolute monarchy with a peerage. Flintlock army plus Fire Glove mages. Counties that show up in lore and loading cards include Ambrose, Embrodire, Wickland, Mersondle, and Nortemire. They fight like a smaller, hotter, more professional line.
Kingdom of Zemliya. Earth magic. Capital Saint Valun. King Daniil VI. About 80 million people, about 900,000 in the Royal Zemliyan Army. Motto: Glory to Zemliya. Constitutional monarchy. Flintlock army plus Earth Glove mages. The Great Stena is the earthen wall that lore uses to explain why Ignia could not simply walk north. They fight like a larger, colder, more numerous line. Same eight classes as Ignia, different hats and a mage who throws rocks instead of fireballs.
Theocracy of Sitari. Light magic. Capital Nea Exari. Apostle Chrysanthe. About 3.3 million people and about 1 million in the Holy Sitarian Army, which is a wild ratio until you remember the Grand Conquest turned the Church into a war machine. Motto: Body Guided by Light. Archipelago of 128 islands. Melee, bows, Sklirite armour, Staff of Light. No muskets. They fight like a crusade that still understands stairs.
Descendants of Death. Death magic and undead flesh. No tidy capital card. Forest guerillas. Mix of stolen firearms and melee, plus a Skeletal Staff Necromancer. Development name: Children of Death. Live name: Descendants of Death. They fight like an ambush that learned how to reload someone else’s musket.
Those four sentences are the whole political map. Everything else is how those sentences play on a Roblox server.
Magic is the faction identity
You can skin Line Infantry in red or green and still volley. You cannot skin a Fire Glove into an Earth Glove. The mage slot is the loudest faction tell, which is why it is often capped.
Ignia fire is line support. Fireballs and torrents from behind the muskets. You do not need the mage to win Little Green, but a good one turns a stalemate hedge into a retreat. Zemliya earth is the long rock. Playtesters treat it as a sniper that still belongs to the Mage class, not the Rifleman class. Sitari light is the dual kit: beam for kills, kneel for heals. Descendants of Death necromancy is the unique kit: flesh, summons, and pressure that does not care about your tidy volley clock.
If you only read one extra page after this one, make it the mage ranking. Faction power in early access tracks mage power more than it tracks hat brim size.
Guns versus not-guns
Ignia and Zemliya are the musket pair. Line Infantry, Rifleman, Grenadier, Officer pistol, the whole Napoleonic toy box. On open fields they should win a fair fight against Sitari if they keep distance and do not let Heavy Infantry walk into the drum. They should also win a fair fight against Descendants of Death if they refuse to chase into trees.
Sitari trades the musket for sword, shield, bow, greatsword, and Sklirite. Light Infantry is the archer, not a rifleman in a different coat. Knights lead the charge. Engineers still build. Doctors still heal. The army is built to close. Give them Wickland Manor corridors and they stop looking underpowered.
Descendants of Death refuse the binary. Cultists and stolen muskets exist next to Werewolves and Brutes. Trapper plays the builder/ambush job. Skeleton Officer still has an officer-shaped hole in the roster. You cannot scheme them as “the melee faction” or “the gun faction.” Scheme them as the forest faction.
Maps are the real faction tier list
Nanoplex does not ship a ranked ladder that crowns one nation. The maps guide is the closest thing, because every current map has a lore pairing.
Final Stand of the Two Battalions is Descendants of Death versus Ignia, Deathmatch, one life. Forest and last-stand geometry. DoD wants fog and flanks. Ignia wants a volley lane that never quite arrives.
Battle of Little Green and Battle of Prok’s Glade are Ignia versus Zemliya, Ticket Deathmatch, 100 tickets. This is the mirror match. Fire versus earth, red coats versus green, same class list. Wins come from Ensign uptime, Healer uptime, and not wasting Mage caps.
Battle of the Remnants is Descendants of Death versus Sitari, Deathmatch. Two non-standard armies, no tickets, no Ignian volley to hide behind. Melee, stolen guns, light beams, and whoever blinks in the ruins.
Strike at Wickland Manor is Sitari versus Ignia, Attack Defense. Sitari wants the house. Ignia wants the lawn. Sappers and Engineers decide whether a doorway is a chokepoint or a grave.
Vote the map, then pick the nation that the geometry likes. A Sitari main who only queues open fields will swear the Theocracy is weak. An Ignia main who only queues the manor will swear muskets are dead. Both are describing one loading card, not the roster.
How the nations think about people
You do not need the full lore dump to play, but the flavour explains the kits.
Ignia is prosperity as a weapon. Peerage, counties, a Fire God, one Magic Academy in Embrodire. Fire mages can lift a poor family a whole class if they graduate. That is why the Fire Glove feels like a scarce officer tool, not a mass-issue shovel.
Zemliya is size as a weapon. Forty-five provinces, autonomous territories the Chamber barely hears, an Institute of Earth Magic that actually wants students. Earth mages are saints in the text and artillery in the round. The Great Stena is the national metaphor: pile enough earth between you and Ignia and the war becomes a siege of patience.
Sitari is faith as a weapon. The Apostle is a maiden mage chosen by archbishops. Light mages are Church property. The Grand Conquest exists because crop yields failed and the Light God, conveniently, pointed at Ignian soil. A 3.3 million population fielding a million soldiers is not a peacetime census; it is a theocracy that put the Delegation into uniform.
Descendants of Death are rumour as a weapon. Nearby villages tell you not to enter the forest. A doctor in the lore cuts a body that still moves after the bone is gone. They do not publish a motto card because they do not need recruits from a county fair. They need a tree line and a stolen musket.
Picking a nation in early access
If you like volleys, reload minigames, and bayonets, queue Ignia or Zemliya. Ignia is the smaller professional army with fire support. Zemliya is the larger professional army with rock support. The Ignia and Zemliya page is your homework.
If you like charges, blocks, and bows, queue Sitari. If you like mixed kits, traps, and horror silhouettes, queue Descendants of Death. The Sitari and undead page is that homework.
If you like winning more than flavour, read the map first. Musket nations own open ticket fields. Sitari owns close manor fights. Descendants of Death own forest ambush maps. That sentence is also the short version of the faction tier list, and it will move the first time Nanoplex retunes a glove.
Crowns spent on a Sitari tabard will not help you on Little Green if you still play like a Grenadier. Learn the school, then the map, then the hat.
After the compare
Do not stop on the snapshot table. Musket players should jump to Ignia and Zemliya and drill Line Infantry versus Rifleman spacing. Sitari and undead players should jump to Sitari and undead and drill Sklirite versus stolen flint. Casters should open the mage tier list and accept the cap. Everyone should keep the maps guide in a second tab so the next vote is a faction pick, not a coin flip. That is how you use four nations in early access without pretending one of them is a default skin.
Frequently Asked Questions
Quick answers for Muskets & Magic players.
Which factions use muskets?
The Empire of Ignia and the Kingdom of Zemliya. Sitari uses melee and bows. Descendants of Death mix stolen firearms with melee instead of running a full flintlock line.
What magic does each faction use?
Ignia fire (Fire Glove), Zemliya earth (Earth Glove), Sitari light (Staff of Light), Descendants of Death death/undead (Skeletal Staff). Mage slots are often capped because those kits swing rounds.
Is one faction strongest in early access?
Not globally. Open fields favour Ignia and Zemliya. Close manor geometry favours Sitari. Forest ambush maps favour Descendants of Death. Rank the loading card, not the flag.
Why does Sitari have so many soldiers for its population?
Lore puts the Theocracy on a Grand Conquest. Civil officials moved into military posts and the Church runs the state. The million-strong army is a wartime theocracy, not a peacetime census.
What were Descendants of Death called before?
Children of Death during development. The playable name is Descendants of Death.