Incarnations of spirits of the past be it heroic, demonic or divine all may be summoned although those of immense power may be lesser then they once were. These Servants are divided into Seven groups normally but there are exceptions.
All Servants Posses 3 important factors, Parameters - their innate capabilities, Skills - their special abilities, and Noble Phantasms the unique trump card that is entirely unique and limited to that specific Servant.
Parameters are divided into: Strength, Endurance, Agility, Magic, Luck, and Noble Phantasm with ranks from E to A. There are two exceptions to this, EX rank for that which can not be evaluated and -/+ modifiers for when the parameter is unstable or based on other factors.
Skills are divided into Class and Personal Skills based on if the skill came from thier class or are based on themselves, note that personal skills do not mean exclusive and range in rarity. Skills like Parameters range in ranks from E to A with the same exceptions.
Noble Phantasms are entirely unique to the servant in question and act as ultimate trump cards or in some cases entirely change the nature of the war itself. These once more posses the same rankings and exceptions.
Archer - Excelling in the use of ranged weaponry and tend to posses noble phantasms that provide direct damaging options
and highly destructive ordinances. Expect high Agility, Magic, Luck, and Noble Phantasm - Class Skill is Independent Action
which allows it to act against its masters consent or with a high enough rank without a master entirely.
Assassin - Masters of stealth and kiling other Masters more often then Servants, generally expect a weaker physical body
with more skill intensive and tactical requirements. Expect high Agility - Class Skill is Presence Concealment which allows
the user to remain undetected right until the moment they strike.
Berserker - Physical combatant who overpowers all other servants with pure Strength, Agility and Endurance. Expect high
physical parameters and additional Resistances - Class Skill is Madness Enhancement which improves their physical parameters even more in exchange for their sanity and ability to communicate.
Caster - Controller of mystery and magic, tend towards a weak body but powerful magic that opens new options for how to fight
along with strong mystical attacks. Posses high Magic with two Class Skills Territory Creation allows for Caster class servants
to claim laylines and build a mystic workshop while Item Creation allows for the production of artifacts fit for their situation.
Lancer - Hit and Run Skirmishers who specialize in mobility and lethality, different from Assassins who posses abilities to
assassinate masters, Lancers use continuous skirmishing to weaken servants before finishing them off with their noble
phantasms. No unique class skills but tend to posses skills that reduce mana cost or improve their survivability.
Rider - Highly mobile and mounted attackers, specialize in blitz attacks and tend to do better against summoners and many
vs one scenarios. Using mounts offer a unique strategy and offer an additional way of protecting their Master - Class Skill
is riding which allows them to mount and use vehicles, creatures and their noble phantasms.
Saber - All rounded combat specialists, posses well rounded parameters and tend to lean into a good or lawful alignment,
causing them to be seen as the strongest Servant class. Their Class skill is magic resistance which offers resistance
or outright imunity to magic or magecraft below a certain level of power or mystery.