Five classes, four to start with. In the character creator you choose one of four starting heroes – each a fixed pair of race and class – and the fifth class, the Dark Elf, unlocks after level 300. Every class has two paths of six abilities. Every role a party needs is here: tank, healer, support and damage.
Your starting city comes from your realm: Bloodmoon Keep, Suncrown Keep or Veilharbor. See Capitals.
The four starting heroes
| Class | Race |
|---|---|
| Ironvowed | human |
| Moonshade | Shadowblooded |
| Ashcaller | Demonblooded |
| Runecaller | half-elf |
Overview
| Class | Order | Role | Path 1 | Path 2 | Weapon |
|---|---|---|---|---|---|
| Ironvowed | the Iron Vow | Melee · Defence | Destroyer | Defender | two-handed weapon or sword and shield |
| Moonshade | the Silent Hand | Melee · Stealth | Shadowblade | Moonarcher | dagger, bow or sword |
| Ashcaller | the Ash Knights | Melee · Defence | Cursedblade | Shadow Magic | sword |
| Runecaller | the Runevoice Circle | Magic · Healing | Stormcaller | Lifewarden | rune bell, rune staff or rune fan |
| Dark Elf | the Order of the Shadowspear | Melee · Mounted | Spear Dancer | Shadow Rider | spear, horse spear and bow |
Ironvowed
Heir to the Iron Vow. The Ironvowed holds the front line and keeps the party standing.
- Destroyer – cleaves with a two-handed weapon in wide, heavy blows that hit everything around.
- Defender – draws the monsters with a shield and soaks up their strikes.
Resource: Rage. It builds with every blow dealt and every hit taken, and slowly drains away out of combat – the deeper an Ironvowed stands in the fight, the stronger they get.
Moonshade
Shadows of the Silent Hand and orphans of the Moonarrow. Race: Shadowblooded. Strikes from ambush – by the time they notice, it is too late.
- Shadowblade – stalks with dagger and sword, and strikes from behind.
- Moonarcher – decides the fight from afar with a bow, from ambush.
Resource: Energy and combo points. Abilities cost Energy, strikes build combo points, and a powerful finishing move spends them.
Ashcaller
The Ash Knights, heirs of a fallen order who turned to the light. Race: Demonblooded. The Ashcaller draws strength from the enemy's life.
- Cursedblade – reaps with the sword and drains life; when health runs low, the drain doubles.
- Shadow Magic – strikes with dark sorcery and curses, and mana returns from fallen foes.
Resource: Bloodforce. Life drain fills it – an Ashcaller is most dangerous when surrounded.
Runecaller
Ancestor-speakers of the Runevoice Circle. Race: half-elf. The Runecaller is the soul of the party. Weapons: rune bell, rune staff or rune fan.
- Stormcaller – strikes with lightning and elemental runes.
- Lifewarden – heals and shields with the blessing of the ancestors.
Resource: Mana.
Dark Elf
A warrior of the Shadowspear order. Not a starting class: it unlocks after level 300, and the new hero starts at level 1.
Paths, abilities and ranks
- Every class has two paths with six abilities each.
- You earn ability points as you level up. Abilities have ranks I–V, topped by the Legendary rank; the cap is raised by your class order's Order Trials. See Ability Ranks.
- Hotkeys: your abilities sit on keys 1–6, your ultimate on R. See Controls.
- You choose your path from level 5 at your Order Master, in the three capitals (Order Masters). The choice is one-time and cannot be changed.
See also: Races, Levels and progression, Party.