Classes

Ironvowed, Moonshade, Ashcaller, Runecaller and Dark Elf – five classes, four starting heroes; each with two paths of six abilities.

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

ClassRace
Ironvowedhuman
MoonshadeShadowblooded
AshcallerDemonblooded
Runecallerhalf-elf

Overview

ClassOrderRolePath 1Path 2Weapon
Ironvowedthe Iron VowMelee · DefenceDestroyerDefendertwo-handed weapon or sword and shield
Moonshadethe Silent HandMelee · StealthShadowbladeMoonarcherdagger, bow or sword
Ashcallerthe Ash KnightsMelee · DefenceCursedbladeShadow Magicsword
Runecallerthe Runevoice CircleMagic · HealingStormcallerLifewardenrune bell, rune staff or rune fan
Dark Elfthe Order of the ShadowspearMelee · MountedSpear DancerShadow Riderspear, 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.

classIronvowedMoonshadeAshcallerRunecallerDark Elfstarting heropathabilityresource