Choosing a Class
Compares the ten classes by main stat, innate elemental resistances and status-inflicting stats. There are no fixed roles or gear restrictions.
There are ten classes. Any of them can go all the way.
Primary attribute
Each class has a different primary attribute. When spending attribute points, it's stronger to fill up your one primary attribute first.
| Primary | Classes |
|---|---|
| Strength | Guardian · Berserker · Paladin |
| Agility | Archer · Brawler · Wolf Druid |
| Knowledge | Fire Mage · Frost Mage · Priest · Grove Druid |
That said, don't ignore everything but your primary. Agility classes also draw attack power from Strength, Knowledge classes from Wisdom, and status-effect hit chance is handled by another attribute entirely. The details are in Stat Allocation.
What differs
- Base attributes — starting HP and attack power differ
- Growth — how much you gain automatically on each level-up differs
- Skills — each class learns eight skills, all of them different
- Talents — the makeup of the talent branches differs
- Innate elemental resistance — see below
Innate elemental resistance
Some classes are born with resistance to a particular element.
| Class | Resistance |
|---|---|
| Fire Mage | Fire |
| Frost Mage | Frost |
| Paladin | Holy |
| Grove Druid | Nature |
| Priest | Shadow · Holy |
Adventurer elemental resistance has a cap, and this innate share alone already fills more than half of it. So you start with the upper hand against enemies that hit with your own element.
The attribute that lands status effects
Your chance to inflict things like Bleed or Stun on an enemy is governed by a different attribute for each class, and it never overlaps with your primary attribute.
It's Agility for the Guardian, Fire Mage and Berserker; Strength for the Archer, Brawler, Priest and Grove Druid; and Wisdom for the Frost Mage, Wolf Druid and Paladin.
There are no fixed roles
All ten classes are built to fight and win on their own. There is no dedicated tank or dedicated healer slot. The Priest and Grove Druid are damage dealers who also carry healing tools — keeping others alive is not their main job.
The differences come not from roles but from element and fighting style.
No gear restrictions
Any class can wear any gear. There are no element restrictions either.
Two things do remain.
- Every item has a required level. If your level is too low, you can't equip it.
- Your class matters when crafting — many blueprints are split by class.
When choosing
The early-game difficulty gap between classes is small. Feel free to pick whichever you like.
If you plan to raise several, take a look at Character Slots.