Classes & Professions
Your class decides what equipment you can use and which skills you get. Professions are levelled separately, through gathering and crafting.
Updated
Picking a class
You choose one of seven classes while creating your character. Archer, Bard, Guardian, Paladin and Warrior are starting points. They have no skills and no class equipment of their own. At class level 2 each of them splits into three paths (subclasses), and the path you pick decides your gear and skills. The game reminds you to pick one with /class, and your level carries over. Mage and Musketeer have no paths and keep their own equipment from the start.
/class opens Class Selection and /subclass shows the paths of your current class. Click a class once to select it and again to confirm. You can only pick paths of your current class, and changing your base class removes your path, so the menu asks first.
- Your first class and your first path are free.
- Any change is also free for the first 5 days after the character was created.
- After that, changes cost 100, then 1,000, then 3,000 denars, and 3,000 for every change after that. The menu shows what your next change costs. You pay from your pouch or from the bank, and the full price must come from one of them.
Classes and paths
Every path is one of three types. Martial paths have only passive skills, semi-casters mix spells and passives, and full casters have only spells. Spells cost mana and are cast from your skill bar; the magic schools listed are the ones their spells draw on.
Archer
Deadly marksmen who deal steady damage from a distance and are good at keeping a safe position.
| Path | Type | Equipment |
|---|---|---|
| Ranger | Martial | Longbows, Light Armour |
| Trapper | Semi-caster | Crossbows, Light Armour |
| Arcane Archer | Full caster | Shortbows, Light Armour |
Bard
Charismatic musicians who channel mana through music to bless allies and slow enemies down.
Guardian
Unyielding defenders who draw attention, absorb damage and push enemies around the battlefield.
| Path | Type | Equipment |
|---|---|---|
| Juggernaut | Martial | Warhammers, Battleaxes, Greataxes, Greathammers, Shields, Heavy Armour |
| Warden | Semi-caster | Spears, Swords, Polearms, Shields, Battle Standards, Heavy Armour |
| Runeward | Full caster | Swords, Daggers, Spears, Shields, Heavy Armour |
Paladin
Resolute soldiers who strengthen themselves and protect others, as duellists or as support.
Warrior
Mobile fighters who mix attacks and flexible skills to deal heavy damage at the front.
| Path | Type | Equipment |
|---|---|---|
| Berserker | Martial | Greataxes, Battleaxes, Greathammers, Shortswords, Medium Armour |
| Warlord | Martial | Longswords, Swords, Spears, Polearms, Battleaxes, Battle Standards, Medium Armour |
| Spellblade | Semi-caster | Swords, Longswords, Shortswords, Daggers, Medium Armour |
Mage
The hardest class. Mages build their own weapons from parts, cast spells from runes and are very expensive to gear.
Equipment: Mage Staffs, Mage Wands, Mage Blades, Mage Armour.
Musketeer
Experts in guns and gadgets. They have no skills, but build firearms to order, many of which pierce armour.
Equipment: Pistols, Rifles, Shotguns, Rocket Launchers, Infantry Armour.
Mage spells come from runes set into weapons you build yourself (see Magic). At class level 2 a Mage gets 4 Minor Runestones and 4 Minor Armor Runestones to start with. Only Musketeers can fire guns (see Guns & Gunsmithing).
Note
Skill slots and points
Open /skills, shift-left-click a skill, then left-click a slot to bind it. Right-click a slot to empty it. To cast a bound spell, press F (swap hands), then the number shown on the action bar. Each slot only takes certain kinds of skill, and new slots open as your path levels up:
| Type | Slot I | Level 7 | Level 12 | Level 17 |
|---|---|---|---|---|
| Martial | Passive | Slot III: passive, 25% weaker with a 25% longer cooldown | Slot II: passive | None |
| Semi-caster | Spell or passive | Slot III: passive | Slot II: spell or passive | None |
| Full caster | Spell | Slot II: spell | Slot III: spell | Slot IV: spell |
Skills unlock at class level 2 and can be upgraded to skill level 4. Paths get 2 skill points at levels 7, 12 and 17, and each upgrade costs 1 point. Picking a path above those levels still gives you their slots and points. Foe Sense and Duel Instinct are always on and need no slot.
To take your skill points back, craft a Skill Retraining Manual at the Tool Station. Instead of an item, you get a Skill Reallocation Point straight away. Then right-click the cauldron, Reallocate Skill Points, in /skills to spend it and get back every skill point you have spent.
Level caps
The current story act sets the highest level a path, Mage or Musketeer can reach. The server is in Act 1, so the cap is 11. Base classes stop at level 6 whatever the act, which is another reason to pick your path at level 2. Class EXP comes from killing creatures and from Codex discoveries.
| Act | Level cap |
|---|---|
| Prologue | 6 |
| Act 1 (current) | 11 |
| Act 2 | 16 |
| Act 3 | 21 |
Path skills
Each path's skills are listed below. The in-game tooltips show each skill's effect, mana cost and cooldown at every skill level.
Ranger
Martial Archer path. Lives off the wild and never misses twice.
| Skill | Kind | What it does |
|---|---|---|
| Steady Aim | Passive | Your arrows deal extra damage. |
| Hunter's Mark | Passive | Your arrows make the target glow and slow it. |
| Fleet-Footed | Passive | Gain Speed II when an enemy comes within 5 blocks. |
| Evasion | Passive | When an enemy hits you, leap back and gain Speed II. |
| Finisher | Passive | Your arrows deal extra damage to enemies below 40% health. |
Trapper
Semi-caster Archer path. Covers the ground with mines, poison and frost glyphs, then waits unseen. Magic: Cerrith, Mitlan, Oseni, Seithr.
| Skill | Kind | What it does |
|---|---|---|
| Poison Arrow | Spell | Your next arrow poisons the target and leaves a poison trap where it lands. |
| Archer Step | Spell | Leap backwards and leave a snare that freezes the first one to step on it, friend or foe. |
| Totem Mine | Spell | Throw a mine that burns and damages everything within 5 blocks when an enemy sets it off. |
| Seithr Glyph | Spell | Draw a glyph on the ground. When someone steps on it, it goes off and freezes everyone on it. |
| Hunter's Mark | Passive | Your arrows make the target glow and slow it. |
| Venom Tips | Passive | Your arrows blind the target. |
| Camouflage | Passive | Hold crouch to vanish for a while, gear included. Standing up, attacking, shooting or being hit reveals you. |
Arcane Archer
Full caster Archer path. Turns every shot into a spell: frozen arrows, volleys, tides and silencing shards. Magic: Seithr, Mitlan.
| Skill | Kind | What it does |
|---|---|---|
| Ice Shard | Spell | Fire a shard that slows the target. |
| Silencing Shard | Spell | Fire a shard that stops the target casting spells. |
| Tide Shard | Spell | Fire a shard that damages the target and pushes it back. |
| Freezing Shot | Spell | Your next arrow freezes the target in place. |
| Hawk Eye | Spell | Your next arrow marks every enemy within 14 blocks of where it lands, making them glow, slowing them and revealing hidden players. |
| Arrow Volley | Spell | Your next shot becomes a wide volley of 40 arrows. |
| Frostveil | Spell | Cover the ground in frost within 12 blocks of where you look. Anyone inside is slowed and cannot cast spells. |
Minstrel
Semi-caster Bard path. A travelling musician whose songs heal, hasten and protect. Magic: Cerrith, Mitlan.
| Skill | Kind | What it does |
|---|---|---|
| Foe Sense | Always on | Remembers who you trade hits with, so your group's heals, buffs, shields and cleanses skip them. |
| Rhapsody | Spell | Play a song that keeps you and players around you at Speed II. |
| Sound Wave | Spell | Send three spreading waves that damage and slow enemies. |
| Angelic Serenade | Spell | Summon an angel and a circle that heals you and the players around you. |
| Shield of Harmony | Spell | A ring of notes gives you and the players around you Resistance II. |
| Crescendo | Passive | Regularly gives mana to the players around you. |
| Encore | Passive | When an enemy you recently hit dies, you and the players around you heal and gain Speed II. |
| Marching Song | Passive | Regularly gives you and the players around you Speed I. |
Virtuoso
Full caster Bard path. Plays music that burns, freezes and tears a battlefield apart. Magic: Oseni, Seithr, Mitlan.
| Skill | Kind | What it does |
|---|---|---|
| Memento Mori | Spell | Fire a homing note that damages the target, blinds it and withers it. |
| Fire Breath | Spell | Breathe fire in a cone that burns enemies in front of you. |
| Ice Wave | Spell | Push the enemies in front of you away, damaging and slowing them. |
| Teleport | Spell | After 3 seconds standing still, carry you and the players around you up to 40 blocks ahead. |
| Vibrative Strike | Spell | Send three waves forward that damage and immobilise everyone they hit. |
| Symphony of Destruction | Spell | Launch a symphony that slows enemies inside it, then explodes and throws them into the air. |
Siren
Full caster Bard path. Sings with the voice of the water plane, luring enemies in and drowning them in waves. Magic: Mitlan.
| Skill | Kind | What it does |
|---|---|---|
| Tide Shard | Spell | Fire a shard that damages the target and pushes it back. |
| Sound Wave | Spell | Send three spreading waves that damage and slow enemies. |
| Siren's Call | Spell | Sing a lure that pulls everyone near where it lands to its centre, damaging and slowing them. |
| Crashing Wave | Spell | Send a wide wave forward that damages and knocks back everything it passes through. |
| Mitlan Glyph | Spell | Draw a glyph on the ground. When someone steps on it, it goes off, damaging and slowing everyone on it and throwing them into the air. |
| Maelstrom | Spell | Fire a whirlpool that drags everyone nearby to its centre and damages them every second. |
Juggernaut
Martial Guardian path. A wall of iron that shrugs off blows, punishes attackers and refuses to fall.
| Skill | Kind | What it does |
|---|---|---|
| Bulwark | Passive | Regularly gain an absorption shield. |
| Retaliation | Passive | Enemies that hit you take damage. |
| Second Wind | Passive | When a hit leaves you below 50% health, heal and gain Resistance II. |
| Shield Bash | Passive | Your hits knock the target back and slow it. |
| Unbroken | Passive | When you are hit, shake off Slowed and Weakened. |
Warden
Semi-caster Guardian path. Holds the line, pulling and pinning enemies with frost to protect the group. Magic: Seithr.
| Skill | Kind | What it does |
|---|---|---|
| Foe Sense | Always on | Remembers who you trade hits with, so your group's heals, buffs, shields and cleanses skip them. |
| Ice Shard | Spell | Fire a shard that slows the target. |
| Tank Pull | Spell | Pull the enemies in front of you towards you and slow them. |
| Ground Smash | Spell | Leap up and smash down, stunning everyone around where you land, allies too. |
| Substitute | Spell | Swap places with a player. They gain an absorption shield and you gain Resistance I. |
| Ice Wave | Spell | Push the enemies in front of you away, damaging and slowing them. |
| Shield Wall | Spell | Raise a wall of shields: you stay rooted, and players within 4 blocks take no damage. |
| Vigil | Passive | Regularly gives you and the players around you Resistance I. |
| Retaliation | Passive | Enemies that hit you take damage. |
| Intercept | Passive | When an enemy hits you, you and the players around you gain an absorption shield. |
Runeward
Full caster Guardian path. Guards with frost runes instead of steel, shielding allies and locking enemies in ice. Magic: Seithr.
| Skill | Kind | What it does |
|---|---|---|
| Foe Sense | Always on | Remembers who you trade hits with, so your group's heals, buffs, shields and cleanses skip them. |
| Silencing Shard | Spell | Fire a shard that stops the target casting spells. |
| Mending | Spell | Channel a heal on yourself. You are rooted and weakened while it lasts. |
| Ice Shield | Spell | Gain an absorption shield. |
| Group Up | Spell | Give everyone around you, but not yourself, an absorption shield. |
| Seithr Glyph | Spell | Draw a glyph on the ground. When someone steps on it, it goes off and freezes everyone on it. |
| Guardian Angel | Spell | Ward a player so they take less damage and you lose that health instead. The ward never takes you below 6 health. |
| Cold Embrace | Spell | Mark a spot that weakens everyone near it a second later. |
| Frozen Tomb | Spell | Open a tomb that freezes and damages the enemy closest to its centre. |
Crusader
Martial Paladin path. Carries faith on the edge of a blade, hitting harder and mending allies nearby.
| Skill | Kind | What it does |
|---|---|---|
| Foe Sense | Always on | Remembers who you trade hits with, so your group's heals, buffs, shields and cleanses skip them. |
| Zeal | Passive | Your hits deal extra damage. |
| Steadfast | Passive | When an enemy hits you, gain Resistance I. |
| Aura of Valor | Passive | Regularly heals you and the players around you. |
| Righteous Fury | Passive | When an enemy you recently hit dies, heal and gain Strength I and Speed I. |
| Judgement | Passive | Your hits weaken the target and make it glow. |
Templar
Semi-caster Paladin path. A sworn knight who fights at the front with holy strikes, blessings and protective oaths. Magic: Cerrith.
| Skill | Kind | What it does |
|---|---|---|
| Healing Strike | Spell | A holy strike that throws enemies up and heals you for half the damage it deals. |
| Healing Orb | Spell | Fire an orb that heals the player it hits. |
| Respite | Spell | Instantly heal yourself. |
| Shield Up | Spell | Brace yourself for Resistance I, at the cost of moving slower. |
| Bless | Spell | Remove Slowed and Weakened from you and the players right next to you. |
| Smite | Spell | Call down a pillar of light that damages everything within 4 blocks. |
| Challenge | Spell | Challenge a player you recently fought to a duel: only the two of you can hurt each other until it ends. |
| Duel Instinct | Always on | Remembers who you trade hits with, so Challenge can target them and your group's support skips them. |
| Holy Ward | Passive | When an enemy hits you, gain an absorption shield and weaken the attacker. |
| Consecration | Passive | Killing an enemy makes the ground around you heal nearby players for a while. |
| Purity | Passive | Regularly removes Slowed, Weakened, Burnt and Frozen from you. |
Cleric
Full caster Paladin path. Sets down the sword to heal, shield and cleanse the group through the hardest fights. Magic: Cerrith.
| Skill | Kind | What it does |
|---|---|---|
| Foe Sense | Always on | Remembers who you trade hits with, so your group's heals, buffs, shields and cleanses skip them. |
| Healing Orb | Spell | Fire an orb that heals the player it hits. |
| Shielding Orb | Spell | Fire an orb that gives the player it hits an absorption shield. |
| Hand Cure | Spell | Lay hands on a player right next to you to heal them. |
| Blessing of Swiftness | Spell | Give a player right next to you Speed II. |
| Heal Aura | Spell | Create an aura that heals you and the players around you. |
| Restoration | Spell | After a short channel, remove Slowed, Frozen, Burnt and Weakened from you and the players around you. |
| Cerrith Glyph | Spell | Draw a glyph on the ground. When someone steps on it, it goes off and shields every player on it. |
| Blessing of Healing | Spell | Toggle: stay rooted and fire a healing bolt every second, draining mana until you stop. |
| Mana Transfer | Spell | Toggle: bind yourself to a player right next to you and pour your mana into them. You are both held in place and cannot cast other spells. It ends when you cast it again or run out of mana, or when either of you takes damage, teleports, moves away or loses sight of the other. |
Berserker
Martial Warrior path. Trades technique for fury and is most dangerous when nearly dead.
| Skill | Kind | What it does |
|---|---|---|
| Bloodlust | Passive | Your hits heal you. |
| Cleave | Passive | Your hits also damage every enemy within 4 blocks of you. |
| Frenzy | Passive | Killing an enemy gives you Strength I and Speed I. |
| Undying Rage | Passive | When a hit leaves you below 35% health, gain Resistance I, Regeneration I and Strength I. |
| Rend | Passive | Your hits make the target bleed. |
Warlord
Martial Warrior path. Leads from the front, driving allies forward with chants and rallying cries.
| Skill | Kind | What it does |
|---|---|---|
| Foe Sense | Always on | Remembers who you trade hits with, so your group's heals, buffs, shields and cleanses skip them. |
| War Chant | Passive | Regularly gives you and the players around you faster attacks. |
| Rally | Passive | Every 5th hit you land gives you and the players around you Strength I. |
| Earthshaker | Passive | Your hits slow every enemy within 4 blocks. |
| Hold the Line | Passive | When an enemy hits you, you and the players around you gain Resistance I. |
| Intimidate | Passive | Your hits make the target attack slower. |
Spellblade
Semi-caster Warrior path. Channels fire through steel, mixing blade techniques with fire spells. Magic: Oseni.
| Skill | Kind | What it does |
|---|---|---|
| Fire Shard | Spell | Fire a shard that deals magic damage to the target it hits. |
| Warrior Dash | Spell | Dash forward, damaging everyone you pass, allies too. |
| Warrior Lunge | Spell | Leap to where you look and explode on landing. You are briefly stunned afterwards. |
| Fire Breath | Spell | Breathe fire in a cone that burns enemies in front of you. |
| Warrior Beam | Spell | Fire a beam of burning light that damages each enemy it passes through. |
| Oseni Glyph | Spell | Draw a glyph on the ground. When someone steps on it, it goes off and damages everyone on it. |
| Ember Burst | Passive | Every 3rd hit erupts in embers that damage everyone close to you, allies too. |
| Mana Edge | Passive | While you have at least half your mana, your hits spend a little of it to sear the target. |
| Arcane Ward | Passive | When an enemy hits you, gain an absorption shield and some mana back. |
Attributes
Your starting attributes are set while creating your character. An Attribute Tome gives you more points to spend in /attributes. Each attribute takes up to 20 points.
| Attribute | Each point gives |
|---|---|
| Strength | +1 Physical Damage |
| Dexterity | +1 Projectile Damage |
| Constitution | +0.3 Max Health |
| Intelligence | +1 Max Mana, +0.01 Mana Regeneration |
| Wisdom | +0.75 Cooldown Reduction |
| Charisma | +1 Recoil Reduction, +1 Reload Reduction, +1 Magic Damage, +0.25 Critical Strike Chance |
Professions
Professions are shared by all your characters. Each one plays at the highest level any of them has reached. Profession points arrive unspent on every character, and the upgrades you buy in /profession stay with the character that bought them.
- Each profession level gives you 1 point to spend on that profession's perks.
- A character can spend at most 40 points in all. The menu shows this as Spent Points.
- Most perks are in lines, and each perk in a line needs the one before it.
- To remove a perk, click it, then run
/profession confirmwithin 60 seconds. You do not get the points back, and you cannot remove a perk that another of your perks needs.
| Profession | How to level it |
|---|---|
| Crafter | Smelt stone, metals, glass and other materials; mine ores and stone; repair tools. |
| Forager | Kill farm animals, harvest crops that you grow, and breed animals (breeding most animals needs the Breeder IV perk). |
| Herborist | Gather Nether fungi and chop logs, wood and mangrove roots. |
What gives profession EXP
Crafter
Smelting
- Stone
- Deepslate
- Smooth Stone
- Charcoal
- Terracotta
- Smooth Sandstone
- Smooth Red Sandstone
- Smooth Basalt
- Smooth Quartz
- Sponge
- Brick
- Nether Brick
- Glass
- Copper Ingot
- Iron Ingot
- Gold Ingot
Mining
- Stone
- Andesite
- Granite
- Diorite
- Deepslate
- Coal Ore
- Iron Ore
- Copper Ore
- Redstone Ore
- Gold Ore
- Lapis Ore
- Diamond Ore
- Emerald Ore
Repairing
- Swords
- Pickaxes
Forager
Animals
- Cow
- Chicken
- Pig
- Sheep
- Rabbit
Crops
- Wheat
- Beetroots
- Carrots
- Potatoes
- Cocoa
- Melon
- Pumpkin
- Sugar Cane
- Cactus
Mushrooms
- Red Mushroom
- Brown Mushroom
Breeding
- Any animal you breed
Herborist
Nether plants
- Nether Wart
- Crimson Fungus
- Warped Fungus
Logs and wood
- Oak
- Spruce
- Birch
- Jungle
- Acacia
- Dark Oak
- Cherry
- Mangrove
- Pale Oak
- Mangrove Roots
Parties
/party opens the party menu, where you create a party and invite players. They accept by clicking the invite in chat. A party holds up to 8 players. Class EXP is split between members within 48 blocks of each other, but profession EXP is not. Start a chat message with @ to talk to your party. This is a different party from the roleplay chat group made with /rpcharacter party (see Chat channels).
Commands
| Command | Aliases | What it does | Notes |
|---|---|---|---|
/class | /c | Opens Class Selection, where you pick or change your class. | Click a class once to select it and again to confirm. |
/subclass | None | Opens Subclass Selection with the paths of your current class. | Paths unlock at class level 2. |
/player | /p, /profile | Shows your level, professions, attributes, EXP boosters and party. | None |
/attributes | /att, /stats | Opens Character Attributes, where you spend attribute points. | None |
/skills | /s | Opens your skill list, where you bind skills to slots and spend skill points. | Upgrading a skill costs 1 skill point. |
/profession | None | Opens the profession menu (Crafter, Forager, Herborist). | None |
/profession top <profession> | None | Shows the leaderboard for one profession. | None |
/profession confirm | None | Confirms removing the perk you just clicked in the profession menu. | Within 60 seconds. The points are not refunded. |
/party | None | Opens the party menu, where you create a party, invite players and see your members. | Up to 8 players. Class EXP is split within 48 blocks. Start a message with @ for party chat. |
