Create
Pick a race and a class. The pair is your archetype: it has its own name, four tags and a third skill tree next to the race tree and the class tree.
Race
Class
Elemental Ranger
A versatile spellcaster who commands fire and frost to adapt to any threat. Elemental Rangers excel at mid-range combat and tactical mobility, chaining elemental effects to control the battlefield.
Passive: Elemental Ranger
Adventure provides an additional 0.25 Magic Damage
Wildstrider
A stalwart frontline warrior who charges into battle, shattering lines and holding ground through sheer tenacity. Vanguards specialize in crowd control and disruption, using force and durability to dominate close quarters.
Passive: Wild Strider
Adventure provides an additional 0.25 Physical Damage
Gloom Stalker
Gloom Stalkers are ambush hunters who fight from cover with poisoned bolts and a blade in the dark. They swap between crossbow and sword to slip into stealth, leave shadow clones behind to strike alongside them, and turn stacked poison into bursts of decay.
Passive: Gloom Stalker
Adventure provides an additional 0.25% Attack Speed
Earthshaker
A heavy battlemage who channels seismic power through sheer force and stonebound magic. Earthshakers crush clustered enemies, reshape terrain, and endure punishing blows without faltering.
Passive: Earthshaker
Strength gives an additional 0.5 Magic Damage
Horned Vanguard
A stalwart frontline warrior who charges into battle, shattering lines and holding ground through sheer tenacity. Vanguards specialize in crowd control and disruption, using force and durability to dominate close quarters.
Passive: Vanguard
Strength provides an additional 2.5 Stamina
Xwin Dreadhorn
Dreadhorns are brutal ambushers who bring the weight of an axe out of the dark. They open from stealth with rage-fuelled cleaves, convert bleeding into poison, and drive shadow shockwaves and plague tremors through the ground into everything around them.
Passive: Xwin Dreadhorn
Strength provides an additional 0.25% Attack Speed
Echo Weaver
Echo Weavers are duelling spellcasters who fold fire and frost into their blade work. They mark enemies with Temporal Echo, then set it off in bursts of flame and ice, turning one lingering affliction into another and making damage that has already landed happen twice.
Passive: Echo Weaver
Agility provides an additional 0.5 Magic Damage
Phase Duelist
Phase Duellists are fast, close-range fighters who alternate dagger work and bare-fisted blows with bursts of temporal magic. They build Temporal Surge through relentless cuts and punches, then spend it to spread bleeding through a crowd, batter enemies into a stun, and step out of reach before the counterattack lands.
Passive: Phase Duellist
Strength provides an additional 0.25% Attack Speed
Night's Whisper
Night’s Whispers are elusive assassins who cut, vanish, and cut again. They open from stealth to stack bleeding and poison, consume those wounds to gain Double Strike and Temporal Echo, and call shadow clones in to repeat every killing blow.
Passive: Nights Whisper
Agility provides an additional 2.5 Stamina
6 more races and 3 more classes are in the files and not playable yet: Golem, Centaur, Troll, Fairy, Griffon, Dwarf, Shaman, Bulwark, Builder.
Starting spells
At the start
From the start attributes, before runes and food.
Start attributes
| Attribute | Start | Base XP cost |
|---|---|---|
| Memory | 7 | 180 |
| Charisma | 7 | 180 |
| Adventure | 6 | 200 |
| Physique | 5 | 220 |
| Intelligence | 8 | 160 |
| Agility | 5 | 220 |
| Strength | 4 | 240 |
| Energy | 6 | 200 |
Gold marks an attribute this pair trains for less than 200 XP, the base cost when neither race nor class favours it. The game adds more for each point you already bought and for your level.
Starting spells
At the start
From the start attributes, before runes and food.
Start attributes
| Attribute | Start | Base XP cost |
|---|---|---|
| Memory | 5 | 220 |
| Charisma | 5 | 220 |
| Adventure | 6 | 200 |
| Physique | 7 | 180 |
| Intelligence | 4 | 240 |
| Agility | 6 | 200 |
| Strength | 8 | 160 |
| Energy | 7 | 180 |
Gold marks an attribute this pair trains for less than 200 XP, the base cost when neither race nor class favours it. The game adds more for each point you already bought and for your level.
Starting spells
At the start
From the start attributes, before runes and food.
Start attributes
| Attribute | Start | Base XP cost |
|---|---|---|
| Memory | 6 | 180 |
| Charisma | 6 | 220 |
| Adventure | 6 | 200 |
| Physique | 4 | 240 |
| Intelligence | 6 | 200 |
| Agility | 8 | 160 |
| Strength | 6 | 220 |
| Energy | 6 | 180 |
Gold marks an attribute this pair trains for less than 200 XP, the base cost when neither race nor class favours it. The game adds more for each point you already bought and for your level.
Starting spells
At the start
From the start attributes, before runes and food.
Start attributes
| Attribute | Start | Base XP cost |
|---|---|---|
| Memory | 6 | 200 |
| Charisma | 6 | 200 |
| Adventure | 6 | 200 |
| Physique | 6 | 200 |
| Intelligence | 8 | 160 |
| Agility | 3 | 260 |
| Strength | 6 | 200 |
| Energy | 7 | 180 |
Gold marks an attribute this pair trains for less than 200 XP, the base cost when neither race nor class favours it. The game adds more for each point you already bought and for your level.
Starting spells
At the start
From the start attributes and the archetype passive, before runes and food.
Start attributes
| Attribute | Start | Base XP cost |
|---|---|---|
| Memory | 4 | 240 |
| Charisma | 4 | 240 |
| Adventure | 6 | 200 |
| Physique | 8 | 160 |
| Intelligence | 4 | 240 |
| Agility | 4 | 240 |
| Strength | 10 | 120 |
| Energy | 8 | 160 |
Gold marks an attribute this pair trains for less than 200 XP, the base cost when neither race nor class favours it. The game adds more for each point you already bought and for your level.
Starting spells
At the start
From the start attributes, before runes and food.
Start attributes
| Attribute | Start | Base XP cost |
|---|---|---|
| Memory | 5 | 200 |
| Charisma | 5 | 240 |
| Adventure | 6 | 200 |
| Physique | 5 | 220 |
| Intelligence | 6 | 200 |
| Agility | 6 | 200 |
| Strength | 8 | 180 |
| Energy | 7 | 160 |
Gold marks an attribute this pair trains for less than 200 XP, the base cost when neither race nor class favours it. The game adds more for each point you already bought and for your level.
Starting spells
At the start
From the start attributes, before runes and food.
Start attributes
| Attribute | Start | Base XP cost |
|---|---|---|
| Memory | 7 | 180 |
| Charisma | 7 | 200 |
| Adventure | 6 | 200 |
| Physique | 3 | 260 |
| Intelligence | 8 | 140 |
| Agility | 7 | 180 |
| Strength | 4 | 260 |
| Energy | 6 | 180 |
Gold marks an attribute this pair trains for less than 200 XP, the base cost when neither race nor class favours it. The game adds more for each point you already bought and for your level.
Starting spells
At the start
From the start attributes, before runes and food.
Start attributes
| Attribute | Start | Base XP cost |
|---|---|---|
| Memory | 5 | 220 |
| Charisma | 5 | 240 |
| Adventure | 6 | 200 |
| Physique | 5 | 220 |
| Intelligence | 4 | 220 |
| Agility | 8 | 160 |
| Strength | 8 | 180 |
| Energy | 7 | 160 |
Gold marks an attribute this pair trains for less than 200 XP, the base cost when neither race nor class favours it. The game adds more for each point you already bought and for your level.
Starting spells
At the start
From the start attributes and the archetype passive, before runes and food.
Start attributes
| Attribute | Start | Base XP cost |
|---|---|---|
| Memory | 6 | 180 |
| Charisma | 6 | 240 |
| Adventure | 6 | 200 |
| Physique | 2 | 280 |
| Intelligence | 6 | 180 |
| Agility | 10 | 120 |
| Strength | 6 | 240 |
| Energy | 6 | 160 |
Gold marks an attribute this pair trains for less than 200 XP, the base cost when neither race nor class favours it. The game adds more for each point you already bought and for your level.
All 9 archetypes
Each name opens that pair on the skill tree.
Dash
Vanish