The roster
Find your role.
Hold the line, open a combo, or keep the party standing. Every class brings a different job to the fight.
Eight playable classes. Select a hero to explore their skills and talents.

Warrior
Melee tank / finisher
Control the frontline and finish weakened or bleeding foes.
7 skills 21 talents
Explore skills & talentsClose class detailsHow the Warrior plays
A Warrior takes the first hit and makes the last one count. Heavy melee strikes, taunts and defensive stances let you hold enemy attention while the party builds toward a finishing blow.
Use Vanguard Slash to control a target, spread bleed with Whirling Blade, and threaten a weakened enemy with Execution. Battle Roar strengthens the party's attacks, while Counter Stance and Bulwark give you ways to stand your ground.
- Frontline control
- Bleed & finishers
- Party attack buffs
Skills
Base costs and cooldowns; talents can modify them. RP is your skill resource.

Vanguard Slash
Level 2
Single-target — heavy slash that stuns for 1 round.
2 RP12s cooldown

Whirling Blade
Level 4
AoE — spin hits all foes; stronger with more targets; chance to bleed.
6 RP20s cooldown

Battle Roar
Level 5
Party buff — +30% attack for 3 actions; may frighten foes.
4 RP28s cooldown

Iron Blood
Level 8
Party buff — heal 5% max HP after each of the next 3 hits taken.
4 RP28s cooldown

Counter Stance
Level 10
Counter — +30% defence and evasion; retaliate on hits; taunts all enemies.
4 RP28s cooldown

Execution
Level 12
Finisher — kill foes below 20% HP; heavy damage otherwise; bonus vs bleeding.
6 RP20s cooldown

Bulwark
Class quest
Taunt — +50% defence for 3 rounds and force all enemies to attack you.
3 RP24s cooldown
Talents
Choose one talent from each unlocked row. Mix choices across the three paths to shape your build.
Level 5Choose one of 3
Bloodletter
Opening Wound
Vanguard Slash also makes the target bleed for 3 ticks at 35% power.
Juggernaut
Stunning Authority
Vanguard Slash's stun lasts 2 rounds against normal enemies. Against bosses it instead hardens you: +15% armor for 2 rounds.
Warlord
Rallying Slash
Vanguard Slash restores 1 RP. In a group it also grants 1 RP to a random ally (once per round).
Level 10Choose one of 3
Bloodletter
Bloodthirst
Heal 2% of your max HP whenever your bleed ticks on an enemy.
Juggernaut
Thick Hide
+10% armor; +10% more while below 50% HP (20% total).
Warlord
Veteran's Bulk
Iron Blood heals 7% per hit taken (up from 5%) and lasts 1 extra round.
Level 15Choose one of 3
Bloodletter
Reaping Arc
Whirling Blade always applies its bleed (was 45%), but deals 15% less initial damage.
Juggernaut
Exploit Weakness
+12% damage to enemies suffering an ailment you applied.
Warlord
Battle Standard
Battle Roar lasts 1 extra hit for you, and its party effect also grants +10% attack speed and lasts 1 extra round.
Level 20Choose one of 3
Bloodletter
Frenzy
Critical hits refund 2 RP (once per round).
Juggernaut
Grit
Gain 1 RP whenever you are hit (once per round).
Warlord
Warlord's Toll
While taunting you gain 1 RP each time an enemy strikes you, and allies striking your taunt target gain 1 RP.
Level 30Choose one of 3
Bloodletter
Hemorrhage
Your bleeds last 1 extra tick.
Juggernaut
Crushing Riposte
Counter Stance retaliations apply a 2-tick bleed and generate 1 RP.
Warlord
Open Wounds
Enemies bleeding from you take +10% damage from everyone.
Level 40Choose one of 3
Bloodletter
Executioner
Execution's instant-kill threshold rises to 30% HP (from 20%), and execute kills refund its full RP cost.
Juggernaut
Immovable
While a stance is active (Counter Stance or Bulwark), you take 15% less damage.
Warlord
Terrifying Presence
Battle Roar always frightens all enemies (was a chance), and frighten lasts 1 extra round.
Level 50Choose one of 3
Bloodletter
Bloodlord
Killing a bleeding enemy detonates its remaining bleed damage onto all other enemies.
Juggernaut
Last Stand
Once per combat, dropping below 20% HP instantly heals you for 25% max HP and taunts all enemies for 2 rounds.
Warlord
Legion's Warcry
Battle Roar becomes a legion-wide command: every party member's swing timer instantly fills and they gain 2 RP. Solo: your own swing fills and that hit is a guaranteed critical.

Paladin
Holy bruiser tank
Mark enemies and protect your party with holy wards.
9 skills 21 talents
Explore skills & talentsClose class detailsHow the Paladin plays
The Paladin combines a durable frontline with holy damage and protection. You can pressure enemies with a burning brand, shelter an ally with a shield, and draw danger away from the rest of the group.
Brand of Faith sets up Judgment's bonus damage. Blessed Bulwark protects you, Aegis of Light shields an ally, and Guardian's Call brings enemies onto you. Divine Renewal and Consecrated Ground help you recover while staying in the fight.
- Holy melee
- Ally shielding
- Taunts & recovery
Skills
Base costs and cooldowns; talents can modify them. RP is your skill resource.

Holy Strike
Level 2
Single-target — consecrated blow that sears the foe.
2 RP12s cooldown

Brand of Faith
Level 4
Burn DoT — holy mark burns the target over time.
4 RP20s cooldown

Radiant Burst
Level 5
AoE — holy light strikes all nearby enemies.
6 RP20s cooldown

Judgment
Level 8
Execute — bonus damage to branded or cursed foes.
4 RP20s cooldown

Blessed Bulwark
Level 10
Absorb — divine shield absorbs the next blow.
4 RP28s cooldown

Divine Renewal
Level 12
Heal — restore a moderate amount of your HP.
4 RP20s cooldown

Aegis of Light
Level 15
Shield one ally for 25% of their maximum HP.
6 RP36s cooldown

Consecrated Ground
Level 18
Zone — damage enemies while you heal for 3 turns.
6 RP28s cooldown

Guardian's Call
Level 22
Taunt — force all enemies to attack you for 3 turns.
3 RP24s cooldown
Talents
Choose one talent from each unlocked row. Mix choices across the three paths to shape your build.
Level 5Choose one of 3
Crusader
Zealot's Brand
Brand of Faith burns 1 extra tick and its burn is 15% stronger.
Sentinel
Aegis Hands
Holy Strike grants you a shield equal to 5% of your max HP on hit (once per round).
Lightbringer
Shared Radiance
Radiant Burst heals you 1% max HP per enemy struck; in a group it heals allies too.
Level 10Choose one of 3
Crusader
Fervor
Applying a burn has a 30% chance to refund 1 RP.
Sentinel
Faithful Shield
Blessed Bulwark absorbs 30% more and grants +10% armor while it holds.
Lightbringer
Overflowing Light
30% of your overhealing becomes a shield; in a group the excess heals the most injured ally instead.
Level 15Choose one of 3
Crusader
Swift Judgment
Judgment's cooldown is 25% shorter and it costs 1 less RP.
Sentinel
Consecrated Armor
+10% armor; +15% total while a zone or heal-over-time of yours is active.
Lightbringer
Amplified Aegis
Aegis of Light's shield is 25% stronger and cleanses 1 ailment from each recipient.
Level 20Choose one of 3
Crusader
Righteous Reserves
Critical hits against burning enemies refund 2 RP.
Sentinel
Stalwart
Gain 1 RP whenever a shield of yours absorbs a hit.
Lightbringer
Prayer of Plenty
Aegis of Light costs 2 less RP, and allies you shield gain 1 RP.
Level 30Choose one of 3
Crusader
Immolation
Radiant Burst ignites all enemies struck: a 2-tick burn at 25% power.
Sentinel
Guardian's Wrath
While Guardian's Call is active: +10% armor, and attackers are branded with a 1-tick burn (feeds Judgment).
Lightbringer
Sanctified Ground
Consecrated Ground also heals party members at 50% strength and lasts 1 extra round.
Level 40Choose one of 3
Crusader
Avenger
+12% damage to enemies afflicted by burn or poison.
Sentinel
Living Fortress
While taunting you heal 3% of your max HP each round, and your taunts last 1 extra round.
Lightbringer
Beacon of Light
Divine Renewal also heals the most injured ally for 50% of the amount, and its cooldown is 20% shorter.
Level 50Choose one of 3
Crusader
Holy Executioner
Judgment executes: normal enemies below 15% HP die instantly; bosses below 30% take +30% from it.
Sentinel
Divine Bulwark
While Guardian's Call is active, allies take 20% less damage and you gain +20% armor.
Lightbringer
Ascendant Light
Once per combat, when you or an ally would die: they survive at 20% HP, gain an Aegis shield, and deal +15% damage for 3 rounds.

Rogue
Melee burst
Ambush foes and turn poison and bleed into burst damage.
8 skills 21 talents
Explore skills & talentsClose class detailsHow the Rogue plays
A Rogue creates openings with poison, bleed and evasive tricks. The kit rewards setting up an enemy before committing to a burst of close-range damage, with ways to dodge or recover when the pressure turns back on you.
Rupture and Poison Blade prepare targets for Backstab and Ambush. Smoke Screen disrupts enemies, Shadowstep avoids an incoming attack, and Life Drain turns damage into recovery. Blade Flurry spreads your strikes across the battlefield.
- Burst damage
- Poison & bleed
- Evasion
Skills
Base costs and cooldowns; talents can modify them. RP is your skill resource.

Backstab
Level 2
Single-target — precise strike; bonus vs poisoned or bleeding.
2 RP12s cooldown

Rupture
Level 4
Bleed DoT — deep wound that bleeds over time.
4 RP20s cooldown

Smoke Screen
Level 5
AoE control — blinding cloud disorients all enemies.
6 RP36s cooldown

Poison Blade
Level 8
Party buff — the next 3 attacks apply stacking poison.
4 RP36s cooldown

Shadowstep
Level 10
Evasion — vanish and dodge an incoming attack.
4 RP24s cooldown

Ambush
Level 12
Single-target — huge damage from stealth; bonus vs poisoned.
6 RP20s cooldown

Life Drain
Level 15
Drain — damage a foe and heal for half the damage dealt.
4 RP20s cooldown

Blade Flurry
Level 18
Multi-hit — strike random enemies 4 times.
8 RP20s cooldown
Talents
Choose one talent from each unlocked row. Mix choices across the three paths to shape your build.
Level 5Choose one of 3
Assassin
Twist the Knife
Backstab deals +15% more damage to bleeding or poisoned targets (stacks with its base bonus).
Bladedancer
Serrated Edge
Rupture's bleed ticks 20% harder and its initial hit deals +10% damage.
Shadow
Ghostly Start
You begin every combat stealthed, and your first attack from stealth is a guaranteed critical.
Level 10Choose one of 3
Assassin
Septic Blades
Your poisons last 1 extra tick.
Bladedancer
Riposte
After dodging, you strike back for 50% weapon damage.
Shadow
Slip Away
Shadowstep also grants +20% dodge for 2 rounds afterwards.
Level 15Choose one of 3
Assassin
Paralytic Toxin
Your poison also slows normal enemies. Poisoned bosses deal 8% less damage to you.
Bladedancer
Opportunist
+12% damage to enemies that are slowed or stunned.
Shadow
Smoke Mastery
Smoke Screen also veils the fight: enemies deal 15% less damage for 2 rounds.
Level 20Choose one of 3
Assassin
Venom Economy
Poisoning an enemy that was not yet poisoned grants 2 RP.
Bladedancer
Momentum
Kills grant 3 RP.
Shadow
Cutpurse
Enemies you kill drop 10% more gold (bosses 5%).
Level 30Choose one of 3
Assassin
Lethal Dose
Ambush deals +50% to poisoned targets (up from +35%), and from stealth it always critically hits.
Bladedancer
Whirling Steel
Blade Flurry strikes 1 extra time, and every strike on a bleeding enemy refunds 1 RP.
Shadow
Leech Blades
Life Drain heals 75% of damage dealt (up from 50%), and overhealing becomes a shield.
Level 40Choose one of 3
Assassin
Master Poisoner
Your poisons can stack 2 times on the same target.
Bladedancer
Relentless
Every 3rd skill you use costs no RP.
Shadow
Shadow Partner
When an ally consumes or detonates your ailment you gain 3 RP and +10% damage for 2 rounds. Solo: +5% damage to ailing enemies.
Level 50Choose one of 3
Assassin
Death's Design
Your hits execute poisoned normal enemies below 20% HP. Poisoned bosses below 20% take +20% from you.
Bladedancer
Thousand Cuts
Blade Flurry strikes 6 times, and each critical strike adds another (up to 2 extra).
Shadow
Phantom
Once per combat a killing blow leaves you at 1 HP and you vanish: untargetable for 1 round, and your next Ambush is free and deals double damage.

Ranger
Ranged DPS and pets
Set traps, command pets, and strengthen your party.
8 skills 21 talents
Explore skills & talentsClose class detailsHow the Ranger plays
The Ranger pairs ranged attacks with animal companions, traps and party support. Precision shots handle a single target, volleys cover groups, and your choice of companion changes how you approach a fight.
Stonepaw is a sturdy bear that draws attacks; Nyx is a fragile panther built for pressure. Call of the Wild boosts critical chance for the party and your companion. Venom Shot and Barbed Trap add damage over time, while Rapid Shot delivers several hits to one foe.
- Ranged pressure
- Animal companions
- Party critical buffs
Skills
Base costs and cooldowns; talents can modify them. RP is your skill resource.

Precision Shot
Level 2
Single-target — aimed shot with high damage and crit chance.
2 RP12s cooldown

Arrow Shower
Level 5
AoE — volley of arrows damages all enemies in the area.
5 RP20s cooldown

Venom Shot
Level 6
Poison DoT — poisoned arrow that ticks over time.
4 RP20s cooldown

Call of the Wild
Level 8
Party buff — +30% critical chance for 3 actions, including your companion.
4 RP28s cooldown

Barbed Trap
Level 9
Trap — the next enemy action triggers bleed damage.
4 RP20s cooldown

Call Nyx
Level 12
Summon pet — fierce but fragile panther for 30s; sneak attacks every 3 hits.
6 RP45s cooldown

Rapid Shot
Level 15
Multi-hit — several arrows into a single target.
4 RP20s cooldown

Call Stonepaw
Class quest
Summon pet — sturdy bear for 30s; draws attacks, takes half damage, uses Bulwark every 3 attacks.
6 RP45s cooldown
Talents
Choose one talent from each unlocked row. Mix choices across the three paths to shape your build.
Level 5Choose one of 3
Beastmaster
Wild Heart
+5% max HP, and your animal companions inherit 15% more of your stats.
Marksman
Deadeye
Precision Shot's critical chance is +15% higher and its critical hits refund 1 RP.
Trapper
Broadheads
Arrow Shower has a 30% chance per target to make them bleed for 2 ticks.
Level 10Choose one of 3
Beastmaster
Guard Beast
While a companion is active you take 10% less damage; without one, +5% dodge. Nature's Remedy: when your companion drops below half health, your next skill restores 8% of your health and 16% of theirs.
Marksman
Light Feet
+8% dodge. After dodging, your next attack deals +25% damage.
Trapper
Toxic Coating
Venom Shot's poison lasts 1 extra tick and is 20% stronger.
Level 15Choose one of 3
Beastmaster
Pack Tactics
You and your companion deal +10% damage to targets the other has struck this round.
Marksman
Split Quiver
Rapid Shot fires 1 extra arrow; each arrow deals 10% less damage.
Trapper
Snare Wire
Barbed Trap also slows the triggering enemy for 2 rounds.
Level 20Choose one of 3
Beastmaster
Symbiosis
Summoning a companion costs 2 less RP, and when your companion uses its ability you gain 2 RP.
Marksman
Called Shots
Every 3rd basic attack grants 3 RP.
Trapper
Poacher's Instinct
Enemies that die poisoned refund 2 RP and drop 10% more gold.
Level 30Choose one of 3
Beastmaster
Alpha's Call
Call of the Wild also heals your companion for 25% of its max HP and extends its duration by 10 seconds.
Marksman
Exposing Shot
Your critical hits Expose the target: it takes +10% damage from everyone for 2 rounds.
Trapper
Venom Cascade
Your poisons last 1 extra tick, and when a poisoned enemy dies its remaining poison jumps to a random enemy.
Level 40Choose one of 3
Beastmaster
Bonded Souls
Your companions deal +10% damage. Stonepaw's Bulwark also shields the party for 10% of their max HP, and Nyx's Sneak Attack makes the target bleed.
Marksman
Hunter's Rhythm
After a critical hit, your swing timer fills 25% faster until your next attack.
Trapper
Saboteur
Barbed Trap holds 2 charges. Triggering it stuns normal enemies for 1 round; bosses bleed instead.
Level 50Choose one of 3
Beastmaster
Master of the Wild
Stonepaw AND Nyx fight beside you at once, each at 85% power. A lone companion gains +15% instead.
Marksman
Apex Predator
Rapid Shot arrows that critically hit each fire a bonus arrow (up to 3 bonus arrows).
Trapper
Plaguelord
Venom Shot poisons ALL enemies at 60% strength, and your poison also weakens enemies' attack by 10%.

Mage
Elemental caster
Burn or freeze enemies to set up powerful combos.
8 skills 21 talents
Explore skills & talentsClose class detailsHow the Mage plays
The Mage controls a fight through fire, frost and arcane bursts. Burns create lasting pressure, frost slows enemy attacks, and your strongest payoffs come from choosing when to build an ailment and when to consume it.
Ember Burst and Hellfire spread burns; Frost Bolt and Frost Nova slow foes. Fire and frost weaken each other, so plan their order. Ignition detonates a burn, Devour converts ailments into damage and recovery, and Arcane Ward gives you breathing room.
- Area magic
- Burn & frost setups
- Ailment detonation
Skills
Base costs and cooldowns; talents can modify them. RP is your skill resource.

Frost Bolt
Level 2
Single-target frost — slows attack speed 50% for 3 rounds; weaker vs burning.
2 RP12s cooldown

Ember Burst
Level 4
AoE burn — scorch all foes and burn them for 5 rounds; weaker vs frozen.
4 RP20s cooldown

Arcane Bomb
Level 5
AoE — high-damage magic blast to every enemy.
8 RP20s cooldown

Frost Nova
Level 8
AoE frost — damage and slow all foes; weaker vs burning.
6 RP36s cooldown

Devour
Level 12
AoE drain — damage all foes and restore HP/RP; stronger per ailment, then cleanses them.
4 RP28s cooldown

Ignition
Level 14
Combo — detonate burn on the target for burst damage.
6 RP20s cooldown

Hellfire
Level 15
Channel — escalating burn to all foes for 3 rounds; you cannot act; weaker vs frozen.
8 RP45s cooldown

Arcane Ward
Class quest
Absorb shield — blocks hits for 4 turns; if it holds, explodes for AoE bleed.
4 RP45s cooldown
Talents
Choose one talent from each unlocked row. Mix choices across the three paths to shape your build.
Level 5Choose one of 3
Pyromancer
Flashover
Ember Burst hits already-burning enemies twice.
Frostweaver
Biting Frost
Frost Bolt's slow also chills: the target deals 10% less damage.
Arcanist
Efficient Weave
Frost Bolt and Ember Burst cost 1 less RP.
Level 10Choose one of 3
Pyromancer
Cauterize
Heal 2% of your max HP whenever you apply a burn.
Frostweaver
Frozen Bulwark
Attacks from slowed enemies deal 15% less damage to you.
Arcanist
Layered Ward
+8% max HP. Arcane Ward has +30% durability.
Level 15Choose one of 3
Pyromancer
Conflagration
Your burns last 1 extra tick.
Frostweaver
Shatter
+15% damage to slowed enemies.
Arcanist
Greedy Devour
Devour refunds 3 RP when it strikes 3 or more enemies, and its healing is 25% stronger.
Level 20Choose one of 3
Pyromancer
Fuel the Fire
Gain 1 RP each round for each burning enemy (max 2).
Frostweaver
Cold Focus
Critical hits against slowed enemies refund 2 RP.
Arcanist
Mana Battery
Devour restores 50% more RP; in a group it also grants 2 RP to the ally with the least RP.
Level 30Choose one of 3
Pyromancer
Ignition Expert
Ignition consumes up to 6 ticks (was 4) at a 2x ratio (was 1.8x).
Frostweaver
Permafrost
Your slows last 1 extra round.
Arcanist
Ward Detonation
+5% magic power while above 70% HP. Arcane Ward's explosion also slows all enemies for 2 rounds.
Level 40Choose one of 3
Pyromancer
Hellwalker
You can act while channeling Hellfire, but Hellfire deals 25% less damage.
Frostweaver
Deep Freeze
Frost Nova gains a 25% chance to freeze normal enemies solid (stunned 1 round). Bosses are chilled instead: 10% less damage for 2 rounds.
Arcanist
Arcane Recycling
Whenever an ally consumes or detonates an ailment you applied, you gain 3 RP; your own detonations refund 2 RP.
Level 50Choose one of 3
Pyromancer
Backdraft
Ignition detonates the burns on every burning enemy at once.
Frostweaver
Absolute Zero
Frost Nova freezes: normal enemies are stunned for 1 round; bosses deal 15% less damage and attack 15% slower for 2 rounds.
Arcanist
Elemental Attunement
Fire and frost no longer weaken each other (the 50% penalties are removed), and enemies both burning and slowed take +10% damage from you.

Warlock
Corruption support
Stack Corruption, drain life, and fuel your party's skills.
8 skills 21 talents
Explore skills & talentsClose class detailsHow the Warlock plays
The Warlock wears enemies down with curses and Corruption, then turns that setup into a payoff for the whole party. Life-draining magic, a dark barrier and a fiery imp give you tools to sustain your own adventure as well.
Shadow Bolt and Withering Curse build Corruption, making the target more vulnerable. Soul Reap consumes those stacks for a burst and restores RP to living party members. Balance Vital Tap's health cost with Drain Life, spread burns with Shadowflame, and call Ember for extra pressure.
- Corruption & curses
- Life drain
- Party resource support
Skills
Base costs and cooldowns; talents can modify them. RP is your skill resource.

Shadow Bolt
Level 2
Single-target — deal shadow damage and apply 1 Corruption.
2 RP12s cooldown

Withering Curse
Level 4
Poison DoT — poison, weaken in solo, and apply 1 Corruption.
4 RP28s cooldown

Drain Life
Level 5
Drain — steal vitality; heal for half the damage dealt.
4 RP20s cooldown

Vital Tap
Level 8
Self sustain — spend 8% max HP for 6 RP (never below 1 HP).
0 RP20s cooldown

Dark Ward
Level 10
Absorb shield — shadow barrier; solo absorbs a burst, group softens the next hits.
4 RP28s cooldown

Shadowflame
Level 12
AoE burn — dark fire hits all enemies and leaves them burning.
6 RP20s cooldown

Soul Reap
Level 15
Consume all Corruption for burst damage and grant the living party 1 RP.
6 RP20s cooldown

Call Ember
Level 18
Summon pet — call Ember for 30s (solo companion; group arrival strike).
6 RP45s cooldown
Talents
Choose one talent from each unlocked row. Mix choices across the three paths to shape your build.
Level 5Choose one of 3
Affliction
Creeping Dread
Withering Curse lasts 2 extra ticks.
Demonology
Umbral Focus
Shadow Bolt deals +15% damage.
Destruction
Soul Leech
Killing an enemy restores 3 RP.
Level 10Choose one of 3
Affliction
Sanguine Pact
Drain Life heals you for 70% of the damage dealt instead of 50%.
Demonology
Dark Bargain
Vital Tap restores 8 RP instead of 6.
Destruction
Feed on Misery
+8% damage while your target is poisoned.
Level 15Choose one of 3
Affliction
Obsidian Ward
Dark Ward costs 2 less RP and absorbs 25% more in solo fights.
Demonology
Lingering Malice
Your poison effects tick 1 extra time.
Destruction
Blighted Bolts
Shadow Bolt also poisons the target.
Level 20Choose one of 3
Affliction
Ashen Remnants
Shadowflame's burn deals +40% damage.
Demonology
Wildfire
Shadowflame's burn lasts 2 extra ticks.
Destruction
Cinder Soul
+10% damage while your target is burning.
Level 30Choose one of 3
Affliction
Greater Reaping
Soul Reap deals 50% source power per Corruption stack instead of 40%.
Demonology
Deep Harvest
Soul Reap calculates its burst with 1 additional Corruption stack.
Destruction
Soul Tithe
Soul Reap heals you for 30% of the damage it bursts.
Level 40Choose one of 3
Affliction
Imp Fury
Ember deals +25% damage.
Demonology
Ember Spite
Ember's bolts are 15 percentage points more likely to burn.
Destruction
Bound Servant
Call Ember costs 2 less RP and its cooldown is 10% shorter.
Level 50Choose one of 3
Affliction
Endless Hunger
After Vital Tap, your next skill deals +15% damage.
Demonology
Overwhelming Dread
Enemies suffering your poison take +5% damage from all sources.
Destruction
Death's Defiance
Once per fight, a killing blow leaves you at 1 health instead.

Shaman
Elemental hybrid
Call on lightning, flame, and supporting totems.
8 skills 21 talents
Explore skills & talentsClose class detailsHow the Shaman plays
The Shaman brings lightning, earth and supportive totems into the same kit. You can pressure several enemies, maintain burning damage, and reinforce your survival with healing, protection and evasive spirit magic.
Chain Lightning jumps through living enemies and gains bonus damage against poisoned foes. Stormfire Brand and Flame Totem keep burns active; Earthshatter and Stunning Tempest cover groups. Healing Totem, Stonehide and Spirit Dodge help you weather the response.
- Chained lightning
- Supporting totems
- Elemental control
Skills
Base costs and cooldowns; talents can modify them. RP is your skill resource.

Chain Lightning
Level 2
Lightning chains through every living enemy, starting with your target: 100% damage, then 50%, 25%, and so on. Each jump halves the damage (minimum 1). Deals 40% bonus damage to poisoned enemies.
2 RP12s cooldown

Stormfire Brand
Level 4
Burn DoT — stormfire scorches the target for several turns.
4 RP20s cooldown

Earthshatter
Level 5
AoE — shakes the ground and hits all enemies.
8 RP20s cooldown

Healing Totem
Level 8
Heal over time — a totem restores health each turn for 3 turns.
6 RP36s cooldown

Stonehide
Level 10
Mitigation — earth armor reduces damage you take.
4 RP28s cooldown

Flame Totem
Level 12
Summon — totem burns foes each turn for 3 turns.
6 RP20s cooldown

Spirit Dodge
Level 15
Evasion — briefly become hard to hit (high dodge for 2 turns).
4 RP20s cooldown

Stunning Tempest
Level 18
AoE control — storm damage to all enemies with a chance to stun.
8 RP20s cooldown
Talents
Choose one talent from each unlocked row. Mix choices across the three paths to shape your build.
Level 5Choose one of 3
Stormcaller
Static Charge
Chain Lightning has a 30% chance to strike its second enemy again for 50% of the first hit's damage.
Earthwarden
Tremor
Earthquake also slows every enemy it strikes for 1 round.
Spiritspeaker
Spirit Flow
Stormfire Brand costs 1 less RP and lasts 1 extra tick.
Level 10Choose one of 3
Stormcaller
Storm's Gift
Your critical hits refund 1 RP.
Earthwarden
Basalt Skin
Stone Skin reduces 10% more damage and lasts 1 extra round.
Spiritspeaker
Mending Rains
Healing Totem heals 25% more and cleanses 1 ailment on its final pulse.
Level 15Choose one of 3
Stormcaller
Conductor
Chain Lightning's conduction bonus triggers on any ailment, not just poison.
Earthwarden
Aftershock
Earthquake echoes on the next round at 40% power.
Spiritspeaker
Ember Totem
Flame Totem's burns count as yours (feeding your combos and credits) and tick 1 extra time.
Level 20Choose one of 3
Stormcaller
Overcharge
When your lightning strikes an ailing enemy you gain 1 RP (once per round).
Earthwarden
Grounding
While Stone Skin is active, gain 1 RP whenever you are hit.
Spiritspeaker
Totemic Bond
Totems cost 2 less RP, and when a totem expires you gain 2 RP.
Level 30Choose one of 3
Stormcaller
Rolling Thunder
Stormfire Brand lasts 1 extra tick, and Stunning Tempest detonates your Stormfire Brand for +50% damage on that target.
Earthwarden
Spirit Ward
Spirit Dodge also heals 3% of your max HP each round while active.
Spiritspeaker
Healing Springs
Healing Totem also pulses to party members at 75% strength, and the totem lasts 1 extra pulse.
Level 40Choose one of 3
Stormcaller
Storm Herald
Every 3rd Chain Lightning calls a free mini-Stunning Tempest at 40% power (stun rolls apply).
Earthwarden
Mirror of Stone
Stone Skin reflects 10% of the damage you take back at the attacker.
Spiritspeaker
Totemic Duality
You can plant both totems at once.
Level 50Choose one of 3
Stormcaller
Eye of the Storm
Stunning Tempest rages a second round at 60% power, and its stun chance rises to 55% (bosses are shocked instead: 10% less damage for 2 rounds).
Earthwarden
Worldshaker
Earthquake staggers the battlefield: all enemies are slowed for 2 rounds, normal enemies have a 25% chance to be stunned, and casting it grants you a free Stone Skin.
Spiritspeaker
Spirit Link
While any totem stands, the party takes 8% less damage and totem pulses grant 1 RP to the neediest ally (solo: you).

Cleric
Healer / holy support
Heal allies and cleanse the battlefield with holy magic.
8 skills 21 talents
Explore skills & talentsClose class detailsHow the Cleric plays
A Cleric keeps the party fighting through holy damage, healing and cleansing. Direct healing answers a dangerous hit, healing over time supports a longer encounter, and protective magic gives you a way to reduce incoming pressure.
Smite and Holy Nova deal sacred damage, while Wither Hex applies poison. Mending Light restores health over time, Greater Heal restores a large portion of an ally's health, and Purify removes harmful effects. Searing Light and Divine Protection support your own survival.
- Ally healing
- Cleansing
- Holy damage
Skills
Base costs and cooldowns; talents can modify them. RP is your skill resource.

Smite
Level 2
Single-target — holy bolt sears one foe.
2 RP12s cooldown

Wither Hex
Level 4
Poison DoT — hex that drains life force over time.
4 RP20s cooldown

Holy Nova
Level 5
AoE — sacred burst hits all enemies.
6 RP20s cooldown

Greater Heal
Level 8
Heal one ally for 40% of their maximum HP — the strongest heal.
8 RP24s cooldown

Mending Light
Level 10
Heal over time — restore HP over several turns.
4 RP36s cooldown

Purify
Level 12
Cleanse — remove poison, curse, and burn.
2 RP20s cooldown

Divine Protection
Level 15
Mitigation — take 50% less damage next turn.
4 RP28s cooldown

Searing Light
Level 18
Drain — damage a foe and heal yourself slightly.
4 RP20s cooldown
Talents
Choose one talent from each unlocked row. Mix choices across the three paths to shape your build.
Level 5Choose one of 3
Inquisitor
Piercing Smite
Smite deals +20% damage to enemies suffering your Curse.
Oracle
Warding Prayer
Holy Nova grants you a shield equal to 2% of your max HP per enemy struck.
Hierophant
Lingering Curse
Curse lasts 1 extra tick and costs 1 less RP.
Level 10Choose one of 3
Inquisitor
Zealotry
+8% magic power while any enemy bears your Curse.
Oracle
Sanctuary
Greater Heal's overhealing becomes a shield (up to 15% of your max HP).
Hierophant
Swift Mending
Mending Light ticks 1 extra time and its first tick lands immediately.
Level 15Choose one of 3
Inquisitor
Holy Fire
Holy Nova ignites every enemy struck: a 2-tick burn at 20% power.
Oracle
Aegis of Faith
Divine Protection blocks 60% (up from 50%), and being struck during it refunds 2 RP.
Hierophant
Mass Purify
Purify also cleanses your party, healing 1% max HP per ailment removed.
Level 20Choose one of 3
Inquisitor
Righteous Momentum
Damaging skills grant 1 RP when the enemy is ailing (once per round).
Oracle
Devotion
Each round in which you take no damage grants 1 RP.
Hierophant
Tithe
Healing an ally grants you 1 RP (once per round); solo, your self-heals refund 1 RP (once per round).
Level 30Choose one of 3
Inquisitor
Twin Flames
Searing Light splashes 30% of its damage to a second enemy and its healing to a second target.
Oracle
Blessed Recovery
+8% max HP, and healing you receive is 15% stronger.
Hierophant
Intercession
Greater Heal on targets below 30% HP is 50% stronger and grants them 2 RP.
Level 40Choose one of 3
Inquisitor
Heretic's Bane
+12% damage to enemies suffering 2 or more ailments.
Oracle
Divine Reflexes
The first time you are struck below 50% HP each combat, a free Mending Light casts itself.
Hierophant
Cathedral
Your presence steels the party: allies take 8% less damage.
Level 50Choose one of 3
Inquisitor
Wrath of Heaven
Holy Nova detonates your ailments on all enemies, consuming them for 150% of their remaining damage.
Oracle
Undying Faith
Once per combat you survive a killing blow at 20% HP and gain a free Divine Protection.
Hierophant
Miracle
Once per combat, a dying party member survives at 25% HP, is cleansed of all ailments, and receives 15% stronger healing for 3 rounds (solo: you).
The party is waiting.
Choose a class, find your people, and take the first road out of Hallowshire.