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Which class to pick

All 15 classes side by side: what each one is good at, what it can wear and wield, and how race changes the picture.

Is there a best class?

No, and that is on purpose. Every class starts with exactly 34 attribute points; only the spread changes. With 5 attributes (Strength, Agility, Intelligence, Charisma, and Vitality) there are 5 ways to focus on one of them and 10 ways to focus on a pair, and there is exactly one class for each. Two classes with the same focus would be the same class with a different look.

Races follow the same rule: their modifiers always add up to zero. So the useful question is not which class is strongest, but which way of playing you enjoy. The table below answers the rest.

All classes at a glance

The focus is the attribute (or pair) the class leans on. Armor is the only hard rule a class sets for gear, along with the few weapons in the last column. The recommended weapons are a guide, not a rule: anything not listed as forbidden can be used.

ClassRoleFocusArmorRecommended weaponsAlso usesCannot use
WarriorToughness and physical damageStrengthHeavySword · Axe—Claw
PaladinDefense and healingStrength + VitalityHeavy · LightSwordAxeWand · Claw
RogueCrits and evasionAgilityLightDaggerClaw—
BanditFast damage and goldStrength + AgilityLightClawDagger—
HunterRange and precisionAgility + VitalityLightBow · Crossbow—Claw
ClericHealing and eloquenceIntelligence + CharismaLight · ClothWand · Staff—Claw
DruidMagic and regenerationIntelligence + VitalityLight · ClothWand · Staff—Claw
WizardPure magic damageIntelligenceClothWand · Staff—Claw
BardCharisma and versatilityCharismaLight · ClothWand · Dagger—Claw
PirateBoarding and plunderStrength + CharismaLightSword · Crossbow—Claw
GuardianPure enduranceVitalityHeavySword · Axe—Claw
CrusaderSteel and spellStrength + IntelligenceHeavy · LightSword · Axe—Claw
RangerBow and forest magicAgility + IntelligenceLight · ClothBow · Wand—Claw
WarlordEndurance and commandCharisma + VitalityHeavy · LightAxe · Sword—Claw
DuelistSwordplay and poiseAgility + CharismaLightSwordDaggerClaw
Warrior
Takes the hit and gives it back. The simplest way in: high strength, high stamina, little to manage.
Paladin
Hits hard and heals itself. Slower than a warrior, but goes down far less often.
Rogue
Can't take a hit, so it avoids them. Lives off crits: enormous payoff with the right gear.
Bandit
Hits often and loots more. Less fragile than a rogue, less heavy than a warrior.
Hunter
Attacks before anything reaches it. Depends on keeping distance and a good weapon.
Cleric
Heals through faith and words: charisma makes every heal go further. Hits softly and is less sturdy than a druid, but recovers from almost anything.
Druid
Mixes magic damage with constant recovery. Comfortable for long unattended sessions.
Wizard
The highest damage ceiling and the frailest body. Dies without gear; devastating with it.
Bard
Excels at nothing and works at everything. The most flexible if you don't know how you'll play yet.
Pirate
Hits hard and gets paid better: charisma raises the gold from every outing. Less sturdy than a warrior, but comes back with full pockets.
Guardian
Hits softly and does not care: outlasts the problem. The class that survives mistakes.
Crusader
Strikes with the blade and with the word. Neither at its peak, both at once.
Ranger
Shoots from afar and finishes with spells. Little health: if anything reaches it, it suffers.
Warlord
Stands at the front and never backs down. Almost as tough as a guardian, with the charisma to earn more from every outing and pay less at the shop.
Duelist
Fights fast and with style: strikes often and dodges what it can. Less critical than a rogue, but its charisma brings in more gold.

Pick by attribute

If you already know what you want your character to do, start from the attribute that does it and look at the classes built around it:

NameWhat it doesClasses that focus on it
StrengthPhysical damageWarrior · Paladin · Bandit · Pirate · Crusader
AgilityCritical chance and evasionRogue · Bandit · Hunter · Ranger · Duelist
IntelligenceMagic damage, mana and mana regenerationCleric · Druid · Wizard · Crusader · Ranger
CharismaMore gold from outings and missions, shop discounts and healingCleric · Bard · Pirate · Warlord · Duelist
VitalityHealth, armor and regenerationPaladin · Hunter · Druid · Guardian · Warlord

Weapons and armor

  • Armor weight is the class rule. Heavy, light or cloth: a warrior never wears cloth and a wizard never wears plate. Within the weights a class can wear, any line is valid. The Gear and rarity guide explains the lines.
  • A few weapons are restricted. The claw can only be used by Rogue and Bandit, and some classes have a weapon they cannot use (last column of the table).
  • Your weapon decides how you hit, not your class. A wizard holding a sword hits with the sword. The class that matches a weapon is the one whose focus attribute powers it.
  • Mana comes from the weapon. With a magic weapon you go into a fight with your mana full; with a bow or a sword you start at zero and spells stay out. The exception is Ranger, which fights with a bow and still casts.
  • Bows and crossbows use arrows. The Shop sells them for gold in packs of 100, and they only count while a ranged weapon is in your hand.

Choosing a race

A race adds to some attributes and takes from others, and the modifiers of every race add up to zero. No attribute can drop below 1 after the race is applied. Race is mostly about shape: pair a race that boosts your class’s focus to lean further into it, or one that covers its weak spot. The Races page shows every face.

RaceTraitModifiers
HumanNo penaltiesnone
ElfAgile and wise, but frail−3 STR · +2 AGI · +2 INT · +2 CHA · −3 VIT
DrowFast and lethal, little endurance−1 STR · +3 AGI · +2 INT · −2 CHA · −2 VIT
OrcBrutal and tough, not clever+3 STR · −1 AGI · −3 INT · −2 CHA · +3 VIT
DwarfStrong and sturdy, slow and gruff+2 STR · −2 AGI · −3 CHA · +3 VIT
GnomeClever and charming, not much strength−3 STR · +3 INT · +2 CHA · −2 VIT

Charisma and gold

Charisma is the attribute that pays: more gold from outings and missions, better healing, and a discount at the merchant that grows with charisma up to a cap of 20%. The discount applies only to prices in gold and only at the shop, not at the forge. Some missions also ask for a minimum charisma, which you can check on the Expeditions page.