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.
| Class | Role | Focus | Armor | Recommended weapons | Also uses | Cannot use |
|---|---|---|---|---|---|---|
| Warrior | Toughness and physical damage | Strength | Heavy | Sword · Axe | — | Claw |
| Paladin | Defense and healing | Strength + Vitality | Heavy · Light | Sword | Axe | Wand · Claw |
| Rogue | Crits and evasion | Agility | Light | Dagger | Claw | — |
| Bandit | Fast damage and gold | Strength + Agility | Light | Claw | Dagger | — |
| Hunter | Range and precision | Agility + Vitality | Light | Bow · Crossbow | — | Claw |
| Cleric | Healing and eloquence | Intelligence + Charisma | Light · Cloth | Wand · Staff | — | Claw |
| Druid | Magic and regeneration | Intelligence + Vitality | Light · Cloth | Wand · Staff | — | Claw |
| Wizard | Pure magic damage | Intelligence | Cloth | Wand · Staff | — | Claw |
| Bard | Charisma and versatility | Charisma | Light · Cloth | Wand · Dagger | — | Claw |
| Pirate | Boarding and plunder | Strength + Charisma | Light | Sword · Crossbow | — | Claw |
| Guardian | Pure endurance | Vitality | Heavy | Sword · Axe | — | Claw |
| Crusader | Steel and spell | Strength + Intelligence | Heavy · Light | Sword · Axe | — | Claw |
| Ranger | Bow and forest magic | Agility + Intelligence | Light · Cloth | Bow · Wand | — | Claw |
| Warlord | Endurance and command | Charisma + Vitality | Heavy · Light | Axe · Sword | — | Claw |
| Duelist | Swordplay and poise | Agility + Charisma | Light | Sword | Dagger | Claw |
- 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:
| Name | What it does | Classes that focus on it |
|---|---|---|
| Strength | Physical damage | Warrior · Paladin · Bandit · Pirate · Crusader |
| Agility | Critical chance and evasion | Rogue · Bandit · Hunter · Ranger · Duelist |
| Intelligence | Magic damage, mana and mana regeneration | Cleric · Druid · Wizard · Crusader · Ranger |
| Charisma | More gold from outings and missions, shop discounts and healing | Cleric · Bard · Pirate · Warlord · Duelist |
| Vitality | Health, armor and regeneration | Paladin · 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.
| Race | Trait | Modifiers |
|---|---|---|
| Human | No penalties | none |
| Elf | Agile and wise, but frail | −3 STR · +2 AGI · +2 INT · +2 CHA · −3 VIT |
| Drow | Fast and lethal, little endurance | −1 STR · +3 AGI · +2 INT · −2 CHA · −2 VIT |
| Orc | Brutal and tough, not clever | +3 STR · −1 AGI · −3 INT · −2 CHA · +3 VIT |
| Dwarf | Strong and sturdy, slow and gruff | +2 STR · −2 AGI · −3 CHA · +3 VIT |
| Gnome | Clever 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.