Paths of Power
At Level 10, you choose an advanced class — a permanent specialization that amplifies your strengths through damage multipliers, stat bonuses, and a unique class ability.
Unlocking Classes
Advanced classes unlock at Level 10. When you reach this milestone:
- You can choose any class regardless of your race, stats, or power source.
- The class grants permanent flat stat bonuses (added to your character immediately).
- All your damage and healing are multiplied by class multipliers from that point forward.
- You receive a unique class ability — a special skill only your class can use in combat.
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Permanent choice
Class selection cannot be undone. Consider your stat build, preferred combat style, and the items you plan to use before committing.
Multiplier Reference
| Class | Phys | Spell | Heal | Crit | Max HP |
|---|---|---|---|---|---|
| Warrior | 110% | 100% | 100% | 100% | 100% |
| Paladin | 105% | 100% | 105% | 100% | 100% |
| Ranger | 110% | 100% | 100% | 100% | 100% |
| Rogue | 100% | 100% | 100% | 115% | 100% |
| Druid | 105% | 105% | 100% | 100% | 105% |
| Warlock | 100% | 110% | 100% | 100% | 100% |
| Wizard | 100% | 115% | 100% | 100% | 100% |
| Cleric | 100% | 100% | 110% | 100% | 100% |
| Sorcerer | 100% | 108% | 100% | 100% | 105% |
Values above 100% are highlighted. Only the highlighted multipliers differ from baseline.
All Classes
Strength Classes
Warrior
+3 STR, +10 HP
Phys
110%
Spell
100%
Heal
100%
Crit
100%
Max HP
100%
Class Ability
Battle Cry — +4 STR, +3 armor for 3 turns
Paladin
+2 STR, +15 HP
Phys
105%
Spell
100%
Heal
105%
Crit
100%
Max HP
100%
Class Ability
Divine Shield — +5 armor, +3 STR for 3 turns
Agility Classes
Ranger
+3 AGI
Phys
110%
Spell
100%
Heal
100%
Crit
100%
Max HP
100%
Class Ability
Hunter's Mark — -5 AGI, -2 armor on target for 4 turns
Rogue
+2 AGI, +1 INT
Phys
100%
Spell
100%
Heal
100%
Crit
115%
Max HP
100%
Class Ability
Shadowstep — +8 AGI for 2 turns
Intelligence Classes
Wizard
+3 INT
Phys
100%
Spell
115%
Heal
100%
Crit
100%
Max HP
100%
Class Ability
Arcane Blast — 12-20 magic damage
Cleric
+2 INT, +10 HP
Phys
100%
Spell
100%
Heal
110%
Crit
100%
Max HP
100%
Class Ability
Blessing — +3 INT, +5 armor, +5 max HP for 3 turns
Hybrid Classes
Druid
+2 AGI, +2 STR
Phys
105%
Spell
105%
Heal
100%
Crit
100%
Max HP
105%
Class Ability
Entangle — -5 AGI, -3 STR on target for 3 turns
Warlock
+2 AGI, +2 INT
Phys
100%
Spell
110%
Heal
100%
Crit
100%
Max HP
100%
Class Ability
Soul Drain — 8-14 magic damage + (-3 STR, -3 INT) for 3 turns
Sorcerer
+2 STR, +2 INT
Phys
100%
Spell
108%
Heal
100%
Crit
100%
Max HP
105%
Class Ability
Arcane Surge — 10-16 magic damage
Choosing a Class
Consider these factors:
- Your dominant stat — if you rolled high STR, Warrior/Paladin maximize your existing advantage. If high INT, Wizard gives you the biggest spell boost.
- Your playstyle — want burst damage? Wizard or Rogue. Want to outlast opponents? Paladin or Cleric. Want flexibility? Druid or Sorcerer.
- Your item plan — classes that boost physical damage benefit more from high-tier STR weapons. Spell classes scale better with INT gear and purchased spells.
- PvP vs PvE — Rogues and Warlocks shine in PvP where burst and debuffs matter. Warriors and Paladins are reliable PvE grinders who rarely lose.
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Lore
The survivors whisper of these paths — old disciplines from before the gods fell. No one teaches them anymore. The knowledge surfaces unbidden, as if the body remembers what the world forgot.