Classes
Live in Early AccessClasses & Skills
Four classes, four real roles, and skill trees you build by hand.
Everyone starts as an unspecialized recruit. You commit to one of the four classes below by completing a class-trial quest at level 9 — and from there you build it yourself, learning skills from books and spending skill points down a branching tree. Tank, ranged DPS, caster, or healer: each plays a genuinely different role in a fight.
Warrior
Tank · Frontline controlHold the front, pull aggro off your party, and grind enemies down up close.
A melee frontliner built on sword discipline, taunts, and hardened defense — with a burst of battle frenzy when you need to finish a fight. Warriors can dual-wield a pair of swords or run a sword and shield.
Weapons: Sword (solo, dual-wielded, or paired with a shield) · Great Sword (two-handed)
Skill Tree8 skills
Select a skill to inspect it

Focus
PassiveSharpens your hit rate so more swings land.
Starting skill — no prerequisite · Leads to Sword Mastery, Iron Surge
How it branches: Focus opens both Sword Mastery and Iron Surge. Sword Mastery branches into Iron Bane → Battle Cry and Illusion Slash → Rage Rush. Dread Call stands on its own.
Ranger
Ranged DPS · SkirmisherKite from range, stack poison and frost, and rain volleys on packs.
A mobile sharpshooter wielding bows and firearms, elemental and toxic arrows, and area volleys. Rangers stay fast and disruptive, softening targets before they close the gap.
Weapons: Bow (two-handed ranged)
Skill Tree7 skills
Select a skill to inspect it

Range Mastery
PassiveRaises the attack of long-ranged weapons.
Starting skill — no prerequisite · Leads to Windwalk, Dual Shot
How it branches: Range Mastery opens Windwalk → Rousing and Dual Shot — which splits into Venom Arrow and Frozen Arrow → Meteor Shower.
Sorcerer
Caster · Crowd control + summonLock down packs with storms and fog, and send a summoned beast in first.
A sea-bound elementalist who throws lightning and storms, blinds enemies in fog, and summons a Tideborn creature that fights at your side. Built for control — keeping enemies off-balance while your summon holds the line.
Weapons: Staff (two-handed caster)
Skill Tree5 skills
Select a skill to inspect it

Mage's Will
PassiveSpeeds up your SP (spell point) recovery.
Starting skill — no prerequisite · Leads to Storm Strike
How it branches: A single focused chain: Mage's Will → Storm Strike → Whirlwind → Tideborn → Tideblind.
Alchemist
Healer · SupportKeep the party standing — heal, cleanse, buff, and raise the fallen.
A healer-occultist who restores HP, cleanses status effects, buffs allies, and resurrects the dead — with spirit-based attacks that ignore armor when it's time to fight. Heal an ally and you earn XP for the save, so support play levels you too.
Weapons: Staff (two-handed) · Knife
Skill Tree8 skills
Select a skill to inspect it

Vital Infusion
Single TargetRestores an ally's HP — and hands you XP for the save.
Starting skill — no prerequisite · Leads to Vitriol Armor
How it branches: Vital Infusion → Vitriol Armor → Arcane Antidote anchors the support spine, splitting into Arcane Refinement and Blood Renewal at the end. Spiritual Bolt → Spiritual Fire → Tempest Boost is the offense-and-buff line.
How skills work
Skills aren't handed to you. Each one is a book you find or buy and consume to learn it; raising a skill spends skill points (a pool separate from your stat points), and many skills gate behind a prerequisite skill at a required level.
Skill names reflect the current Early Access kit and may be revised as the story is written.
Choosing your class at level 9
You don't pick a class at character creation — you earn it. The opening hours run as a recruit, and around level 9 a class-trial questline lets you commit to one of the four paths, permanently setting your profession. Gear and skill books check your class before you can use them, so the choice matters. See how that questline works on the Quests & NPCs page.
Find your class
Early Access is free. Roll a recruit, fight your way to level 9, and pick the role that fits how you play.
More systems
All systems →Progression & Stats
Earn levels, then spend every point yourself.
Quests & NPCs
Marked questgivers, a guide that paths you there, and a class trial at level 9.
The Forge
Socket and upgrade your gear — if you're willing to gamble the gold.
Loot & Gear
Chase the god-roll, claim the drop, fill fourteen slots.
Combat & Enemies
Action combat that fires the instant you click — against 30+ creatures.
Dungeons
Timed, server-wide wave events you race the clock to clear.
Party & Social
Party of five, shared XP, safe trades, live chat.