Classes & Specialisations
Eight distinct combat identities. No rigid weapon or spellbook restrictions: your attributes, equipment and choices define the final build.
A class is a beginning, not a restriction
Choose a class for its identity, not because it locks you into a weapon category. All eight classes may use any equipment they qualify for. Attribute and item requirements still apply, but your spells, weapons, skill-tree choices and affixes can take your character far beyond a conventional class role.
Class specialisations and typical weapons
| Class | Specialisations | Typical weapons | Combat identity |
|---|---|---|---|
| Warrior | Berserker · Nordic Warrior | Melee weapons, especially high-damage two-handed arms or dual-wielded weapons. | Direct pressure, heavy strikes and staying power. |
| Wizard | Arcane · Fire · Frost · Water · Air · Earth | Magical wands and staves; typically ranged spellcasting. | Elemental damage, arcane utility and mana management. |
| Archer | Ranger · Deadeye · War Archer · Tundra Hunter | Bows, crossbows, thrown weapons and spears. | Precision, mobility and ranged control. |
| Rogue | Assassin | Dual-wielded lightweight weapons: daggers, swords and sickles. | Fast pressure, positioning and opportunistic hits. |
| Priest | Prior | Holy staves and wands, supportive magic and lighter melee. | Healing, restoration and protection. |
| Paladin | Crusader | Melee weapons and shields, backed by holy magic. | Armoured defence, support and frontline combat. |
| Forcemaster | No named subclass | Dual-wielded knuckle- or fist-based weapons and arcane magic. | Kinetic strikes, force manipulation and crowd control. |
| Death Knight | Blood · Unholy · Frost | Rune weapons, dark magic and melee combat. | Sustain, dark damage and relentless close-range pressure. |
Build the character you want
Weapon requirements are governed by your character's progression and attributes, not an exclusive class weapon list. A Priest with sufficient requirements can carry a great hammer rolled with Healing Power and turn heavy attacks into a supportive battlemage style. A Wizard could dual-wield arcane-infused swords and mix melee with spells.
Spellbooks are equally flexible. Any class can equip and use any spellbook when its requirements are met, and you can equip two spellbooks. This makes mixed schools and cross-class spell combinations possible: a Wizard could use Warrior spells, or a frontline character could carry healing and defensive magic.
How to approach a flexible build
- Start with your class's strengths, then decide which role you enjoy: melee, ranged, casting, tanking or support.
- Check item and skill requirements before pursuing a particular weapon or spellbook.
- Choose affixes, gems and skill-tree bonuses that reinforce your preferred combination.
- Use the Ascended Skill Tree, character attributes and combat and mana guide to refine the result.