Classes
Pick a class at level 5 and switch for free outside a fight. Each has passive perks and one combat ability.
A class unlocks at level 5. You can change it any time outside a fight on the Renounce Your Path page, for free. Each class also has its own talent tree with its own points.
| Class | Perks | Ability |
|---|---|---|
| Fae | +20% Cunning and Agility; +25% bow damage; 10% less spell damage taken; +15% maximum health; +25% damage against Endless Road monsters | Entangle (6-turn cooldown): Roots burst from the ground at your opponent. It rolls to hit like your hardest-hitting weapon: on a hit they are bound for their next 3 turns, and each of those turns they have a 20% chance to break through and act anyway. It deals no damage. On a miss nothing happens and the cooldown still runs. |
| Cleric | Revive other hospitalized players to 25% health; Health regeneration is 50% faster; No hospital fees | Last Breath (Once per fight): Heal 70% of your maximum health. In group fights, raids and world boss hunts, heal a teammate instead, or revive a fallen one at 25% health (one revive per fight, raid or hunt). |
| Dragonkin | Kindling: 40% chance on each hit with fists or a non-fire weapon to set an unburnt enemy alight (10% in raids), so Brand can follow; +10% fire weapon damage; 10% less fire damage taken; 10% Fury chance: two strikes in one turn | Brand (Once per fight): Only on an opponent who is already burning: double the remaining turns of their burn and raise its damage by 50%, then spread that burn to every other enemy in the fight. |
| Magus | 150 maximum Drive | Magic Flurry (5-turn cooldown): Fire 3 magic bolts. Each rolls to hit and strikes for 80% of your hardest-hitting weapon (120% against Endless Road monsters). |
| Vampire | +20% Agility; Inflict 30% longer hospital stays; Take 10% more magic damage | Feast (4-turn cooldown): A bite that never misses: 110% of your hardest-hitting weapon’s damage, and you heal the full amount. |
| Angel | See other players’ weapons, armor and class; +10% damage against Werewolves, Dragonkin and Vampires; Take 10% more magic damage | Smite (Once every 6 turns): Lightning that never misses: 195% of your hardest-hitting weapon’s damage to the body. It never lands a critical hit. Neither Agility, Cunning nor the weapon’s accuracy changes its damage. |
| Siren | 6% stun chance on each hit: enemy misses one turn; +10% damage against Dragonkin | Charm (7-turn cooldown): A charming kiss: your opponent attacks themselves, at 70% strength, on their next 2 turns. A boss winding up a big attack loses it. |
| Frost Giant | +10% sword damage; Take 10% more magic damage and damage from Dragonkin; +10% damage against Sirens; 15% chance to freeze a striker who hits you: they miss one turn | Solidify (Once every 5 turns): Turn to ice: take 55% less damage from every source for 4 turns. |
| Werewolf | +10% melee and unarmed damage | Full Moon (Once per fight): Your damage is multiplied by 1.7 for your next 6 turns. |
| Gunslinger | +8% damage with guns; +15% damage against Vampires and Werewolves; Quick Draw: 7% chance on each attack with a gun to fire again at once; Take 10% more magic damage | Fan the Hammer (4-turn cooldown): Empty the cylinder: 6 rapid shots with your hardest-hitting gun (any weapon if you carry no gun). Each rolls to hit and strikes for 35% of its damage. |
| Plague Doctor | +10% damage with guns; Plague Rounds: 30% chance on each damaging gun hit (15% with fists and other weapons, 12% in raids) to poison the enemy: a stack of poison deals 1.3% of their maximum health on each of their turns (more against monsters and bosses) and weakens their attacks by 4%. Up to 3 stacks; a new stack resets the 3 turns; Take 10% more fire damage | Contagion (4-turn cooldown): Hurl a plague flask that never misses: it strikes for 50% of your hardest-hitting weapon and poisons your opponent at full strength (3 stacks) for 4 turns. In group fights, raids and monster packs every other enemy catches the same poison. |
In the game: Renounce Your Path