21 classes, in detail

What every class does right now: how it plays, what it wears and wields, and what its specialisations are for.

THE CLASSES

Pick a class to read about it

Each class below shows what it spends, what it wears and wields, what its specialisations do and the abilities that define it. The details follow the in-game talent tooltips, so they move as classes are tuned.

CLASS 01 OF 21

Barbarian

A melee brawler that runs on Energy. It hits with two-handers or dual-wielded blades, and throws spears, a tankard or a summoned ancestor's blows into the mix, depending on the specialisation you pick.

RESOURCES
Energy. Almost every Barbarian ability spends it (Smash is free but needs Enrage), and talents refund or regenerate it. Ancestry adds a second gauge, a Tankard that fills over time.
ARMOUR
Cloth and Leather. A shield only through the Thane's Guard talent.
WEAPONS
Axes, maces and swords in one hand or two, polearms, daggers, fist weapons and thrown weapons, plus dual wield.
ROLES
Damage, Support

Specialisations

  • Brutality

    • Damage

    The heavy two-handed or dual-wield spec. Its signature, Excessive Power, doubles your maximum Energy. Decapitate executes enemies under 35% health (with Beheader, a kill refunds your Energy), while Crush, Brutal Swing and Storm of Steel carry the burst.

  • Headhunting

    • Damage

    The thrown-weapon and bleed spec. Its signature, Headhunter, cuts the Energy cost of Throw Weapon, Maiming Spear and Whirling Advance. The three Spears share one cooldown, and talents add bleeds, armour ignore and a ranged-crit payoff while you are enraged.

  • Ancestry

    • Support

    The group spec. Its Tankard fills every 2 seconds and shortens the cooldowns of the abilities that empty it. Ancestor's Call brings an Honored Ancestor of your own race to fight beside you, and War Cry, Tavern Brawl! and Ramhorn Rage buff the party and raid.

Signature abilities

  • Defiance. Defy death for 15 seconds, taking 30% to 80% less damage depending on how much health you are missing.
  • Decapitate. An execute for 220% weapon damage plus 27, usable only below 35% health. With Beheader, a kill refunds all your Energy.
  • Headhunter's Spear. Hurl a light spear for 140% ranged weapon damage plus 21 that restores 30% of your maximum Energy.
  • Ancestor's Call. An Honored Ancestor fights beside you until dismissed. It mimics your Barbaric Whirl and Whirling Advance and takes 30% of the healing you receive.
  • War Cry. Party and raid members within 25 yards gain 20% melee and ranged attack speed and 150 attack power for 20 seconds.
  • Ancestral Evolution. Party and raid members reflect 20% of all damage they take for 20 seconds.

The Tankard. Ancestry's Fill Level gains a stack every 2 seconds, up to 10, and each stack takes 10% off the cooldown of Keg Smash, Splash Zone, Ramhorn Rage and Ale of The God-King, so a full Tankard removes it. Spend it and an Empty Tankard window opens Breath of The North.

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CLASS 02 OF 21

Witch Doctor

A mana-fuelled spellcaster in mail who fights through curses, summoned wards and idols, and a short-lived stack of up to five Spirits. Hex as Voodoo, shoot a ranged weapon as a Shadowhunter, or heal with potions as Brewing.

RESOURCES
Mana, plus Spirit: a stack of up to 5 that lasts 12 seconds. Reclamation, Spirit Volley and Loa Spirits gather it, and abilities such as Spirit Eclipse spend it.
ARMOUR
Cloth, Leather and Mail.
WEAPONS
Axes, maces, polearms, staves, daggers, fist weapons, wands, bows and crossbows (no ammunition needed), plus dual wield.
ROLES
Damage, Healer

Specialisations

  • Voodoo

    • Damage

    The curse-and-puppet spec. Puppeteer's Threads leave Threads on your targets that store 15% of the damage you deal and release it all when they end. Hex of Malice and Bad Juju sit around big finishers: Soul Marionette, War Golem and Hexfire.

  • Brewing

    • Healer

    The potion-and-Cauldron healer. Cauldron Brewer lets you prepare Ingredients into a Cauldron that buffs nearby allies. You heal with Loa's Brew and Spirit in a Bottle, throw Potion Toss and Splash Potion, and channel Mojo Beam, whose Mojo Wave spreads its healing.

  • Shadowhunting

    • Damage

    The ranged-weapon hunter. Shadowhunter lets you auto shoot with a ranged weapon and cuts the mana cost of all your spells and abilities by 25%. Malefic Arrow and Reclamation are the main attacks, and Spirit Eclipse spends the Spirits they gather.

Signature abilities

  • Mimic Ward. A ward that also casts your Malefic Arrow or Malefic Wrath, Reclamation and Loa's Brew at your target while it stands. The Chosen One talent adds a second ward.
  • Soul Marionette. Root yourself while five copies of you rise and channel, stacking Soul Marionette and quickening your casting. At twenty stacks you take a spirit shape that hits 30% harder and always crits.
  • Spirit Link Idol. Drop an idol for 14 seconds that evens out the health of your party and raid every 2 seconds. Only one can be active.
  • Mojo Beam. The channelled heal. With Mojo Wave it also heals up to 2 of the lowest-health nearby allies and grants them Replenishment.
  • Frenzied Spirits. Consumes your Spirits for extra ranged crit and crit damage, and heals you for 2% of the damage you deal for each Spirit consumed.
  • Amphibimorph. Turn enemies at the target location into frogs, unable to attack or cast, for 40 seconds (8 against players). Damage may break it.

Wards, idols and effigies. Summoned bodies act without you: a Healing Ward heals an area of allies, a Serpent Ward spits fire at your enemies, a Stasis Ward bursts with lightning and stuns, a Sentry Ward drags stealthed enemies into the open, a Hexing Effigy frogs the next enemy caster that targets you, and a Cursed Effigy stops enemy crits within 15 yards.

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CLASS 03 OF 21

Felsworn

You build Felfury with every strike and spend it on bursts. When the bar fills you tip into Inner Demon, a short form that powers up the build you chose: a tank who holds the line, a dual-blade striker, or a fel-spell caster.

RESOURCES
Energy is the bar the client shows. Felfury is a counter from 0 to 6, built by strikes, and most spenders consume 2. A few abilities cost health instead of Energy.
ARMOUR
Cloth and Leather.
WEAPONS
Axes, swords, daggers and fist weapons in one hand; axes, maces, polearms, swords and staves in two; bows (no ammunition needed) and wands. Dual wield is native.
ROLES
Tank, Damage

Specialisations

  • Tyrant

    • Tank

    The tank. Burning Commander lets you wield a two-handed weapon in each hand and turns attack power into armour and magic resistance. Carve is a channel you can move, dodge and parry through, and Hateforged Barrier, Demonic Will and Burning Hatred carry the mitigation and self-healing.

  • Slayer

    • Damage

    Melee burst with a blade in each hand. Dancing Blades makes critical strikes spin your off-hand into up to 5 nearby enemies. Annihilan Strike and Fury of the Illidari fill the bar, and several talents refund Energy or Felfury on crits.

  • Infernal

    • Damage

    Fel-spell damage. Ruin and Fel Fireball are the core casts, and Hidden Power adds spell damage from Intellect and Spirit. The tree adds an Infernal summon, instant Ruin procs, and Sargeras Embrace, a channel that makes your casts instant and free while you move.

Signature abilities

  • Carve. A Tyrant channel that charges for 2.5 seconds and then slashes a frontal cone with both weapons, hitting harder the longer you channel. You can move, dodge and parry while you charge it.
  • Burning Hatred. Enrage, instantly generating 6 Felfury and leeching 50% of your melee damage back as health for 15 seconds.
  • Tyrannical Resolve. A level 59 emergency button: taunt nearby enemies for 4 seconds and ignore 30% of damage taken for 30 seconds.
  • Fury of the Illidari. Dash from enemy to enemy, striking with both weapons every 0.5 seconds for 6 assaults, generating Felfury and immune to crowd control. Two charges.
  • Annihilation. Gorge on fel energy so your next direct hits are guaranteed critical strikes. Each costs 5% of your maximum health, and it can never kill you.
  • Felbreak. An interrupt that locks the school for 3 seconds and drains mana equal to your Spirit. Usable while moving.

Inner Demon. At 6 Felfury you enter Inner Demon automatically. It consumes all your Felfury and lasts 5 seconds per point, up to 30, and pressing it again adds time. Each specialisation's bonus switches on inside it: Slayer's True Self, Infernal's Hidden Power and Tyrant's Bulwark of Azzinoth.

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CLASS 04 OF 21

Witch Hunter

A mail-wearing monster hunter who builds Rage and spends it on crossbow or gun shots, summoned hounds, paired fire blades or a two-handed Shadow tank kit, backed by traps, brands and tonics that answer curses, magic and the undead.

RESOURCES
Mana is the main bar and Rage a second bar beneath it. Rage is what most abilities spend, built by hits, crits, Hunt, Coiling Shot, Darkslayer and Tonics.
ARMOUR
Cloth, Leather and Mail. A shield through the Pavise Crossbowman talent.
WEAPONS
Axes, swords and daggers; two-handed axes, maces and swords; crossbows and guns (no ammunition needed), plus dual wield. Bows are not on the list.
ROLES
Damage, Tank

Specialisations

  • Boltslinger

    • Damage

    The crossbow spec. Its level 10 passive lets you cast Darkslayer while moving and gives ranged attacks a chance to fire an extra shot that also generates Rage. Witchbane is the channelled volley, and Damnation, an execute below 35% health, turns your Rage into damage.

  • Houndmaster

    • Damage

    The beast-and-gun spec, with a permanent Shadowhound at your side. Deadeye makes ranged auto attacks generate Rage. Unleash the Hounds adds short-lived Lesser Shadow Hounds, and Houndmaster's Call sends the pack leaping onto a target.

  • Inquisition

    • Damage

    The fire-blade spec, fighting with a weapon in each hand. Flames of Sin, granted when you use Dawn Blade, adds Fire damage to your auto attacks, and every granting ability extends it. Purifier's Edge, Smite Evil, Dusk Blade and the Stake finisher make up the rotation.

  • Black Knight

    • Tank

    The two-handed Shadow tank. Grasp of the Undying gives two-handed auto attacks a chance to leech health. Noctis Blade heals you, Desecrate opens after you avoid an attack, and Gaze of the Black Knight takes a share of your party's damage onto you.

Signature abilities

  • Vault. Dash 12 yards in the direction you are moving. 12 second cooldown.
  • Burrow Bolt. Shoot a roped bolt that deals Physical damage and pulls the enemy to you. 40 second cooldown.
  • Shadow Trap. Place a trap that stuns and curses the first enemy to come near it. 60 second cooldown. Death Trap, Scourge Trap and Inquisitor's Trap are in the same family.
  • Brand of the Unworthy. Incapacitate a Humanoid, Demon or Undead for 40 seconds (8 against players). Any damage ends it.
  • Tonics. Drinkable buffs, one active at a time. Witchblood Tonic removes all curses and cuts Magic damage taken by 60% for 10 seconds; Pyro Tonic adds Fire damage; Vampiric Tonic heals you from the Physical damage you deal.
  • Witching Shroud. A 3 second stealth that grants immunity to harmful magic. Usable only within 10 seconds of a magical critical hit, and usable while stunned or feared.

Hunting the damned. Slayer of Darkness, Monster Hunting, Silver Bolts, Silver Bullets and Scourge Trap all add damage or targets against Demons and Undead. Finishers such as Stake and Damnation open at 35% health. You keep only one Tonic active, and only one of your Brands on a target.

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CLASS 05 OF 21

Stormbringer

A cloth caster that plays on a Static meter instead of spending mana. Small lightning, wind and water spells build Static, and bigger ones spend it. Lean into raw lightning, an Air Elemental with raid-wide haste buffs, or Frost-tinged storm channels.

RESOURCES
Static, a meter from 0 to 100. Spell tooltips say how much a spell generates or depletes, and the class's spells run on Static rather than mana. Static holds for about 10 seconds after you stop building it, then drains, but never while you fight.
ARMOUR
Cloth only.
WEAPONS
Daggers, one-handed maces, staves and wands.
ROLES
Damage, Support

Specialisations

  • Lightning

    • Damage

    Direct Nature damage and crit. Electrocutioner gives your spell damage a chance to reset Electrocute, and the chance rises with your Static. Arm of Thorim, Forked Lightning and Volt carry the damage, and Thunderous adds 150% spell crit damage.

  • Wind

    • Support

    The elemental spec. Air Elemental teaches you to summon a pet that stacks Invigoration, 3% more damage per stack, as it fights. Unshackle makes it stronger, and Tailwind, Aerodynamics and Tempest's Call buff the whole group.

  • Maelstrom

    • Damage

    Frost-tinged storm damage. Conductive stacks, up to 10, build from Shock (Brine) and make your next Torrential Wrath 30% stronger per stack. Stormflow and Deluge spend Static on Frost damage, and Thunder Ward makes you immune for 10 seconds.

Signature abilities

  • Arm of Thorim. Depletes all Static to call a beam of lightning on an enemy, damaging and stunning it. The more Static you hold, the longer the cast and the bigger the hit.
  • Lightning Cage. Generates 50 Static and lifts you into the air, caged in lightning and locked in place. While caged your damaging spells generate 20 Static and have doubled range.
  • Tempest's Call. A level 50 pick that raises the haste of all nearby allies by 30% for 20 seconds.
  • Stormflow. Depletes 20 Static to channel a storm beam for Frost damage over time. Shock (Brine) can be cast instantly while you channel it.
  • Storm Ascendance. Turn into a storm elemental: more Magic damage, 50% less Magic damage taken, and your damaging spells generate 10 extra Static.
  • Thunder Ward. Depletes all Static and makes you immune to all physical attacks and spells for 10 seconds, but you cannot generate Static meanwhile. 300 second cooldown.

Static. Spells are gated by how much Static you hold (10, 20, 25, 40 or 50). Gale generates 20 and has 3 charges; Call Lightning and Aeroblast deplete 50. Choosing Tempest Calling in Wind swaps Conjure Storm for Updraft and Call Lightning for Aeroblast in place; Tempest Sovereign in Maelstrom swaps Shock for Brine and Call Lightning for Torrential Wrath.

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CLASS 06 OF 21

Knight of Xoroth

A plate-armoured, demon-bound fighter who builds Rage and a six-stack Demonfire bar, then spends the whole bar in one big ability. Melee damage as War, fire and an imp as Hellfire, or a shield tank with a pack of Hellfire Imps as Defiance.

RESOURCES
Rage is the main bar. Demonfire is a stack of up to 6 built by Gore and other generators, and its spenders consume the whole bar and scale with the stacks spent. Demon's Blood, built by melee hits, feeds armour and health.
ARMOUR
Cloth, Leather, Mail and Plate, plus Shield.
WEAPONS
Axes, maces and swords in one hand or two, polearms, bows and crossbows (no ammunition needed). No daggers, wands or dual wield.
ROLES
Tank, Damage

Specialisations

  • War

    • Damage

    The melee Demonfire engine. Crusher doubles Infernal Strike's base weapon damage, and the level passives chain Gore into the rest of the kit. Warbringer turns Flames of Xoroth into a ground slam that halves enemy healing, and Brimstone Bludgeon turns Sever into a 250% weapon-damage area hit.

  • Hellfire

    • Damage

    The fire spec, built around a Greater Imp. Burning Power turns your Intellect into attack power. Hellmaw is the damage-over-time, Hellfire Form adds 20% Fire damage for 15 seconds, and Doom turns your imp into a Doomguard for 20 seconds.

  • Defiance

    • Tank

    The shield tank, fighting beside Hellfire Imps. A successful block has a 30% chance to summon a Hellfire Imp, and every Demon's Blood stack adds 1% health. Call: Hellfire Imp, Sacrificial Circle, Chains of Xoroth and Legion's Presence round out the kit.

Signature abilities

  • Gore. Gore an enemy for 100% weapon damage plus 15. Two charges, 8 second recharge, and it generates 1 Demonfire.
  • Demon Heart. Instantly gain 6 stacks of Demonfire and 50 Rage.
  • Burning Rage. Generate 15 Rage every second and become immune to incapacitate, banish and polymorph for 6 seconds. Usable while incapacitated, banished or polymorphed.
  • Hellbound Charge. Leap onto your Xorothian Warsteed for 70% more movement speed for 3 seconds. Two charges, 60 second recharge, usable indoors.
  • Sacrificial Circle. Sacrifice your Hellfire Imps within 15 yards to heal yourself for 15% of your maximum health plus a share of each imp's.
  • Chains of Xoroth. Conjure demonic chains that slow enemies inside by 80% for 5 seconds, then pull every affected enemy to the chains.

Pestilences. The Knight emanates one Pestilence at a time as an area aura: War, Famine, Conquest, Death or Apocalypse. Unleash Pestilence fires the active one as a burst. War leeches, Famine slows by 50% for 8 seconds, Conquest interrupts and locks a school for 2 seconds, Death deals Shadowflame damage and absorbs healing, and Apocalypse burns.

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CLASS 07 OF 21

Guardian

A plate-and-shield front-liner that lives on Energy and turns every block into a counterattack. Hold the line as a tank, hit hard with the weapon you choose, or lead the group with planted banners and war-songs.

RESOURCES
Energy only. Reprisal, which you can use after a block, restores 20 Energy, and other talents give Energy back for blocks and hits taken.
ARMOUR
Cloth, Leather, Mail and Plate, plus Shield.
WEAPONS
Axes, maces, swords and fist weapons in one hand, bows, crossbows, guns and wands. Polearm Training adds polearms, and Shieldlord's Strength adds two-handed maces.
ROLES
Tank, Damage, Support

Specialisations

  • Vanguard

    • Tank

    The shield wall. Footman's Calling cuts the damage you take and raises your threat while you stand in Tower Formation. Bulwark, Iron Barrier and Hold the Line are about blocking and keeping the group together, and Bastion cuts the damage nearby allies take by 40%.

  • Gladiator

    • Damage

    The arena fighter, built around Ram and Centurion Strike. Glory stacks on each Ram, and at 3 stacks the next Ram hits 150% harder. Centurion Strike does something different with a sword, axe, mace or polearm in your hand.

  • Inspiration

    • Support

    The war-leader. Inspiring Leader turns Pulverize and Broad Sweep into Ballads, which build Tempo for Sound of War strikes. Banner of Conquest, Banner of Swiftness, Song of Steel and Champion's Presence buff the whole group.

Signature abilities

  • Brace. Reduce all damage taken by 50% and become immune to stuns for 10 seconds.
  • Standard of Rallying. Plant a banner for 5 minutes that lowers damage taken by 3% and stun duration by 30% for allies within 30 yards. One Standard is active at a time.
  • Centurion Strike. A stab for 145% weapon damage plus a weapon bonus: a sword adds 3 auto attacks, an axe is a guaranteed crit, a mace ignores 50% of armour, and a polearm hits the target and enemies behind it again.
  • Hold the Line. Make nearby allies immune to incapacitate, disorient, knockback and grip effects for 15 seconds.
  • Battle Drums. Place 3 Battle Drums for 1 minute. Allies within 12 yards gain 10% crit, haste, damage and healing done.
  • Liberation. Break an ally free of any stun, fear or polymorph, grant immunity to such effects for 5 seconds and dispel 2 harmful magic effects. Usable while you are stunned, feared or polymorphed.

Blocking drives the class. Reprisal, a counterattack that restores 20 Energy, is only usable after a block. Three Formations, one active at a time, change how you fight: Assault (more crit, 10% more damage taken), Tower (more block, less damage dealt) and Line (more movement speed). Standards come in 14 variants and pulse their aura from the banner itself.

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CLASS 08 OF 21

Templar

A mail-wearing holy melee fighter who builds up to ten Oaths with Righteous Lunge, Holy Cleave, Condemn and Vindication, then spends them in one big Oath Breaker such as Chastise. Your specialisation decides whether you tank by delaying damage, proc Zealotry strikes off every swing, or stack Condemn and Scourgebane.

RESOURCES
Energy is the bar. The Oath Chain is the build-and-spend counter: 0 to 10 Oaths, refreshed for 15 seconds by each new one, with every Oath adding 10% to your Oath Breakers. Five Librams give timed bonuses, one active at a time.
ARMOUR
Cloth, Leather and Mail.
WEAPONS
Axes, maces, swords and fist weapons in one hand; axes, maces and swords in two; polearms, staves, bows and crossbows (no ammunition needed), plus dual wield.
ROLES
Tank, Damage

Specialisations

  • Oathkeeper

    • Tank

    Keeping the Oath delays 40% of the direct damage you take and pays it back over 8 seconds, and stops Oath Breakers from consuming your Oaths. Librams, shields and parries manage the delayed pool while Barrier of Light and Absolution hold threat for the group.

  • Zealot

    • Damage

    Melee damage built around Zealotry, a Holy strike for 80% of weapon damage that your auto attacks trigger. Many talents add more triggers, and every tenth one can become Divine Fury, a free 14-yard burst. Libram of Zeal raises your melee haste by 20%.

  • Crusader

    • Damage

    Scourgebane gives your direct damage a chance to strike for extra Holy damage, and it always crits Undead. Argent Blade heals you for the damage it deals and chains into Scarlet Hammer, and Condemn is the damage-over-time hub that Templar's Might builds on.

Signature abilities

  • Righteous Lunge, Holy Cleave, Condemn, Vindication. Each deals its damage and grants an Oath that adds to your abilities: more damage or healing, one more target, more crit chance, or more Zealotry chance.
  • Oath Breakers. Fifty spells consume your Oaths for extra damage or healing per Oath. Chastise is the plain Holy blast, Benediction heals, Reckoning restores Energy for each enemy struck, and Righteous Tempest keeps your Oaths for its whole spin.
  • Librams. Five readable books, one active at a time, about 20 seconds each: Consecration, Fervor, Grace, Zeal and Tenacity. Many talents shorten their cooldowns.
  • Testament of Hope. Summon 2 copies of yourself that fight for 20 seconds. Each within 15 yards reduces all damage you take by 10%.
  • Barrier of Light. Raise the healing received by nearby party and raid members by 40% for 15 seconds, and redirect the threat they generate to you.
  • Interdict. Silence an enemy for 6 seconds, interrupting its casting (raid bosses included) and stopping Undead and Demons from being healed.

The Oath Chain. Builders grant a stackable Oath and refresh a 15 second chain of up to 10. Oath Breakers consume it for extra effect per Oath. The Oathkeeper is the exception: its chain survives Oath Breakers and ends only when the 15 seconds run out.

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CLASS 09 OF 21

Bloodmage

You pay for your spells with your own health and a Rage bar, and a Cursed Form, a timed transformation that swaps your button bar, turns that blood into a different job: ranged shadow damage, a melee-and-spell hybrid, tanking, or support with strong heals.

RESOURCES
Rage is the class bar, and many spells cost health instead. Each specialisation layers a counter on top: Thirst for Sanguine, Blood Shards for Accursed and Pooled Vitality for Fleshweaver.
ARMOUR
Cloth and Leather.
WEAPONS
Two-handed axes, maces and swords, one-handed swords, polearms, staves, daggers, fist weapons, wands, bows and crossbows (no ammunition needed). Eternal can dual wield.
ROLES
Damage, Tank, Support

Specialisations

  • Sanguine

    • Damage

    The shadow-damage caster. Thirst builds a stack each time a health-costing spell lands and makes those spells hit harder. At 10 stacks you become Insatiable and your damage starts to fall, so Vampiric Fang spends them all for more damage per stack.

  • Accursed

    • Damage

    The hunting hybrid. Unchained lets you cast damaging Mortal Form spells while moving, and Accursed Form adds attack power from your Agility. Shadow damage builds Blood Shards, up to 8, and Veinburst fires them all.

  • Eternal

    • Tank

    The tank. Eternal Curse puts you in a Cursed Form that cuts your damage by 10%, multiplies the armour on your items by 400% and raises your threat by 95%. Blood Pact, Rotclaw, Blood Howl and Eternal Resolve carry the avoidance and sustain.

  • Fleshweaver

    • Support

    The support caster. Pooled Vitality stacks whenever a health-costing spell lands, and at 10 stacks your next Rage spell becomes Empowered. Fleshcraft and Hemoglobe heal, Dark Liturgy marks allies so Bloodmoon Blast heals them, and Infuse stores your group's damage on a target.

Signature abilities

  • Blood Curse. Ascend into a Cursed Form for a set time, enabling the class's unique abilities and generating health and Rage. Each specialisation swaps it for its own form.
  • Infuse. For 10 seconds, store the damage you, your party or raid and their minions deal to the target, then unleash it as Shadow damage.
  • Hemal Excision. Siphon every curse off an ally, then press it again within 10 seconds to place those curses on an enemy.
  • Eternal Resolve. A 30 second frenzy that raises melee attack speed, maximum health and healing received by 50%.
  • Scarlet Delirium. Fear nearby enemies and drain their life while they are afraid. Damage from another source ends it early.
  • Endure the Curse. Take 30% less damage for 10 seconds. Below 10% health, you are healed for 30% of your maximum health once.

Cursed Forms. A Cursed Form replaces one button bar with another. Blood Curse is the shared base form. A specialisation swaps it for Transgression (Sanguine), Accursed Form, Eternal Curse or Sanguine Essence (Fleshweaver), and switching straight from one Cursed Form to another works.

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CLASS 10 OF 21

Ranger

A leather-wearing bow-and-blade class that builds Advantage stacks with quick shots and spends them in bigger strikes. Pick between sniping from range, leading a party with falcons and horns, or fighting up close with polearms and daggers.

RESOURCES
Focus is the bar every ability costs, and it regenerates at 5 per second in and out of combat. Advantage is a counter of up to 5 stacks, built by quick shots and strikes and spent by bigger ones that use every stack they were cast with.
ARMOUR
Cloth and Leather.
WEAPONS
Axes and swords in one hand, polearms, daggers, fist weapons, bows and crossbows (no ammunition needed).
ROLES
Damage, Support

Specialisations

  • Archery

    • Damage

    The sniper. Skirmisher raises the damage and tick rate of Toxic Dart by 30% and makes your ranged abilities ignore part of the armour of poisoned targets. Sniper's Focus refunds Focus when you spend Advantage, and Sharpshooter makes each Advantage stack count for more.

  • Brigand

    • Damage

    The close-range fighter. Ravager makes Wild Strike generate an extra Advantage and removes the minimum range of your ranged abilities. Skewer and Hookshot control the fight, Ravage deals damage over time, and a polearm in hand sharpens Beatdown and Wild Strike.

  • Farstrider

    • Support

    The group's scout, with War Falcons and Horns. Dream Flowers, spawned by your critical strikes, heal and speed up any ally who runs over them. Horn of War gives the party extra crit chance and refills your Focus, and Battle Screech raises attack or spell power.

Signature abilities

  • Guise. Instantly generate 5 stacks of Advantage and see nearby stealthed enemies for 15 seconds. Usable while stealthed.
  • Hunting Shot. A shot that ricochets between 3 enemies and generates a stack of Advantage for each enemy hit.
  • Skewer. Swing your spear at all enemies in front of you for 200% weapon damage and mark them. Reactivate it to pull every marked enemy to you.
  • Horn of War. Emanate an aura for 30 seconds that gives party and raid members 5% critical strike chance, while you generate 3 Focus every second. All Horn spells share a cooldown.
  • Adrenaline Rush. Dispel all harmful effects from yourself and gain 40% movement speed for 10 seconds. Usable while stealthed.
  • Crippling Shot. Slow an enemy by 50% and knock it off its mount. It cannot mount again for 5 seconds.

Advantage. Quick Shot, Wild Strike, Flank, Toxic Dart, Falconstrike, Hookshot and the Horns build Advantage, and the bigger abilities spend every stack they were cast with, most of them hitting harder for each one. Your bar greys out the spenders at 0 stacks, and Elven Tactics gives you a 20% chance not to consume it.

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CLASS 11 OF 21

Chronomancer

A cloth caster who bends time. A Wand of Time throws Echo Fragments that power Distortion and Continuum spells, the Infinite spec cuts the cooldowns of your damaging spells, and the healing comes as Aeons wrapped around Epoch.

RESOURCES
Mana. The Artificer path also builds Echo Fragments with Wand of Time.
ARMOUR
Cloth only.
WEAPONS
Daggers, one-handed maces, staves and wands.
ROLES
Damage, Healer

Specialisations

  • Infinite

    • Damage

    Infinite Power makes every damaging spell cut your damaging spell cooldowns by 10% of what remains. Gift of the Infinite Dragonflight turns Spirit into spell damage, Warping Reality lets you cast Unmake and Melt Reality while moving after Waves of Time, and End of Time makes Mind Melt amplify your periodic damage.

  • Artificer

    • Damage

    Wand of Time generates Echo Fragments, which power Distortion and Continuum spells, and Decomposition hits harder for each fragment you hold. Crystal Cannon fires lesser Wand attacks, Wand Expert turns Spirit into ranged attack power, and Time Is A Circle extends your Continuum spells.

  • Time

    • Healer

    Aeon of Resilience teaches the Aeons, which reshape Epoch, the core heal: faster casts and a bouncing Accelerated Recovery, a shielded version, a Renewal version, or one that deals its healing as damage to an enemy. Time Beacon, Continuum Restoration and Timeline Tether extend the kit.

Signature abilities

  • Waves of Time. Blast enemies in a frontal cone with time fractals, knocking them back slightly. The knockback repeats once after 2 seconds.
  • Temporal Anomaly. Augment reality for 10 seconds, storing 50% of the damage you take and converting it into healing when the effect ends.
  • Slipstream. Slip an enemy into a pocket dimension for 5 seconds, banished and immune to damage. Reactivate it to choose a new place for the enemy within 20 yards.
  • Dimensional Divergence. Swap places with a target player. If it is an enemy, you steal 80% of its movement speed for 3 seconds.
  • Timeguard. Place a guard on an ally for 2 minutes: the next 3 hits that deal more than 20% of their health, or drop them below 35%, deal 50% less damage.
  • Mass Babify. Turn all enemies into babies, unable to act for 40 seconds (8 against players). Damage dealt interrupts it.

Echo Fragments. Wand of Time makes an Echo Fragment, and Distortion and Continuum spells spend or scale with them. A Continuum spell such as Paradox Cannon makes a fragment every 2.5 seconds while it lasts, only one Continuum spell can be active at a time, and Time Is A Circle extends them.

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CLASS 12 OF 21

Necromancer

A cloth caster with an undead army. Raise spells fill your Life Force with ghouls and bone constructs, Animate spells call temporary helpers such as skeletal archers, Command spells direct them, and Runic Power drives the rest. Choose plague, frost, or the army itself.

RESOURCES
Runic Power is the bar, and Command spells cost it. Life Force caps how many minions you can hold: each Raise occupies some of it, and talents raise the cap.
ARMOUR
Cloth only.
WEAPONS
Daggers, staves, one-handed swords and wands.
ROLES
Damage

Specialisations

  • Death

    • Damage

    The plague spec. Crypt Plague stacks, and Withering adds 5 more stacks. Plague Science makes your diseases and Crypt Swarm deal 125% more to enemies below 20% health, and Rotting Flesh powers up your undead minions as you spread the plague.

  • Rime

    • Damage

    Frost and the undead. Tundra Warriors raises your minions' crit chance as you cast, and Frigidness adds 100% crit damage against Frozen targets. Lich Form turns you into a Lich: 10% more Frost damage, and immunity to fear, sleep and charm.

  • Animation

    • Damage

    The summoner. Summoning Adept and Summoning Expert raise your maximum Life Force, Deadly Bond can make Command spells free, and Grave Mastery cuts the cost of every Animate, Raise and Command spell by 20%. Skeletal Archers, a Bone Wraith, a Tomb King and the Army of the Dead all live on this tree.

Signature abilities

  • Phylactery. Create a Phylactery for 2 minutes. If damage would drop you below 10% health, you become a Shade, immune to physical attacks and spells but unable to act. Reach the Phylactery and you revive with 40% of your maximum health.
  • Army of the North. Chant a ritual that brings forth a Rotting Frost Giant for 30 seconds and generates 30 Runic Power, repeating every 3 seconds for 15 seconds. Your undead minions are guaranteed to crit meanwhile.
  • Animate: Skeletal Archer. Animate 3 Skeletal Archers to aid you for 15 seconds.
  • Raise: Banshee. Raise a Banshee that occupies 2 Life Force and channels on your target, dealing damage and draining mana. Command it to drain 10% of the target's mana and deal Frost damage equal to it.
  • Command: Hook. Command your Abominations to hook an enemy to their location, slowing its movement to a halt for 2 seconds.
  • Corpse Wagon. Party and raid members deal 3% more damage, and Corpse Explosion deals 25% more.

Life Force and Commands. Raised minions occupy Life Force, so the size of your army is a choice. Command spells spend Runic Power to direct it, and Lich Commander makes them cheaper. With Anti-Magic Shell, every minion you raise arrives with a shield that absorbs Magic damage equal to 40% of its health.

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CLASS 13 OF 21

Pyromancer

A cloth caster who builds Heat, spends it on dragon fire, and reads three ways: a phoenix-backed fire healer, a burn specialist whose damage-over-time never stops, or a dragon-blooded caster who echoes every blast.

RESOURCES
Mana, plus Heat and Embers. Critical strikes and healing crits generate Heat, Embers are generated and consumed by your abilities, and each Ember consumed returns 2% of your mana with Shazzrah's Boon.
ARMOUR
Cloth only.
WEAPONS
Daggers, staves, one-handed swords and wands.
ROLES
Damage, Healer

Specialisations

  • Flameweaving

    • Healer

    Spirit of the Phoenix saves you from a killing blow once every 10 minutes: for 15 seconds your spells cost no mana, and then you are reborn. Inferno Barrier can be placed on allies, Ashen Priest returns mana to allies on critical heals, and Burning Passion turns healing crits into Heat.

  • Incineration

    • Damage

    The burn spec. Lighting the Fuse lets your periodic effects critically strike, Scorched makes Ember-spender crits burn the target for an extra 30% of the damage over 6 seconds, and Burned stacks 5 times on a target to raise the periodic damage it takes from you.

  • Draconic

    • Damage

    Dragon-blooded fire. Dragon's Edge makes direct crits generate 20 extra Heat and gives you Intellect equal to your critical strike rating. Echo of Nozdormu and Flames of Neltharion can echo for 45% of their damage, and Legacy of Deathwing powers up Destroyer's Maw and Firefall.

Signature abilities

  • Essence of Malygos. Restore 4% of an ally's maximum mana every second for 6 seconds. Doubled if you use it on yourself.
  • Gaze of Ysera. Put an enemy to sleep for 40 seconds (8 against players). Direct damage may interrupt it.
  • Grace of Alexstrasza. Burn off all movement-impairing effects from party and raid members within 20 yards, and give them stun, slow and root immunity for 4 seconds.
  • Breath of Neltharion. Breathe superheated flames in a cone that melts the weapons of affected enemies, disarming them for 6 seconds.
  • Dragon Leap. Its damage generates 10 Heat, and with Blessing of the Firelands each stack of Heat adds 6% to it.
  • Sunstrider Array. For 15 seconds you generate 1 Ember every 3 seconds, and your Cinderheart generates double the Heat.

Heat and Embers. Direct crits generate Heat (20 extra with Dragon's Edge), damaging crits generate 10 with To Ashes, and effective healing crits generate 10 with Burning Passion. Ember spenders carry the payoffs, and generating or spending an Ember has a 10% chance to superheat you for 10% more damage and healing for 6 seconds.

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CLASS 14 OF 21

Cultist

A caster in mail and plate who draws power from Insanity. Void and shadow spells build it, blades and melee strikes ride on it, and four paths split the class: a void swordsman, a corruption caster, a healer of the depths and a tank who becomes a void monstrosity.

RESOURCES
Mana, plus Insanity, a meter that builds as you fight. Above 40, Shadow of the Void turns your strikes into mana and Shadow damage. Reaching 100 causes Total Madness, unless you are a Heretic.
ARMOUR
Cloth, Leather, Mail and Plate, plus Shield.
WEAPONS
Every weapon type except thrown, including bows, crossbows and guns (no ammunition needed).
ROLES
Damage, Healer, Tank

Specialisations

  • Godblade

    • Damage

    The void swordsman. Shadow of the Void, above 40 Insanity, restores mana and raises your Shadow damage as you strike. Void Strength turns Strength into Shadow spell damage, Blessing of N'Zoth turns Intellect into attack power, and Hammer of Twilight crits refund Insanity.

  • Corruption

    • Damage

    The caster. Corrupting Whispers gives your damage a chance to raise your Magic damage by 20% and cut mana costs by 30% for 8 seconds. Dark Magician adds 50% crit damage, Whispers of C'Thun makes Gaze of C'Thun generate Insanity, and Darkwither can critically strike.

  • Heretic

    • Healer

    Herald of the Depths transforms you for 20 seconds: 15% more damage and healing, and absorbs and healing-over-time effects last twice as long. Shadow Training strengthens Eldritch Mending and Gaze of C'Thun and means you cannot miss, and Void Power scales your healing from your weapon.

  • Dreadnought

    • Tank

    Strength of the Black Empire sheds your mortal form and turns you into a void monstrosity that takes 10% less damage. Blessing of Y'Shaarj adds 10% maximum health and 20% damage while transformed, and Void Strikes scales Blade of the Empire and Entropic Slam with your defense.

Signature abilities

  • Entropic Singularity. Create a void zone for 5 seconds that slows enemies inside, more the closer they are to the middle.
  • Mass Nightmare. Horrify up to 5 nearby enemies for 5 seconds and interrupt non-player spellcasting for 3 seconds.
  • Hallucination. Create 3 copies of yourself that run in random directions for 3 seconds and may trick enemies into ignoring you. Removes all movement impairing effects and sharply reduces your threat.
  • Vision of Doom. Your direct damage or healing marks nearby targets for 3 seconds, and at the end they take or receive 100% of the damage or healing that doomed them.
  • Horrorbolt Volley. Channel for 6 seconds, removing all beneficial magic effects from nearby enemies and cutting their haste and movement speed and your damage taken by 25% while you channel.
  • Eldritch Screams. Your Corrupt Mind also applies Mind Rot to nearby enemies, raising allies' chance to hit them by 3% for 10 seconds.

Insanity. The meter powers talents on every path. Shadow of the Void needs more than 40, Twilight's Call refunds 10 from Hammer of Twilight crits, and Whispers of C'Thun and Dark Revelation generate more. Reaching 100 causes Total Madness, and Herald of the Depths replaces that with a transformation.

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CLASS 15 OF 21

Starcaller

A moon-themed fighter who shoots, strikes and heals with astral light. Your attacks apply Scattered Stars, which later attacks consume for extra effect, and four paths split the class: a moon-armoured tank, a priest of the moon, a huntress with a bow and a warden with glaives.

RESOURCES
Energy is the class bar, with a mana pool beside it. Scattered Stars, applied to enemies by your attacks, are consumed for a bonus. Lunar Phase stacks build for the Moon Priest.
ARMOUR
Cloth, Leather, Mail and Plate, plus Shield.
WEAPONS
Axes, maces and swords in one hand; maces and swords in two; polearms, daggers, staves, wands, bows and crossbows (no ammunition needed), plus dual wield.
ROLES
Damage, Healer, Tank

Specialisations

  • Moon Guard

    • Tank

    You gain Intellect equal to your Strength, and your maximum health scales with your mana. Asteroid Belt raises block and parry with your current mana, Dancing in the Moonlight turns parries into Energy and a counterattack, and Celestial Guard converts part of a big hit into mana.

  • Moon Priest

    • Healer

    Huntress Shot gets a Lunar Eclipse effect and applies 2 extra Scattered Stars. Lunar Phase builds as you cast and your crits add stacks, Moonwell Splash reaches 3 targets, and Elune's Blessing adds your bonus healing to Hand of Elune.

  • Sentinel

    • Damage

    The bow. Huntress Training turns Intellect into haste, Explosive Moonlight turns it into ranged attack power, and Astral Archer turns it into crit. At level 50, Starfire Shot and Trueshot hit harder against Burning targets, and Celestial Shot strengthens every Scattered Star you consume.

  • Warden

    • Damage

    The glaives. Maiev's Discipline turns Intellect into crit and expertise, Celestial Glaives lets Scattered Stars stack 2 more times, and Lunar Combatant makes your weapon damage grow with your spell power. Critical strikes shorten the cooldown of Warden's Blade.

Signature abilities

  • Starshatter. Send astral light in a line outward from you, stunning enemies struck for 5 seconds and applying a Scattered Star.
  • Shooting Star. Sprint forward with astral magic for 4 seconds at 60% more movement speed. You cannot be slowed and cannot stop moving.
  • Starbound. Your healing done and received rise by 10%, doubled while you are below 50% health.
  • Cosmic Strides. Your melee and ranged attacks grant 5% movement speed for 4 seconds, stacking 3 times.
  • Rally The Sentinels. Sentinel Glaive restores 20% of your maximum mana and applies a Scattered Star to the enemy.
  • Nebula. Blocking enemy attacks applies Scattered Stars to the attacker.

Scattered Stars. Your attacks apply Scattered Stars to enemies, and consuming them gives a bonus. Celestial Surge adds 10% to that bonus, Celestial Shot 40% for Sentinels, Dancing in the Moonlight 50% for Moon Guards, and Celestial Glaives lets Wardens stack the stars higher still.

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CLASS 16 OF 21

Sun Cleric

A plate-wearing holy fighter who runs on Solar Power and the turning of Sunrise and Sunset. Burn the unworthy as a fire-and-light caster, heal with Bless and Holy Form, stand as a shield tank, or fight with a two-handed weapon in each hand.

RESOURCES
Mana, plus Solar Power, built by your auto attacks under Vow of the Valkyr and by Solar Invocation: Conquest, which generates 10 at once.
ARMOUR
Cloth, Leather, Mail and Plate, plus Shield.
WEAPONS
Axes, maces and swords in one hand or two, polearms, staves, wands, bows and crossbows (no ammunition needed).
ROLES
Damage, Healer, Tank

Specialisations

  • Piety

    • Damage

    After Dawn, a Holy spell grants Sunrise and a Fire spell grants Sunset, and entering one keeps you out of the other until the next. Sunrise raises your Holy damage by 20%, Sunset your Fire crit chance by 20% and Fire damage by 10%, and Day Cycles shortens Horusath Blast in Sunrise and Rapture in Sunset.

  • Blessings

    • Healer

    Bless ties you to one ally, restoring 5% of their health every 10 seconds. Holy Form raises your healing by 10% and, above 30% mana, spends extra mana to heal your blessed ally. Heaven's Appraisal gives your Gavels shields and mana, and The Redeemer heals a crit-healed ally again when they take damage.

  • Seraphim

    • Tank

    Angelic Presence can make your next Illumination instant and free after you avoid an attack. Sun-Touched Armor gives armour from Strength and Intellect, Holy Strength turns Strength into spell power, and Clarity of the Heavens turns Intellect into block value.

  • Valkyrie

    • Damage

    Valkyr's Grip lets you dual wield and carry a two-handed mace, sword or polearm in each hand, with 6% more hit. Vow of the Valkyr makes auto attacks generate Solar Power and hit harder, Fulfillment swings both weapons on ability hits, and Holy Giant doubles the Vows.

Signature abilities

  • Bless. Bless yourself and an ally, restoring 5% of their maximum health and 1% of your maximum mana every 10 seconds for 5 minutes. Only one ally at a time.
  • Solar Invocation: Conquest. Instantly generate 10 Solar Power and refund 10% of your maximum mana. All Solar Invocations share a cooldown.
  • Solar Invocation: Resplendence. For 8 seconds your Illuminations are instant and always crit, but cost 100% more mana.
  • Sun Gate. Shift 25 yards forward, removing roots, and leave a Sun Gate for 15 seconds that allies can use to blink the same distance.
  • Sunwell. Become an embodiment of the sun for 30 seconds, dispelling fear, sleep and charm from allies within 40 yards every 3 seconds.
  • Dawnguard. Fulfilling a Vow raises your block chance by 2% for 15 seconds, stacking 5 times.

Sunrise, Sunset and Vows. Sunrise and Sunset lock each other out until you enter the next one, so a Piety Sun Cleric plans which half of the cycle to play. Vows work the same way: only one Vow can be active at a time, and Fulfillment triggers when your ability damage lands.

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CLASS 17 OF 21

Tinker

A mail-wearing inventor with a gun and a workshop. Build spells set down turrets, bombs, drones and beacons, Scrap and Rockets turn them into damage, and the Mechsuit makes you a walking machine. Blow things up, mend the party from a machine, or climb into the suit.

RESOURCES
Mana, plus Scrap. Makeshift Dynamite generates 10, and in the Mechsuit your summons' damage can grant more.
ARMOUR
Cloth, Leather and Mail, plus Shield.
WEAPONS
Axes and maces in one hand or two, polearms, staves, daggers and guns.
ROLES
Damage, Healer

Specialisations

  • Demolition

    • Damage

    Napalm stacks on your target up to 10 times, raising the Fire damage it takes from you and cutting its healing received. Sparked and Ready! can make your next Rocket Launcher instant, and Bombastic resets Bomb Toss when you build a Spider Bomb.

  • Invention

    • Healer

    Build: ZIGGI-6K gives you a healing machine at your side until dismissed. Beacons carry Overcharge effects that you trigger by healing them with Repair Shot or using Overcharge. Stim Augmentation heals nearby allies, Cybernetic Shield turns part of that healing into a shield, and Graftbolts feeds your mechanical pet mana and boosts your summons.

  • Mechanics

    • Damage

    Build: Mechsuit puts you in a suit, and Turbo Upgrade! doubles its effectiveness. Mechsuit abilities include Activate Jets, Laser Beam and Combustion, your ranged damage can refresh a charge of Makeshift Dynamite, and Build: Scrapmaw gives you a companion.

Signature abilities

  • Makeshift Dynamite. Load dynamite into your gun and launch it for 100% ranged weapon damage plus 12 as Fire damage. Generates 10 Scrap. Two charges, usable while moving.
  • Build: Destructo-Bot. Build a bot you can see through and steer directly. It can explode, dealing massive Fire damage to enemies nearby and disorienting them for 3 seconds.
  • Build: Oil-Spill Pylon. Spill oil in an 8 yard radius for 10 seconds, slowing enemies by 60%. Sticky Bomb explosions and Firepot Drone deal 20% more damage inside.
  • Rocket Boots. Activate your Rocket Boots, dispelling root effects and launching you forward. 3 charges, 30 second recharge.
  • Build: Noise Box. A Noise Box for 15 seconds that periodically interrupts spellcasting nearby and locks the interrupted school for 3 seconds.
  • Build: Battery Recharge Station. A station for 30 seconds that each ally can use once to restore 15% of health and mana and 50% of Rage, Energy, Focus and Runic Power.

Builds. Build spells create machines that act for you: pylons, noise boxes, repulsion units, drones, beacons, turrets and a Destructo-Bot you can steer. Their payoffs run through Scrap, Rockets and Bombs, and the Mechsuit turns the whole kit up.

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CLASS 18 OF 21

Venomancer

A mail-wearing poisoner who changes form. Be a Weaver for rotting spores and bolts, a stalker with fangs and Brood Marks, a Beetle tank behind a molting exoskeleton, or a Vizier who heals with venoms and prayers.

RESOURCES
Mana, with a twist on each path. The stalker's Venom Fang costs Energy, and the tank's Exposed Flesh generates Rage.
ARMOUR
Cloth, Leather and Mail.
WEAPONS
Maces in one hand or two, polearms, staves, daggers, fist weapons, wands, bows and crossbows (no ammunition needed).
ROLES
Damage, Tank, Healer

Specialisations

  • Rot

    • Damage

    Rot Lich gives direct damage a chance to reset Serpent's Fang and make the next one free. Weaver Form shapes you into a caster that suffers 70% less spell pushback, and Cycle of Decay lets the periodic damage of Spore and Wilt critically strike. Intoxicating Venoms changes Mycosis with your active Venom.

  • Stalking

    • Damage

    Venom Fang applies a Brood Mark, stacking 5 times, that some abilities consume for an extra effect. Acidfang speeds up Rotfang, Withering Venom and Facemelter, Vulnerability raises the spell damage a target takes after your crits, and Black Widow cuts Venom Fang's Energy cost while Widow's Kiss is active.

  • Fortitude

    • Tank

    Hostile attacks stack Exposed Flesh, up to 10 times, generating Rage and raising the Physical damage you take by 3% per stack. Beetle Form raises all your primary attributes by 15%, and clearing stacks inside it heals you. Molt applies 15 stacks at once.

  • Vizier

    • Healer

    Serpent's Fang healing applies Shadra's Vigil, so your next 5 periodic heals on that ally heal 10% more. Vizier Form lets you cast Shadra's Prayer while moving and your heals over time critically strike, and Ritual Healing returns mana, Energy, Focus, Rage or Runic Power to the target.

Signature abilities

  • Burrow. Burrow beneath the ground for 8 seconds, immune to all physical attacks and spells but unable to act. You can choose a new place within 30 yards to emerge.
  • Toxic Stride. Embrace Shadra's blessing for 15 seconds, immune to silence and interrupt effects and able to cast while moving.
  • Molt. Shatter your exoskeleton, instantly applying 15 stacks of Exposed Flesh and gaining 30% movement speed for 8 seconds.
  • Weaver Form. A level 30 shapeshift: 70% less spell pushback, a chance for periodic damage to restore 5% of your mana, periodic effects that benefit from spell haste, and immunity to polymorph.
  • Vizier Form. A level 30 shapeshift: cast Shadra's Prayer while moving, periodic healing that can grant allies Replenishment, heal-over-time crits, and immunity to polymorph.
  • Hallucinogenic Venom. Allows 50% of your mana to regenerate while you are in combat.

Venoms and forms. Your active Venom changes what Mycosis does: Debilitating Venom shortens its cast time, Blight Venom lengthens Spore, and Adrenal Venom adds a target. The form you take depends on your path, Weaver, Vizier or Beetle, and each form changes how a different part of the kit behaves.

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CLASS 19 OF 21

Reaper

A plate-wearing scythe fighter on Runic Power who harvests souls. Soul Fragments and Reaped Souls feed bigger strikes, and Limbo, Underwalk and Shade slip the Reaper into the shadow realm. Harvest to heal off your damage, Soul for ghostly curses and stealth, or Domination to tank.

RESOURCES
Runic Power is the bar. Your strikes gather Soul Fragments and Reaped Souls, and finishers such as Slaughter turn them into damage.
ARMOUR
Cloth, Leather, Mail and Plate. No shield.
WEAPONS
Axes and swords in one hand or two, two-handed maces, polearms, daggers, bows and crossbows (no ammunition needed), plus dual wield.
ROLES
Damage, Tank

Specialisations

  • Harvest

    • Damage

    Harvester heals you for 15% of all damage you deal. Slaughter is the execute, usable below 35% health, and Extinction makes your next one usable at any health. Executioner adds crit and armour penetration against low-health enemies, and This Is My Domain strengthens your healing inside Harvesting Grounds.

  • Soul

    • Damage

    Soulrend applies Weakened Soul, raising the Shadow and Frost damage the target takes from you by 10%. Spectre gives Withering Touch a Ghost Claw that steals movement speed, Beyond the Veil gives speed and water walking in Underwalk, and Sepulchral Renewal resets Limbo, Soulslam and Shade.

  • Domination

    • Tank

    Tormentor makes Soul Infusion shorten the cooldown of Tormented Souls. Soul Slip harvests a Soul Fragment when you avoid an attack, Behemoth grants armour penetration and Dark Soul turns it into Stamina, and every sixth Reap becomes Decimate, a frontal smash that hits 10 enemies.

Signature abilities

  • Slaughter. Eradicate an enemy below 35% health with your scythe for 150% weapon damage plus 17. Generates 1 Reaped Soul.
  • Limbo. Rip out of your mortal shell for 6 seconds, immune to all harmful spell effects, and instantly restore 30% of your Runic Power. Usable while stunned, feared or polymorphed.
  • Harvesting Grounds. Create a harvesting ground for 15 seconds. Enemies inside lose 20% melee and ranged haste and movement speed, and are pulled back if they try to leave.
  • Shade. Become a shade for 10 seconds in an improved stealth, entering Underwalk and removing all movement impairing effects.
  • Veilwalk. Gain 50% movement speed for 5 seconds, stacking 2 times, and remove all movement impairing effects. Two charges, usable while stealthed.
  • Spirit Army. Your Spectral Warden summons 2 additional Wardens, each lasting 8 seconds less, and the shield it grants absorbs 100% more.

Between worlds. Limbo, Shade and Underwalk move the Reaper partly out of the living world. Limbo gives spell immunity and refunds Runic Power, Shade is a stealth that clears roots and slows, and Spirit Realm makes your Deathwind raise your healing taken and parry chance while you stand in it.

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CLASS 20 OF 21

Primalist

A plate-wearing caller of earth and nature. Tame a spirit beast, call earthquakes and geodes, shift into a stone golem, or stand as a mountain-thane tank. One path heals and buffs the whole group as Grovekeeper.

RESOURCES
Mana. The Mountain King builds Earth's Rage, and Earthshaping stacks for Geomancy.
ARMOUR
Cloth, Leather, Mail and Plate. No shield.
WEAPONS
Axes and maces in one hand or two, polearms, fist weapons, wands and bows.
ROLES
Damage, Support, Tank

Specialisations

  • Wildwalker

    • Damage

    Spirit Beast Master lets you tame a beast spirit as a companion. Primal Weapons rewards one-handed and two-handed weapons differently, Totemic Smash applies a Boon, and Rylak's Bite sends you and your pet rushing at an enemy. Spirit Beast Communion lets you stable and recall spirits.

  • Geomancy

    • Damage

    Earthshaping builds as you cast Geode Barrage and your Seismic abilities, 1% more spell haste per stack, up to 15. Cave Dweller turns Intellect into armour penetration, Crushing the Earth turns that into spell power, and Seismic Tremor, Seismic Crash and Earthquake can critically strike.

  • Grovekeeper

    • Support

    Melee damage or healing may grant Aftershock, making your next Geode Barrage or Earthquake instant and 75% cheaper. The tree adds the Ancient of War and Ancient of Lore forms, Hammer of Life, and group buffs.

  • Mountain King

    • Tank

    Mountain Giant gives auto attacks a chance to grant Aftershock. King of the Mountain turns Strength into parry, dodge and haste, and Stamina into attack power. Stone Skin makes you immune to bleeds, and Mountain Avatar can make you an avatar of the earth.

Signature abilities

  • Rylak's Bite. You and your pet rush towards an enemy and strike for 120% weapon damage plus 8. Two charges, 10 second recharge.
  • Golem Form. Turn into a being of stone for 20 seconds: 20% more haste, 50% more armour, and able to cast damaging spells while moving.
  • Earthen Avatar. Become an avatar of the earth for 20 seconds: more damage, 15% less damage taken and 20% more melee haste, immune to stuns, roots and snares. Usable while stunned.
  • Ancient of War. Funnel nature's fury into yourself for 20 seconds: your Hammer of Life is 30% stronger and nearby party members gain 20% critical strike chance. Your movement speed is reduced by 30%.
  • Primal Totem. Summon a totem for 15 seconds that raises the primary stats of party and raid members within 40 yards by 20%.
  • Bramblepatch. Grow brambles for 12 seconds. Allies inside are immune to grip and knockback, and enemies inside cannot leap, dash or charge.

Aftershock. Several paths grant Aftershock from melee hits or healing. Your next Geode Barrage or Earthquake is then instant and costs 75% less, so the same spells serve a caster, a healer and a tank.

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CLASS 21 OF 21

Runemaster

A leather-wearing runewright who carves magic into weapons and the ground. Cast Glyphs, engrave a blade for elemental strikes, or slip between realities with a Riftblade and Phase Out.

RESOURCES
Mana. Runic Tattoos reduce the cost of all your spells and abilities by 10%.
ARMOUR
Cloth and Leather.
WEAPONS
Axes and swords in one hand or two, polearms, staves, daggers, fist weapons and wands, plus dual wield.
ROLES
Damage

Specialisations

  • Glyphic

    • Damage

    The Glyph caster. Glyphic Ruin is the core spell, Ley Magician turns Spirit and Intellect into spell damage, and Runic Tattoos change how it casts: Fire raises its critical damage by 30%, Water halves its cost. Unleashed Power strengthens your Unleashed Glyphs, and Elemental Burst raises the spell damage the target takes by 10%.

  • Engravement

    • Damage

    The weapon-engraver. Fists of Power makes Runeblade strike again with your off-hand, Primordial Strength turns attack power into spell damage, and Power Overwhelming can reset Runic Brand. Your Ice, Fire and Air Engravings trigger on your strikes.

  • Riftblade

    • Damage

    Elemental Assassin turns Agility into spell damage, crit and hit. Smolder ignites your blade, Windsage makes your next 3 Runeblades strike again as Nature damage, Glyph of Disappearance gives Phase Out an extra use, and Shroudwalker removes Warpdagger's cooldown while Runeshroud is active.

Signature abilities

  • Phase Out. Disappear from sight into an improved stealth for 6 seconds, applying Runeshroud.
  • Smolder. Ignite your blade and strike an enemy for 140% weapon damage plus 19 Fire damage.
  • Silencing Rune. Inscribe a rune at the target location that silences all enemies within 5 yards for 6 seconds.
  • Warding Rune. Engrave anti-magic runes around you, removing all harmful magic effects and giving harmful magic effects cast on you no duration for 6 seconds.
  • Speed Rune. Conjure a path of runes in the direction you face for 10 seconds, raising allies' movement speed by 70%.
  • Zenith. For 6 seconds, your runic tattoos flare up and your chance to trigger your Weapon Engravings is doubled.

Tattoos and Engravings. Runic Tattoos lower your costs and change Glyphic Ruin. Weapon Engravings in Ice, Fire and Air trigger on your strikes, and Expansive Engraver empowers each one: Ice, for example, crits more often against targets carrying your Firebrand. Frostburn removes the cast time from Glacial Rune and Permafrost Rune.

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YOUR HERO

How it works

  1. Create a character.

    Pick a race and one of the 21 classes above.

  2. Choose level scaling.

    Leave it on to keep zones worth playing, or turn it off. Change your mind later at any Destiny Weaver (Guide 2 lists where they stand).

  3. Open Character Advancement.

    Press N to open Collections, then choose the Character Advancement tab. Your class opens into a web of choices: a shared core and deeper branches, paid for with points that grow as you level.

  4. Fill your three slots.

    Each slot is a full build with its own points and its own action bars. Swap when you are out of combat.

  5. Find a trainer.

    Class trainers wander their home towns with companions at their heels, and a guard will point you to one on the map as it walks.

PRACTICAL FACTS

Practical facts

SPECIALISATIONS
21 classes with 70 specialisations, three or four per class.
SLOTS
3 per character.
CHARACTERS
Up to 21 per realm. Drag them into your own order.
LEVEL CAP
60
ROLES
Every specialisation has one role: tank, healer, support or damage. Support is a fourth Dungeon Finder role.

GOOD TO KNOW

Good to know

  • Heirloom gear for your class is free at first login (see Collections).
  • Run reports show the build each player used (Conquest Logs, sign-in).