A class sets where you start on the passive tree and which two Ascendancies you can choose. Every class can use every skill. Plan a build in the passive tree planner.
Warrior
Fights up close, hits all around and shrugs off blows in heavy armour.
Starts in: Strength
Starts with: Hand Axe and Hatchet Swing
Plan a Warrior
Ironwarden
Armour, guarding and punishing hits taken.
Iron Hide
- 40% increased Armour
- +60 to Armour
Shield Wall
- 15% chance to block a hit entirely
Spiked Plate
- When hit, deal 30% of your Armour as physical damage around you
Stand Fast
- +60 to maximum Life
- 5% chance to block a hit entirely
Bulwark
- 15% increased Armour
- +12% to Fire Resistance
- +12% to Cold Resistance
- +12% to Lightning Resistance
Forged Hex
- Spells gain 5% of your Armour as added physical damage
Sparking Rivets
- 30% increased Lightning Damage
- 8% increased Cooldown Recovery
Bloodreaver
Life drain, rage and damage when hurt.
Red Thirst
- 3% of hit damage comes back as Life
Battle Rage
- Each kill builds 2% more damage, which fades if you stop killing
Last Stand
- 40% more damage while below half Life
Open Veins
- Physical hits have a 25% chance to bleed, and bleeds stack
Blood Hex
- 35% increased Spell Damage
- +2 Life on kill
Cold Blood
- Cold hits have a 10% chance to freeze
Scarlet Ward
- +40 to Energy Shield
- +5 Energy Shield on kill
Archer
Keeps moving and shoots from range, dodging hits instead of taking them.
Starts in: Dexterity
Starts with: Short Bow and Flick Arrow
Plan a Archer
Windrunner
Movement speed and extra projectiles.
Fleet
- 20% increased Movement Speed
Through and Through
- Projectiles pass through 2 more foes
Chase Down
- 25% increased Movement Speed for a moment after a kill
Quick Hands
- 15% increased Cooldown Recovery
- 10% increased Projectile Damage
Gale Wall
- 10% chance to block a hit entirely
Spark Trail
- Fire hits have a 20% chance to burn
- 15% increased Fire Damage
Wind Eater
- +4 Life on kill
- Regenerate 2 Life per second
Thornstalker
Traps, area denial and stacking bleed.
Snare Line
- Now and then, drop a thorn trap that bursts for 40% of your maximum Life
Deep Thorns
- Physical hits have a 30% chance to bleed, and bleeds stack
Bramble Field
- 20% larger areas and swings
- 15% increased Area Damage
Serrated
- Bleeds deal 50% more damage
Patient Hunter
- 30% increased Physical Damage
Witch Thorn
- Fire hits have a 20% chance to burn
- 15% increased Spell Damage
Rimed Thorn
- Cold hits have a 8% chance to freeze
- 15% increased Cold Damage
Ironbark
- When hit, deal 20% of your Armour as physical damage around you
- 15% increased Armour
Mage
Casts fire, frost and lightning across the field, but falls fast if caught.
Starts in: Intelligence
Starts with: Twig Wand and Ember Dart
Plan a Mage
Emberwright
Fire, burning ground and explosions.
Kindled
- 35% increased Fire Damage
Scorched Earth
- Slain foes leave burning ground that deals 25% of their Life per second
Cinder Blast
- Slain foes explode for 20% of their Life
Wildfire
- Fire hits have a 30% chance to burn
Molten Core
- 20% larger areas and swings
- 20% increased Area Damage
Ember Mail
- 30% increased Armour
- +40 to maximum Life
Hearth Blade
- 40% increased Melee Damage
Ash Drinker
- 2% of hit damage comes back as Life
Frostseer
Cold, energy shield and freezing.
Deep Winter
- 35% increased Cold Damage
Flash Freeze
- Cold hits have a 15% chance to freeze
Rime Shell
- 30% increased Energy Shield
- +30 to Energy Shield
Still Water
- 40% faster Energy Shield recharge
- +4 Energy Shield on kill
Hoarfrost
- Freezes last 60% longer
- 15% increased Cold Damage
Glass Blade
- Melee hits on frozen foes shatter them for 30% of their Life
Frost Arrow
- 30% increased Projectile Damage
- Projectiles pass through 1 more foes
Winter Stride
- 20% increased Movement Speed for a moment after a kill
- 8% increased Movement Speed