- Vows of War
- Classes
Find your place in the fight
Hold the line, keep a party alive, strike from the shadows or change shape mid-fight. Every class has its own resource, its own rhythm and three ways to specialize.
Learn it, then make it yours
Abilities from trainers
Your first abilities come on their own through level 5. From level 6, your class trainer teaches the rest, and the Abilities window tells you where to find them.
Specializations at level 10
Every class chooses one of three specializations at level 10, each a different answer to how that class should fight.
Talents from level 11
Earn a talent point every level from 11 and spend it across three talent trees built for your class: 27 trees in all.
Aim, dodge, decide
Every class aims its own attacks and shares Evade, a quick dash that carries you out of harm’s way. Tab targeting is there if you prefer it.
All nine classes
| Class | Roles | Range | Armor | Resource | Faction |
|---|---|---|---|---|---|
| Warrior | Tank, Damage | Melee | Heavy | Resolve | Both factions |
| Ranger | Damage | Ranged | Medium | Focus | Both factions |
| Rogue | Damage | Melee | Medium | Opening | Both factions |
| Arcanist | Damage, Support | Caster | Light | Attunement | Both factions |
| Channeler | Healer, Support | Caster | Light | Resonance | Both factions |
| Occultist | Damage, Support | Caster | Light | Residue | Both factions |
| Shifter | Damage, Tank, Healer | Melee | Medium | Form | Both factions |
| Accordant | Healer, Support, Tank | Close-range hybrid | Light | Accord | Concord only |
| Forgestorm | Damage, Tank | Melee | Heavy | Forge Pressure | Scarred Dominion only |
Warrior
Sword and shield on the front line
- Tank
- Damage
Stand in front, hold the enemy’s attention and keep your companions safe behind your shield.
How it plays
- Landing blows builds Resolve; spend it on Shield Bash, Warpath and Last Stand.
- Challenge Banner pulls enemies onto you, while Shield Guard and Bulwark blunt their blows.
- Heavy armor and the most health of any class: the sturdiest way to learn the game.
- Range
- Melee
- Difficulty
- Straightforward
- Armor
- Heavy (plate and mail)
- Weapons
- One-handed sword and shield
- Resource
- Resolve
- Races
- Human, Voren, Thaeli, Solmara, Dominion Human, Kaldreth, Vantik, Kovar
Specializations at level 10
Bulwark
Protect the line. Study how to hold your ground and shield companions from a dangerous enemy.
Arms
Master your weapon. Study decisive attacks, timing and strong footing.
Commander
Lead the fight. Study how to rally companions and keep a group working together.
Ranger
A hunter with a bow, traps and patience
- Damage
Strike from a distance, mark your quarry and keep dangerous enemies from ever reaching you.
How it plays
- Quick Shot and Power Shot hit hard from range; Quarry Mark makes one target count.
- Pinning Shot and Field Trap hold enemies back while you keep firing.
- Focus starts full and refills out of combat, so pace yourself in long fights.
- Range
- Ranged
- Difficulty
- Straightforward
- Armor
- Medium (leather)
- Weapons
- Bow
- Resource
- Focus
- Races
- Human, Voren, Thaeli, Solmara, Dominion Human, Kaldreth, Vantik, Kovar
Specializations at level 10
Long View
Watch, wait, then take your shot. Study patient bow work and fighting from a distance.
Trailwarden
Know the ground. Study tracking, traps and keeping a path safe for your companions.
Skirmisher
Keep moving. Study quick shots and finding a new angle before an enemy can close in.
Rogue
A quiet blade that opens and finishes
- Damage
Approach unseen, open an enemy up and finish the exchange before they can answer.
How it plays
- Veiled Approach hides you; strike from it with Ambuscade.
- Your cuts set up an Opening on a foe; spend it on Crosscut or Decisive Breach.
- Cut the Cast stops a spellcaster and Smoke Veil slows a crowd. Positioning is everything.
- Range
- Melee
- Difficulty
- Demanding
- Armor
- Medium (leather)
- Weapons
- Paired daggers or an off-hand blade
- Resource
- Opening
- Races
- Human, Thaeli, Solmara, Dominion Human, Kaldreth, Vantik, Kovar
Specializations at level 10
Assassin
Prepare before the fight. Study how to approach unseen, strike from your Opening and leave cleanly.
Duelist
Stay in the exchange. Study how to keep your Opening alive and turn each setup into a payoff.
Saboteur
Spoil the enemy’s plans. Study reading casts, cutting them short and slowing a crowd.
Arcanist
A scholar of formulas and raw magic
- Damage
- Support
Build magical power with steady bolts, then spend it on lances and bursts that strike whole groups.
How it plays
- Arcane Bolt builds Attunement; spend it on Prismatic Lance or Convergent Burst.
- Sigil Field slows a group and Displacement Equation holds enemies in place.
- Light armor: keep your distance, and Contingency Formula softens the hit you can’t avoid.
- Range
- Caster
- Difficulty
- Moderate
- Armor
- Light (cloth)
- Weapons
- Two-handed staff, or a wand and focus
- Resource
- Attunement
- Races
- Human, Solmara, Dominion Human, Kaldreth, Vantik, Kovar
Specializations at level 10
Elementalist
Build power and spend it well. Study earning Attunement and committing it to decisive spells.
Spellweaver
Chain your formulas. Study how a sigil prepares the lance and the burst that follow.
Controller
Command the battlefield. Study fields, displacements and well-timed interrupts.
Channeler
The healer who keeps everyone standing
- Healer
- Support
Mend wounds, ward companions before the blow lands and carry your group through hard fights.
How it plays
- Mending Current and Renew heal allies from range; Warding Light shields them first.
- Cleanse lifts harmful effects and Restoration Chorus heals everyone near you.
- Resonance is your mana: it refills slowly, and drinks and potions restore it.
- Range
- Caster
- Difficulty
- Moderate
- Armor
- Light (cloth)
- Weapons
- Two-handed staff
- Resource
- Resonance
- Races
- Human, Voren, Thaeli, Solmara, Dominion Human, Vantik, Kovar
Specializations at level 10
Restoration
Keep your companions standing. Study healing and choosing who needs your help first.
Warding
Prepare for the blow. Study protective wards and preventing harm before it lands.
Resonance
Find a steady rhythm. Study how your power can support several companions together.
Occultist
Curses, siphons and patient ruin
- Damage
- Support
Brand your foes with hexes, wear them down over time and take back what you spend.
How it plays
- Hex Brand burns a foe over time and builds Residue; Ritual Sever cashes it in at once.
- Siphon drains an enemy to heal you, so you outlast fights instead of avoiding them.
- Bind Echo roots a group and Covenant of Restraint weakens the most dangerous foe.
- Range
- Caster
- Difficulty
- Demanding
- Armor
- Light (cloth)
- Weapons
- Two-handed staff or a tome
- Resource
- Residue
- Races
- Human, Solmara, Dominion Human, Kaldreth, Kovar
Specializations at level 10
Hexcraft
Patience is a weapon. Study keeping your hex on the right foe and severing it at the right time.
Binding
Hold them where they stand. Study roots, slows and quieting a dangerous voice.
Gravecraft
Take back what you spend. Study pairing your siphon with your hex to outlast a fight.
Shifter
A form-changer between beast and healer
- Damage
- Tank
- Healer
Fight in an adaptive form, then step out of it to mend: one class that can lead, strike or recover.
How it plays
- Aspect Shift into form for Natural Strike, Adaptive Lunge and Guarded Hide.
- Out of form, fight with staff or spear and heal with Renewal Touch.
- Each form lasts at least six seconds, so choose your moment to change.
Wolf form arrives at level 2 and hits harder; Bear form at level 8 takes less damage; Stag form at level 14 runs faster out of combat. All healing is done in your own shape.
- Range
- Melee
- Difficulty
- Demanding
- Armor
- Medium (leather)
- Weapons
- Two-handed spear or staff
- Resource
- Form
- Races
- Human, Thaeli, Dominion Human, Kaldreth, Vantik
Specializations at level 10
Predator
Press the attack in form. Study closing distance and keeping a foe under pressure.
Guardian
Stand firm in form. Study guarding yourself and holding a place in the line.
Renewal
Care between the fights. Study returning from form to mend yourself and others.
Accordant
Keeper of Stone, Tide and Verdant
- Healer
- Support
- Tank
Protect an ally with an oath, heal and steer the fight, and bring your three practices into one Grand Accord.
How it plays
- Stone Oath wards an ally and turns their attackers onto you.
- Harmonized Mend heals, Verdant Bind roots and Guiding Current speeds your group.
- Varying your practices builds Accord for Grand Accord, a group heal and ward.
- Range
- Close-range hybrid
- Difficulty
- Moderate
- Armor
- Light (cloth)
- Weapons
- One-handed rod, spear or focus
- Resource
- Accord
- Races
- Human, Voren, Thaeli, Solmara
Specializations at level 10
Stone
Keep the promise. Study the Oath, steady wards and stepping between danger and a friend.
Tide
Move the fight. Study the current, quick passages and interrupting at the right moment.
Verdant
Let things grow back. Study binding roots and mending that rewards a varied practice.
Forgestorm
A heavy hammer and a storm of momentum
- Damage
- Tank
Wade into the thick of it, build Forge Pressure with every swing and spend it to endure or drive through a line.
How it plays
- Forge Sweep and Gale Sever strike several foes at once and build pressure.
- Alloy Mantle turns pressure into toughness; Cinder Drive charges through a line.
- Hammerfall knocks a group off its feet.
- Range
- Melee
- Difficulty
- Moderate
- Armor
- Heavy (plate and mail)
- Weapons
- Two-handed hammer or paired gauntlets
- Resource
- Forge Pressure
- Races
- Dominion Human, Kaldreth, Vantik, Kovar
Specializations at level 10
Alloy
Temper yourself. Study the mantle, holding pressure and enduring the front of a fight.
Gale
Strike on the move. Study stepping cuts and driving charges that keep you in the fray.
Cinder
Bring the hammer down. Study building heat and releasing it in crushing blows.
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