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Class reference

The Alpha Advanced Combat System starts with Adventurer, then branches into five main classes. Each branch below has two first specializations, four second specializations, and eight final specializations.

These are the current in-game catalog descriptions, not exact damage or cooldown promises. Alpha balance can change. Use the profile and trainer menus for your current level, costs, weapon affinities, and trial requirements. Foundation skills below govern progression; weapon affinities can differ.

Adventurer

Adventurer uses Armor and Swords as foundation skills, Stamina as its resource, and accepts every weapon affinity. Its abilities are Dodge (short dash along your aim), Quick Strike (one melee foe), and Second Wind (small self-heal). Its passive reduces damage taken by 5%.

Master Adventurer through level 10 before a main class trial. Every later form also requires the parent progression, its foundation skills, and its own trial. The 31/61/91 labels below identify specialization bands, not permission to skip those requirements.

Paladin

Resource: resolve. Root mobility: Divine Steed. Ride an armored steed and taunt foes struck. Specializations inherit their branch's mobility ability.

Paladin

ID: paladin. Parent: Adventurer. Band starts at 1. Foundation skills: armor and swords.

  • Signature: Provoke. Taunt nearby foes and gain defense.
  • Utility: Repulse. Blast nearby foes away.
  • Passive: Take less damage, but deal less.

Guardian

ID: guardian. Parent: Paladin. Band starts at 31. Foundation skills: armor and spears.

  • Signature: Intercession. Redirect ally damage and taunt attackers.
  • Utility: Guardian Ring. Shield allies and resist knockback.
  • Passive: Take less redirected damage, but move slower.

Aegis

ID: aegis. Parent: Guardian. Band starts at 61. Foundation skills: armor and swords.

  • Signature: Aegis Link. Intercept attacks aimed at one ally.
  • Utility: Sanctuary Wall. Shield allies and reduce damage in an area.
  • Passive: Boost links and shields, but move and hit slower.

Bulwark

ID: bulwark. Parent: Aegis. Band starts at 91. Foundation skills: armor and maces.

  • Signature: Hold the Line. Root, taunt nearby foes and gain defense.
  • Utility: Unyielding Ground. Shield allies from damage and control.
  • Passive: Gain defense while still, but lose it while moving.

Shieldbearer

ID: shieldbearer. Parent: Aegis. Band starts at 91. Foundation skills: armor and swords.

  • Signature: Manyfold Intercession. Redirect damage from two allies.
  • Utility: Covering Wall. Shield allies and grant defense and speed.
  • Passive: Guard more allies, but deal less damage.

Justicar

ID: justicar. Parent: Guardian. Band starts at 61. Foundation skills: armor and maces.

  • Signature: Judgment. Store taunted damage, then strike back.
  • Utility: Censure. Briefly weaken your attackers.
  • Passive: Hits empower retaliation but weaken self-healing.

Templar

ID: templar. Parent: Justicar. Band starts at 91. Foundation skills: armor and maces.

  • Signature: Consecrated Judgment. Stored damage now hurts and heals.
  • Utility: Purging Bell. Cleanse allies and briefly block debuffs.
  • Passive: Retaliation heals allies, but hits less hard.

Inquisitor

ID: inquisitor. Parent: Justicar. Band starts at 91. Foundation skills: swords and maces.

  • Signature: Final Sentence. Strike elites harder as health falls.
  • Utility: Expose Heresy. Reveal one foe and increase party damage.
  • Passive: Hurt lone elites more, but receive less healing.

Warlord

ID: warlord. Parent: Paladin. Band starts at 31. Foundation skills: swords and spears.

  • Signature: Commanding Shout. Taunt foes and boost nearby allies.
  • Utility: Rally. Cleanse slows and speed up allies.
  • Passive: Hit harder near allies, but lose some defense.

Marshal

ID: marshal. Parent: Warlord. Band starts at 61. Foundation skills: armor and spears.

  • Signature: Battle Standard. Plant a banner that taunts and empowers.
  • Utility: Reform Ranks. Grant allies speed and brief defense.
  • Passive: Boost grouped allies more, but gain less alone.

Bannerlord

ID: bannerlord. Parent: Marshal. Band starts at 91. Foundation skills: armor and spears.

  • Signature: Grand Standard. Carry an aura that taunts and empowers.
  • Utility: Advance. Speed allies while your aura lasts.
  • Passive: Your aura follows you, but you deal less damage.

Strategist

ID: strategist. Parent: Marshal. Band starts at 91. Foundation skills: swords and spears.

  • Signature: Perfect Formation. Boost grouped damage and defense.
  • Utility: Fallback. Shield allies and speed their retreat.
  • Passive: Recharge faster near allies, slower alone.

Conqueror

ID: conqueror. Parent: Warlord. Band starts at 61. Foundation skills: swords and axes.

  • Signature: Dominating Roar. Pull, taunt and weaken nearby foes.
  • Utility: Press Forward. Grant allies brief speed and power.
  • Passive: Hurt controlled foes more, but take more damage.

Tyrant

ID: tyrant. Parent: Conqueror. Band starts at 91. Foundation skills: axes and armor.

  • Signature: Kneel. Frighten, turn and weaken nearby foes.
  • Utility: No Escape. Reveal and heavily slow nearby foes.
  • Passive: Hurt controlled foes more, but others less.

Champion

ID: champion. Parent: Conqueror. Band starts at 91. Foundation skills: swords and axes.

  • Signature: Blade Dominion. Cleave taunted foes and extend taunts.
  • Utility: Duel Order. Knock back and taunt foes ahead.
  • Passive: Deal more damage, but lose Paladin defense.

Berserker

Resource: fury. Root mobility: Crater Leap. Leap, then crush and stagger nearby foes. Specializations inherit their branch's mobility ability.

Berserker

ID: berserker. Parent: Adventurer. Band starts at 1. Foundation skills: axes and maces.

  • Signature: Rampage. Briefly gain damage and speed.
  • Utility: War Cry. Briefly interrupt nearby foes.
  • Passive: Hit harder with more impact, but take more damage.

Bloodrager

ID: bloodrager. Parent: Berserker. Band starts at 31. Foundation skills: axes and maces.

  • Signature: Frenzy. Gain damage and speed as health falls.
  • Utility: Blood Roar. Cleanse slows and gain Fury.
  • Passive: Lost health boosts damage and damage taken.

Reaver

ID: reaver. Parent: Bloodrager. Band starts at 61. Foundation skills: axes and armor.

  • Signature: Blood Feast. Briefly heal from damage dealt.
  • Utility: Scent Blood. Reveal foes, gain speed and hunt the wounded.
  • Passive: Drain more at low health, but receive less healing.

Bloodstorm

ID: bloodstorm. Parent: Reaver. Band starts at 91. Foundation skills: axes and hoes.

  • Signature: Crimson Cyclone. Spin through groups, harm foes and heal.
  • Utility: Gore Trail. Create a blood pool that heals you inside.
  • Passive: Heal more in groups, but hurt lone bosses less.

Deathless

ID: deathless. Parent: Reaver. Band starts at 91. Foundation skills: axes and armor.

  • Signature: Refuse Death. Survive one fatal hit, heal and ward.
  • Utility: Defiant Roar. Heal and gain heavy protection.
  • Passive: Survive once, but Refuse Death recovers slowly.

Slayer

ID: slayer. Parent: Bloodrager. Band starts at 61. Foundation skills: axes and swords.

  • Signature: Executioner's Rhythm. Hit harder as target health falls.
  • Utility: Relentless Hunt. Reveal nearby foes and gain pursuit speed.
  • Passive: Hurt wounded foes more, but lose defense.

Headsman

ID: headsman. Parent: Slayer. Band starts at 91. Foundation skills: axes and swords.

  • Signature: Final Stroke. Deal extreme damage to a wounded target.
  • Utility: Condemn. Mark a foe to deal more as its health falls.
  • Passive: Finish bosses well, but struggle with groups.

Harvester

ID: harvester. Parent: Slayer. Band starts at 91. Foundation skills: axes and hoes.

  • Signature: Harvest Chain. Chain through wounded foes and heal.
  • Utility: Reap the Weak. Pull wounded foes into reach.
  • Passive: Chain group kills, but not against healthy bosses.

Juggernaut

ID: juggernaut. Parent: Berserker. Band starts at 31. Foundation skills: maces and armor.

  • Signature: Earthshatter. Launch foes and weaken their attacks.
  • Utility: Unstoppable. Resist slows, knockback and disruption.
  • Passive: Resist control and knockback, but move slower.

Crusher

ID: crusher. Parent: Juggernaut. Band starts at 61. Foundation skills: maces and axes.

  • Signature: Sunderquake. Launch foes and weaken their attacks.
  • Utility: Fault Line. Launch foes ahead.
  • Passive: Gain close damage and defense, but move slower.

Siegebreaker

ID: siegebreaker. Parent: Crusher. Band starts at 91. Foundation skills: maces and axes.

  • Signature: Ruinous Impact. Smash groups and leave them weakened.
  • Utility: Breach. Allies hurt foes more after you break defense.
  • Passive: Boost party damage, but lower direct damage.

Titanbane

ID: titanbane. Parent: Crusher. Band starts at 91. Foundation skills: maces and spears.

  • Signature: Giant Killer. Strongly interrupt large foes and bosses.
  • Utility: Anchor Chain. Stop one foe from fleeing or charging.
  • Passive: Control large foes, but struggle in groups.

Dreadnought

ID: dreadnought. Parent: Juggernaut. Band starts at 61. Foundation skills: maces and armor.

  • Signature: Seismic Chain. Create expanding impacts around you.
  • Utility: Iron Roar. Briefly ignore displacement and severe slows.
  • Passive: Resist control, but deal less critical damage.

Warmonger

ID: warmonger. Parent: Dreadnought. Band starts at 91. Foundation skills: axes and armor.

  • Signature: Panic Engine. Damage, interrupt and frighten groups.
  • Utility: Challenge All. Turn nearby foes and disrupt positions.
  • Passive: Disrupt groups, but hurt lone targets less.

Colossus

ID: colossus. Parent: Dreadnought. Band starts at 91. Foundation skills: maces and armor.

  • Signature: Worldbreaker. Charge a devastating ground strike.
  • Utility: Immovable. Gain huge defense while charging.
  • Passive: Charged hits devastate, but leave time to dodge.

Ranger

Resource: focus. Root mobility: Windstep. Dash without lowering your ranged weapon. Specializations inherit their branch's mobility ability.

Ranger

ID: ranger. Parent: Adventurer. Band starts at 1. Foundation skills: bows and crossbows.

  • Signature: Volley. Fire projectiles across an area.
  • Utility: Hunter's Mark. Reveal nearby foes for 10% party damage.
  • Passive: Move faster until hit, then slow and hurt more.

Sniper

ID: sniper. Parent: Ranger. Band starts at 31. Foundation skills: bows and crossbows.

  • Signature: Aimed Shot. Charge a powerful shot at a distant target.
  • Utility: Expose Weakness. Apply a stronger Hunter's Mark.
  • Passive: Hurt distant foes more, but move slower.

Bowmaster

ID: bowmaster. Parent: Sniper. Band starts at 61. Foundation skills: bows and spears.

  • Signature: Piercing Flight. Shoot through every foe in a line.
  • Utility: Far Sight. Mark foes from much farther away.
  • Passive: Keep range damage, but lose it up close.

Deadeye

ID: deadeye. Parent: Bowmaster. Band starts at 91. Foundation skills: bows and crossbows.

  • Signature: One Perfect Shot. Fire a far shot with huge criticals.
  • Utility: Spotter's Mark. Reveal one target to the party.
  • Passive: Criticals rise, but Perfect Shot recovers slower.

Raincaller

ID: raincaller. Parent: Bowmaster. Band starts at 91. Foundation skills: bows and hoes.

  • Signature: Arrow Storm. Bombard an area with projectiles.
  • Utility: Storm Mark. Reveal and weaken foes entering an area.
  • Passive: Cover areas well, but hurt lone foes less.

Arbalist

ID: arbalist. Parent: Sniper. Band starts at 61. Foundation skills: crossbows and armor.

  • Signature: Breach Bolt. Fire a heavy shot that weakens attacks.
  • Utility: Lock On. Keep a target marked through speed or concealment.
  • Passive: Heavy shots hit harder, but you move slower.

Artillerist

ID: artillerist. Parent: Arbalist. Band starts at 91. Foundation skills: crossbows and maces.

  • Signature: Repeater Burst. Rapidly fire crossbow bolts.
  • Utility: Quickload Cache. Gain speed, power and a burst of Focus.
  • Passive: Fire more bolts, but each hits less hard.

Dragonslayer

ID: dragonslayer. Parent: Arbalist. Band starts at 91. Foundation skills: crossbows and spears.

  • Signature: Heartpiercer. Pierce large elite foes with one shot.
  • Utility: Giant's Mark. Mark a boss for more party damage.
  • Passive: Hurt bosses more, but ordinary foes less.

Skirmisher

ID: skirmisher. Parent: Ranger. Band starts at 31. Foundation skills: bows and crossbows.

  • Signature: Fan Volley. Fire a wide spread while moving.
  • Utility: Running Hunt. Reveal and weaken foes, then gain speed.
  • Passive: Move faster while drawing bows or crossbows, but hits slow you more.

Windrunner

ID: windrunner. Parent: Skirmisher. Band starts at 61. Foundation skills: bows and spears.

  • Signature: Strafe Volley. Fire while moving and gain speed.
  • Utility: Tailwind. Gain speed and restore Focus.
  • Passive: Hurt more while moving, less while still.

Pathfinder

ID: pathfinder. Parent: Windrunner. Band starts at 91. Foundation skills: bows and spears.

  • Signature: Pack Hunt. Attack a target and speed pursuers.
  • Utility: Guide's Trail. Place a beacon that speeds nearby allies.
  • Passive: Boost party movement, but lower your damage.

Tempest Archer

ID: tempest_archer. Parent: Windrunner. Band starts at 91. Foundation skills: bows and tridents.

  • Signature: Cyclone Shot. Chain an arc through nearby foes.
  • Utility: Gale Mark. Reveal foes, gain speed and restore Focus.
  • Passive: Move for area damage, but hits weaken you.

Saboteur

ID: saboteur. Parent: Skirmisher. Band starts at 61. Foundation skills: crossbows and hoes.

  • Signature: Payload Bolt. Plant a delayed explosive on one foe.
  • Utility: Snare Beacon. Slow and reveal foes crossing its area.
  • Passive: Boost traps, but weaken direct projectiles.

Trapper

ID: trapper. Parent: Saboteur. Band starts at 91. Foundation skills: crossbows and hoes.

  • Signature: Kill Zone. Deploy snares that repeatedly stop foes.
  • Utility: Tanglewire. Extend your slows and movement limits.
  • Passive: Control movement better, but deal less burst damage.

Demolitionist

ID: demolitionist. Parent: Saboteur. Band starts at 91. Foundation skills: crossbows and maces.

  • Signature: Cluster Bolt. Scatter smaller blasts from one shot.
  • Utility: Blast Marker. Make the next valid hit trigger a blast.
  • Passive: Boost blasts, but nearby combat hurts more.

Cleric

Resource: grace. Root mobility: Guardian Flight. Rush safely to an ally or Sanctuary. Specializations inherit their branch's mobility ability.

Cleric

ID: cleric. Parent: Adventurer. Band starts at 1. Foundation skills: maces and tridents.

  • Signature: Mend. Heal an ally, or yourself for less.
  • Utility: Sanctuary. Heal allies and anchor Guardian Flight.
  • Passive: Class healing rises, but attack damage falls.

Priest

ID: priest. Parent: Cleric. Band starts at 31. Foundation skills: armor and maces.

  • Signature: Prayer of Mending. Heal the three weakest nearby allies.
  • Utility: Purify. Cleanse one ally.
  • Passive: Heal more at once, but deal less attack damage.

Hierophant

ID: hierophant. Parent: Priest. Band starts at 61. Foundation skills: armor and maces.

  • Signature: Benediction. Heal nearby allies heavily.
  • Utility: Sacred Silence. Cleanse allies and interrupt nearby foes.
  • Passive: Heal groups better, but heal less alone.

Saint

ID: saint. Parent: Hierophant. Band starts at 91. Foundation skills: armor and tridents.

  • Signature: Miracle. Massively heal a dying ally.
  • Utility: Hallowed Ground. Steadily heal allies in an area.
  • Passive: Rescue allies best, but hit weakly and recover slowly.

Exorcist

ID: exorcist. Parent: Hierophant. Band starts at 91. Foundation skills: maces and swords.

  • Signature: Smite and Succor. Hurt a foe and heal the weakest ally.
  • Utility: Banish. Knock foes away and weaken their damage.
  • Passive: Gain damage and control, but lose healing.

Oracle

ID: oracle. Parent: Priest. Band starts at 61. Foundation skills: tridents and spears.

  • Signature: Foreseen Rescue. Shield an ally, then heal when broken.
  • Utility: Foresight. Briefly reduce damage to one ally.
  • Passive: Boost barriers, heals and defense; keep weak attacks.

Fateweaver

ID: fateweaver. Parent: Oracle. Band starts at 91. Foundation skills: tridents and spears.

  • Signature: Rewrite Fate. Block a fatal hit and heal that ally.
  • Utility: Prophecy. Auto-protect an ally from the next major threat.
  • Passive: Prevent one death; Rewrite Fate recovers slowly.

Seraph

ID: seraph. Parent: Oracle. Band starts at 91. Foundation skills: armor and spears.

  • Signature: Chain of Mercy. Chain healing through injured allies.
  • Utility: Ascension. Shield and speed an ally; redirect some damage.
  • Passive: Heal and defend near allies; keep weak attacks.

Shaman

ID: shaman. Parent: Cleric. Band starts at 31. Foundation skills: hoes and tridents.

  • Signature: Life Current. Tether and heal an ally until too far away.
  • Utility: Spirit Totem. Repeatedly heal nearby allies.
  • Passive: Heal more over time, but lose rescue power.

Lifewarden

ID: lifewarden. Parent: Shaman. Band starts at 61. Foundation skills: hoes and tridents.

  • Signature: Renewing Bond. Tether one ally for steady healing.
  • Utility: Sheltering Seed. Delay a shield until heavy damage hits.
  • Passive: Heals last longer, but restore less at once.

Grovekeeper

ID: grovekeeper. Parent: Lifewarden. Band starts at 91. Foundation skills: hoes and armor.

  • Signature: Verdant Bloom. Continuously heal allies in an area.
  • Utility: Thorn Ward. Shield an area and damage nearby foes.
  • Passive: Heal held ground, but lose power while moving.

Shepherd

ID: shepherd. Parent: Lifewarden. Band starts at 91. Foundation skills: hoes and spears.

  • Signature: Guardian Chorus. Heal more for each nearby ally.
  • Utility: Gather. Grant allies speed and brief defense.
  • Passive: Heal groups better, but poorly alone.

Spiritcaller

ID: spiritcaller. Parent: Shaman. Band starts at 61. Foundation skills: hoes and maces.

  • Signature: Ancestral Echo. Repeat part of your next true heal.
  • Utility: Spirit Link. Heal, shield and share damage across allies.
  • Passive: Echo healing and defense, but hits hurt more.

Mistweaver

ID: mistweaver. Parent: Spiritcaller. Band starts at 91. Foundation skills: hoes and tridents.

  • Signature: Restorative Tide. Heal allies and harm nearby foes.
  • Utility: Veilstep. Cleanse, speed and protect nearby allies.
  • Passive: Balance healing and damage, but master neither.

Soulwarden

ID: soulwarden. Parent: Spiritcaller. Band starts at 91. Foundation skills: hoes and maces.

  • Signature: Ancestral Intervention. Heal, shield and link allies.
  • Utility: Communion. Heal, shield and share ally damage.
  • Passive: Protect groups, but rescue lone allies poorly.

Spellcaster

Resource: mana. Root mobility: Blink. Blink a short distance along a safe, clear path. Specializations inherit their branch's mobility ability.

Spellcaster

ID: spellcaster. Parent: Adventurer. Band starts at 1. Foundation skills: staves and wands.

  • Signature: Arcane Bolt. Fire a focused bolt at your target.
  • Utility: Mana Ward. Spend Mana for a temporary shield.
  • Passive: Boost damage and recovery, but take more damage.

Mage

ID: mage. Parent: Spellcaster. Band starts at 31. Foundation skills: staves and wands.

  • Signature: Arcane Volley. Fire bolts through foes ahead.
  • Utility: Spell Echo. Briefly boost your damage.
  • Passive: Boost spell damage, but lose physical defense.

Elementalist

ID: elementalist. Parent: Mage. Band starts at 61. Foundation skills: staves and wands.

  • Signature: Elemental Convergence. Damage and disrupt a target area.
  • Utility: Elemental Exposure. Reveal foes for more party damage.
  • Passive: Boost area damage, but nearby foes hurt more.

Pyromancer

ID: pyromancer. Parent: Elementalist. Band starts at 91. Foundation skills: staves and wands.

  • Signature: Inferno. Burn an area with repeated heavy damage.
  • Utility: Flashover. Mark foes to take more damage briefly.
  • Passive: Deal far more spell damage, but take more damage.

Cryomancer

ID: cryomancer. Parent: Elementalist. Band starts at 91. Foundation skills: staves and wands.

  • Signature: Whiteout. Repeatedly damage and slow foes in a storm.
  • Utility: Ice Barrier. Cleanse and gain a strong shield.
  • Passive: Gain defense and recovery, but lose spell damage.

Battlemage

ID: battlemage. Parent: Mage. Band starts at 61. Foundation skills: staves and wands.

  • Signature: Arcane Cleave. Sweep foes and strengthen your ward.
  • Utility: Runic Guard. Reduce incoming damage with runes.
  • Passive: Take less damage up close, but move slower.

Spellblade

ID: spellblade. Parent: Battlemage. Band starts at 91. Foundation skills: staves and wands.

  • Signature: Aether Blade. Cut through foes ahead with fast magic.
  • Utility: Warcasting. Briefly gain speed, power and a shield.
  • Passive: Gain damage and speed, but lose defense.

Arcane Knight

ID: arcane_knight. Parent: Battlemage. Band starts at 91. Foundation skills: staves and wands.

  • Signature: Spellbreaker. Damage foes and weaken their attacks.
  • Utility: Aegis Pulse. Shield allies and reduce incoming damage.
  • Passive: Gain defense and recovery, but lose damage.

Occultist

ID: occultist. Parent: Spellcaster. Band starts at 31. Foundation skills: staves and wands.

  • Signature: Umbral Lance. Pierce and weaken one foe.
  • Utility: Occult Sight. Reveal foes for more party damage.
  • Passive: Recover attacks faster, but heal less.

Necromancer

ID: necromancer. Parent: Occultist. Band starts at 61. Foundation skills: staves and wands.

  • Signature: Soul Drain. Raise an undead servant from an Elite corpse.
  • Utility: Grave Chill. Slow and weaken nearby foes.
  • Passive: Drain more health, but move slower.

Lich

ID: lich. Parent: Necromancer. Band starts at 91. Foundation skills: staves and wands.

  • Signature: Death Coil. Raise an undead that drains and weakens foes.
  • Utility: Phylactery Ward. Block one fatal hit while warded.
  • Passive: Deal and heal more, but ward breaks hurt more.

Plaguebringer

ID: plaguebringer. Parent: Necromancer. Band starts at 91. Foundation skills: staves and wands.

  • Signature: Rotting Ground. Raise an undead servant that spreads rot.
  • Utility: Miasma. Slow and weaken nearby foes.
  • Passive: Hit harder, recover faster, but move slower.

Summoner

ID: summoner. Parent: Occultist. Band starts at 61. Foundation skills: staves and wands.

  • Signature: Arcane Servitor. Call an animal servant to defend you.
  • Utility: Commanding Sigil. Empower and shield nearby allies.
  • Passive: Gain recovery and defense, but weaken direct magic.

Demonologist

ID: demonologist. Parent: Summoner. Band starts at 91. Foundation skills: staves and wands.

  • Signature: Abyssal Gate. Open a portal that calls a Nether servant.
  • Utility: Pact of Ruin. Trade defense for spell damage and a shield.
  • Passive: Deal and take far more damage.

Spiritbinder

ID: spiritbinder. Parent: Summoner. Band starts at 91. Foundation skills: staves and wands.

  • Signature: Guardian Eidolon. Call a protective Vex servant.
  • Utility: Shared Essence. Shield allies and spread incoming damage.
  • Passive: Boost heals and recovery; weaken direct spells.