Compare All Eight Classes
Choose a first class by combat style, pace, management load, and expansion access—not by a temporary power ranking. Ratings are editorial estimates for a basic leveling setup; build-specific performance belongs in build guides.
Shortlist by Preference
7Shapeshifting, Nature, and Companions
Druid for Werewolf, Werebear, earth, wind, storm, and companions.
High Mobility and Range Flexibility
Rogue for active positioning and combos, or Spiritborn for mobile guardian-spirit combat.
Demon Conjuring and Multi-Resource Casting
Warlock for demons plus Wrath, Dominance, and Soul Shard management.
Eight Class Profiles
8A frontline warrior who carries multiple weapons and combines melee attacks with shouts.
Most core approaches deliver weapon attacks at close range.
Maintains the frontline through engagement and shout timing.
Requires understanding Fury and Arsenal weapon assignments.
The role is direct, with some resource and weapon setup to learn.
Good fit
- Players who want to stay in the enemy's face
Strengths / Considerations
- + Weighty melee and varied weapon choices
- + Shouts shape offensive and defensive windows
- △ A poor fit for players seeking primarily ranged combat
A nature wielder spanning Werewolf and Werebear forms, companions, earth, wind, and storm.
Can choose between shapeshifting melee and ranged nature magic.
Many setups build momentum by layering forms and effects.
Spirit Boons and multiple themes require synergy choices.
The toolkit is broad but manageable once one theme is selected.
Good fit
- Players drawn to shapeshifting and nature themes
Strengths / Considerations
- + Choice of melee, ranged, and companion play
- + A strong nature and shapeshifting identity
- △ Combining every theme immediately can dilute the build
A death mage who can command an undead army or focus on bone, blood, and shadow magic.
Commonly uses minions and ranged spells, with close-range options available.
Controls the field while maintaining minions and corpse interactions.
Builds align Essence, corpses, and Book of the Dead choices.
A minion setup can absorb pressure while a new player learns combat.
Good fit
- Players who enjoy summons and dark fantasy
Strengths / Considerations
- + Supports both minion armies and self-cast paths
- + Many tools favor battlefield control
- △ Dropping corpses or minions can substantially change the play loop
A nimble fighter mixing bows and melee weapons with positioning, combos, poison, and shadow.
Can center a build on either ranged or melee combat.
Movement and positioning are frequent parts of offense and defense.
Specialization, combos, Imbuements, and positioning add active decisions.
Inputs and reactions are demanding, but reward active-control players.
Good fit
- Players who enjoy fast, input-heavy combat
Strengths / Considerations
- + High mobility with melee and ranged choices
- + Strong reward for avoiding danger through execution
- △ Movement and avoidance matter more than standing still
An elemental caster who controls space with fire, frost, and lightning.
Elemental attacks are readily delivered from range.
Mobility and control effects create safe casting angles.
Requires balancing Mana, defensive skills, and Enchantment choices.
Ranged damage is intuitive, while defensive timing still matters.
Good fit
- Players seeking a classic ranged caster
Strengths / Considerations
- + Clear elemental identity and area damage
- + Can initiate fights from range
- △ Survival depends on movement and defensive-skill decisions
A highly mobile Nahantu warrior who channels four Guardian Spirits.
Often fights up close, with range and movement shaped by the chosen spirit.
Rapid movement between enemies is central to the class identity.
Spirit Hall and Guardian Spirit synergies shape the setup.
Movement is responsive, but choosing well requires learning each spirit's role.
Good fit
- Players seeking agile melee and spirit themes
Strengths / Considerations
- + High mobility through enemy groups
- + Guardian Spirits offer distinct combat themes
- △ Requires Vessel of Hatred
An armored frontline warrior wielding swords, flails, shields, holy power, and auras.
Centers on weighty melee reinforced by divine abilities.
Holds the frontline with shields and auras, then presses advantages.
Oaths and auras are selected around the intended role.
A clear frontline role makes a basic shield setup approachable.
Good fit
- Players drawn to shields and a holy-knight fantasy
Strengths / Considerations
- + A clear blend of melee, defense, and support
- + Oaths adjust the class role
- △ Requires Lord of Hatred
A caster who conjures Hell and demons while building rituals around multiple resources.
Spells and demons support planning fights from range.
Builds powerful windows by preparing resources and conjurations.
Manages Wrath, Dominance, Soul Shards, and demon roles.
Dual resources and four Soul Shard archetypes create more decisions.
Good fit
- Players who enjoy intricate casters and demon control
Strengths / Considerations
- + A distinct demon-conjuring and hell-magic identity
- + Soul Shards substantially reshape the role
- △ Requires Lord of Hatred
- △ The management load may feel busy to players seeking simplicity
How to Read the Comparison
3- Beginner fit estimates input and management load in a basic leveling setup; it is not class strength.
- Patch-sensitive damage rankings, gear dependency, and ceilings are not scored at class level.
- When undecided, prioritize the fantasy you enjoy, then inspect that class's leveling slots in the build index.