Hero Classes
Every hero is a Knight, a Mage or a Rogue. Your class sets your starting stats, how fast they grow, which weapons you can hold, and one signature ability. All three are viable at every stage of the game — they get there differently.
The three classes
| Class | Role | Weapon | Plays like |
|---|---|---|---|
| Knight | Tank | Sword, Axe, Hammer | The toughest hero in the game. Highest health, the only class with a shield, and a large attack bonus to go with it. |
| Mage | Burst caster | Staff | Fragile but devastating with an elemental weapon — elemental damage hits far harder for a Mage than for anyone else. |
| Rogue | Fast and critical | Dagger, Bow | The fastest attacker, with the highest crit chance and the hardest-hitting crits. |
Starting stats and growth
These are the class values before any gear. Every level adds the growth shown, and the Knight's health is multiplied by a further 1.35 on top.
| Class | Start HP | Start Attack | Attack speed | Crit chance | Crit damage | HP / level | Attack / level |
|---|---|---|---|---|---|---|---|
| Knight | 150 | 9 | 0.85 | 8% | 2x | +18 | +1.9 |
| Mage | 80 | 17 | 0.72 | 10% | 2x | +8 | +3.4 |
| Rogue | 100 | 11 | 1.50 | 25% | 3x | +11 | +2.3 |
Crit damage is fixed by class and no item can change it: Knight and Mage crits hit for double, Rogue crits for triple.
Knights currently carry a balance buff. Knight attack is scaled up by 43% on top of the numbers above, to keep the class competitive with Mage and Rogue damage. This is a balance lever the team tunes over time, so the exact figure can change — the value in effect is always what the server uses for your damage, your Power and the leaderboard.
Signature abilities
| Class | Ability | What it does |
|---|---|---|
| Knight | Bulwark | +35% maximum health, always on. The reason Knights survive zones that kill everyone else. |
| Mage | Second Wind | Revives once at 25% health when taking a lethal hit. 30-second cooldown. |
| Rogue | Fury | Below half health, attack speed triples for 5 seconds. 30-second cooldown. |
Elemental damage
Elemental damage counts for every class, but a Mage gets five times the Tier I elemental bonus — an elemental weapon roughly doubles a Mage's damage output — and double the bonus of every higher stone tier. An element adds a share of your Attack to every hit:
| Class | Tier I | Each higher stone tier adds | Tier V |
|---|---|---|---|
| Knight | 35% of Attack | +7% | 63% |
| Mage | 175% of Attack | +14% | 231% |
| Rogue | 35% of Attack | +7% | 63% |
Stone tiers come from Elemental Stones — see that section for how to get and use them. A weapon that already had an element before stones existed counts as Tier I.
Mage specials
With an elemental weapon equipped, the Mage also casts a special on every third attack:
| Element | Special | Effect |
|---|---|---|
| Ice | Frozen Spear | 1.5x damage |
| Fire | Fireball | 2.2x damage |
| Lightning | Lightning Strike | 1.2x damage and a guaranteed stun |
A special hits for your Attack times the number shown, times the Mage's element bonus.
Equipment slots
Knights equip 8 slots — weapon, shield, helmet, chest, gloves, boots, amulet and ring. Mages and Rogues equip 7, with no shield. Only Knights can use shields, and shields only drop for Knights.
This also changes the full-set bonus: a Knight needs all 8 pieces at the same rarity to complete a set, while a Mage or Rogue needs 7. (From Celestial up, a mix of Celestial, Angel and God pieces still counts — see Stats & Power.)
Changing class
Your class is not permanent. A Class Change can be bought from the Store, and it keeps your level, your gear and your progress — only the class changes. There is a 48-hour cooldown between changes, and your leaderboard standing is frozen for 24 hours afterwards so a late switch cannot be used to game a season ending.
Weapons do not carry across. A Knight who becomes a Mage cannot hold their sword, and any gear the new class cannot equip is unequipped and returned to your bag. Check what you will be able to wear before you switch.
Power
Your Power number is a single figure blending damage output, health, dodge and defence, weighted toward damage. It feeds the leaderboard and is one of the factors in how the reward pool is shared. It includes elemental damage — so a Mage with an elemental weapon shows the Power that weapon really gives them, and it rises with the stone tier on that weapon. The exact formula is in Stats & Power.