Paths

Nine vocations, and the choice not to choose.

Every character starts without a class. After the first fight outside the house, Ena offers a path. Each vocation has six techniques, two specialisations, three talent branches, its own training and equipment families from level 1 to level 95. The Survivor keeps the choice open.

Knight

Front line · Steel

Physical pressure and endurance on the front line. Heavy weapons, shields and the resolve to hold ground while everything else falls apart.

MeleeTwo-handed or shieldDefense training
Knight equipment illustrations: Spiked mace, Halberd, Flamberge, Great helm, Plate cuirass, Gauntlets, Greaves, Sabatons, Heater shield, Lion signet, Shield pendant, Griffin relic
Mace, halberd, flamberge, helm, plate, gauntlets, greaves, sabatons, shield, ring, chain and a griffin relic.

Ranger

Distance · Precision

Distance, precision and a companion. Bows and quivers, sharp shots and the discipline to keep moving.

RangedQuiversCompanion
Ranger equipment illustrations: Longbow, Crossbow, Chakram, Hooded cowl, Leather jerkin, Bracers, Trousers, Boots, Quiver, Amber ring, Feather pendant, Antler relic
Bows, blades, hood, leathers, gloves, boots, quiver, ring, necklace and a relic for the hunt.

Arcanist

Elemental · Area

Control and magical area damage. Elemental spells shape the battlefield before the enemy reaches you.

MagicArea spellsControl
Arcanist equipment illustrations: Crystal staff, Orb staff, Sceptre, Circlet, Arcane robe, Gloves, Breeches, Boots, Grimoire, Sapphire ring, Crystal pendant, Astrolabe relic
Staves, sceptre, circlet, robe, gloves, breeches, boots, grimoire, ring, pendant and an astrolabe relic.

Necromancer

Souls · Summons

The dead, souls and the conversion of creatures. Undead summons fight beside you, and four bonds deepen what they become.

SummoningSoul magicPhylacteries
Necromancer equipment illustrations: Skull staff, Bone dagger, Bone trident, Hood, Bone armour, Gloves, Trousers, Boots, Phylactery, Skull ring, Bone chain, Soul lantern
Skull staff, bone dagger, trident, hood, bone armour, gloves, boots, phylactery, ring, chain and a soul lantern.

Paladin

Conviction · Support

Mace strikes build Conviction, a combat resource from 0 to 5. Spend it on protection, recovery or judgement.

MeleeConvictionHealing and shields
Paladin equipment illustrations: Sun mace, Warhammer, Sceptre, Great helm, Tabard plate, Gauntlets, Greaves, Sabatons, Kite shield, Signet ring, Sun medallion, Reliquary lantern
Sun mace, warhammer, sceptre, great helm, tabard plate, gauntlets, greaves, sabatons, kite shield, signet ring, sun medallion and a reliquary lantern.

Assassin

Blades · Combos

Twin blades, combos built from clean hits, poison and finishers. Lower defense, so get in, wound, and get out.

Dual bladesPoisonFinishers
Assassin equipment illustrations: Dagger, Twin daggers, Kukri, Masked hood, Strapped leathers, Vial gloves, Trousers, Wrapped boots, Hooked dirk, Serpent ring, Fang pendant, Iron raven
Dagger, twin daggers, kukri, masked hood, strapped leathers, gloves with vials, trousers, wrapped boots, hooked dirk, serpent ring, fang pendant and an iron raven.

Druid

Forms · Nature

Thorns at range in human form, then a temporary beast form for close combat. Roots, recovery and control.

ShapeshiftRootsNature magic
Druid equipment illustrations: Amber staff, Thorn staff, Antler club, Leaf circlet, Bark mantle, Leaf gloves, Woven breeches, Fur boots, Dryad idol, Vine ring, Moss pendant, Acorn relic
Amber staff, thorn staff, antler club, leaf circlet, bark mantle, leaf gloves, woven breeches, fur boots, dryad idol, vine ring, moss pendant and an acorn relic.

Engineer

Distance · Machinery

A physical ranged fighter with flintlock pistols, mechanical rifles and a deployable sentry. Explosives clear groups; field repairs and reinforced plating keep the workshop's work alive.

FirearmsExplosivesSentry turret
Engineer equipment illustrations: Flintlock pistol, Mechanical rifle, Toolkit, Workwear, Gloves, Trousers, Boots, Rings, Charms, Trinkets
One-handed flintlock pistols, two-handed mechanical rifles and offhand toolkits. Protective workwear, gloves, boots and workshop accessories complete the loadout.

Alchemist

Reagents · Volatile

Combat reagents, temporary mixtures, bombs and controlled mutation. Its own class resources, never your potion stock.

ReagentsBombsMutation
Alchemist equipment illustrations: Flask pistol, Reagent rifle, Catalyst rod, Goggled cap, Vial coat, Gloves, Pocketed trousers, Buckled boots, Catalyst, Sigil ring, Vial pendant, Alembic relic
Flask pistol, reagent rifle, catalyst rod, goggled cap, vial coat, gloves, pocketed trousers, buckled boots, catalyst, sigil ring, vial pendant and an alembic relic.

Survivor

No vocation · Open path

Stay unchosen. Explore, do services for the residents, use common equipment and basic training. A vocation can still be learned later, keeping everything earned.

Basic combatServicesLearn later

Equipment by vocation

Fits the slot and the path

Weapons and armour carry class restrictions. Off-hand items depend on the vocation: a necromancer's phylactery, an arcanist's grimoire, a ranger's quiver. Two-handed weapons take the off-hand space. Three sets and three uniques per vocation come from guardians and rare tables.

Changing your mind

Learn later, keep everything

A Survivor who learns a vocation keeps level, resources and discoveries. Incompatible training stops and incompatible items are safely removed from the body, never deleted. Each account has eight character slots, so a second path is one slot away.