Classes

Every kit, in full

Class

Mage

Glass-cannon caster: frost to hold them, fire to end them, and Blink for when it goes wrong.

The Mage's ABILITIES window in game: every ability in the kit, with the tooltip the game itself shows.
Abilities
The Mage's technique ladder in game: a choice of one technique from a pair, every five levels from 5 to 30.
Techniques

Weapons

Fights with a staff and wears cloth. A new Mage starts with an Apprentice Staff.

Firebolt, the basic strike, on every weapon of the ladder:

WeaponDamageRangeSwingWind-upMana
Apprentice Staff1× (about 557)14 tiles1.5 s0.75 s14
Acolyte Staff1.25× (about 696)15 tiles1.8 s0.75 s16
Runed Staff1.5× (about 835)16 tiles2.1 s0.75 s17
Archon Staff1.8× (about 1,002)17 tiles2.5 s0.75 s20

Bracketed damage is for a level-30 character in full tier gear, whose Damage is 557 with its weapon's item level counted.

The kit — 13 abilities

Fireboltunlocks at level 1

0.75s cast — your staff's own bolt, Fire school: your Damage times the staff's ratio (Apprentice ×1, Acolyte ×1.25, Runed ×1.5, Archon ×1.8), reach 14 / 15 / 16 / 17 tiles, 14 / 16 / 17 / 20 mana, and it recasts every 1.5 / 1.8 / 2.1 / 2.5s. The one ability your staff's tier multiplies; the staff's item level raises your Damage, and with it every spell.

Ice Shardunlocks at level 1

1s cast — a sliver of ice for 1.2× your Damage that Slows the target (half speed) for 3s; repeat slows within 15s shrink (1.5s, then 0.75s; against a player the fourth and later do nothing). DOUBLE damage into a held (Rooted or Frozen) target. 0.8s cooldown; 24 mana, or 5% of your level's base mana above level 10 (48 at 30). Your frost filler.

  • Cast1 s
  • Cooldown0.8 s
  • Mana24 (30 at level 15, 48 at level 30)
  • Range17 tiles
  • 1.2× your Damage (about 668 at level 30 in tier gear).
  • 2× into a Rooted or Frozen target.
  • Slowed for 3 s.

Chains of Iceunlocks at level 3

1s cast — Freezes the target solid for 5s (shorter on a foe held in the last 15s). Barely scratches (0.2× your Damage): this buys distance, not a kill. 6s cooldown, 36 mana. Commit to it BEFORE you need the gap.

  • Cast1 s
  • Cooldown6 s
  • Mana36
  • Range17 tiles
  • 0.2× your Damage (about 111 at level 30 in tier gear).
  • Frozen for 5 s.

Ice Blastunlocks at level 5

Instant: a burst around you (3 tiles) for 0.8× your Damage that Freezes every foe in it for 2s (shorter on a foe held in the last 15s). 8s cooldown, 60 mana.

  • Castinstant
  • Cooldown8 s
  • Mana60
  • Radius3 tiles around you
  • 0.8× your Damage (about 445 at level 30 in tier gear).
  • Frozen for 2 s.

Igniteunlocks at level 7

Instant — 0.5× your Damage, then Burning: a quarter of your Damage twice a second for 3s (6 bites, 1.5× — 2.0× in all). A target holds one burn: a new one replaces the old. Most of the damage is the burn, and a Burning target is what Fireball wants. 5s cooldown, 30 mana.

  • Castinstant
  • Cooldown5 s
  • Mana30
  • Range17 tiles
  • 0.5× your Damage (about 278 at level 30 in tier gear).
  • Burning: a bite of a quarter of your Damage twice a second for 3 s (about 139 a bite at level 30).

Fireballunlocks at level 9

1.5s cast — 3× your Damage, and it Burns: 6 bites of a quarter of your Damage over 3s (1.5×). COMBO: the hit lands +40% into a Burning target, so Ignite first — then Fireball's burn replaces Ignite's bite and timer (an Ignite lifesteal rides on). 10s cooldown, 72 mana.

  • Cast1.5 s
  • Cooldown10 s
  • Mana72
  • Range17 tiles
  • 3× your Damage (about 1,671 at level 30 in tier gear).
  • 1.4× into a Burning target.
  • Burning: a bite of a quarter of your Damage twice a second for 3 s (about 139 a bite at level 30).

Mana Shieldunlocks at level 15

Weave mana into a shield that absorbs a third of your max health for up to 10s — 6% bigger per 50 Valor (six rungs at most), never more than a full bar. 10s cooldown, 45 mana. A panic button: usable through a silence or an Arcane lockout.

  • Castinstant
  • Cooldown10 s
  • Mana45
  • Absorbs 33.33% of your maximum health, plus 6% per 50 Valor (six steps at most), never past a full bar (about 1,787 at level 30 in tier gear, before any Valor bonus).
  • Lasts 10 s.
  • Works through a silence or a school lockout.

Vim of Wisdomunlocks at level 18

+25% spell crit for 10s, on direct hits (burns never crit). 30s cooldown, 60 mana. An Arcane lockout bars it — unlike your Shield, Blink and Cleanse.

  • Castinstant
  • Cooldown30 s
  • Mana60
  • +25% spell crit for 10 s.

Blinkunlocks at level 24

Vanish toward your cursor (up to 7 tiles) and break any Root, Freeze or Stun — usable while stunned (not while staggered), through a silence or an Arcane lockout. Pressed mid-cast, it is held until the cast and the global cooldown end. 12s cooldown.

  • Castinstant
  • Cooldown12 s
  • Mananone
  • Range7 tiles
  • Works through a silence or a school lockout.
  • Can be pressed while stunned, and breaks the stun.

Arcane Intellectunlocks at level 26

0.8s cast — bless yourself and every player within 14 tiles, party or not (foes included; the downed are skipped): +8 Wisdom for 90s — spell power, spell crit and magic damage. 10s cooldown, 60 mana. Stacks with scrolls. It ends early on anyone who changes map or channel, or logs out.

  • Cast0.8 s
  • Cooldown10 s
  • Mana60
  • Radius14 tiles around you
  • +8 Wisdom for 1.5 min, to you and every player within 14 tiles.

Infernounlocks at level 12

2.4s cast — fire on the ground under your cursor, 4.5 tiles in radius (9 across): 1.2× your Damage to every monster and hostile player in it (never your party outside a duel; from a town tile only training dummies), and it Burns. 18s cooldown, 90 mana. Slow — everything in it can see it coming.

  • Cast2.4 s
  • Cooldown18 s
  • Mana90
  • Range17 tiles
  • Radius4.5 tiles
  • 1.2× your Damage (about 668 at level 30 in tier gear).
  • Burning: a bite of a quarter of your Damage twice a second for 3 s (about 139 a bite at level 30).

Cleanseunlocks at level 21

Off the global cooldown, and usable while stunned or silenced (not mid-cast or staggered): instantly frees YOU from stun, root, freeze, slow and silence. Self only; it does not lift a school lockout. Deals no damage. 24s cooldown, 30 mana.

  • Castinstant
  • Cooldown24 s, off the global cooldown
  • Mana30
  • Works through a silence or a school lockout.
  • Clears stun, root, freeze, slow and silence from you.
  • Can be pressed while stunned, and breaks the stun.

Second Windunlocks at level 1

3s breath — recover 5,000 health and 1,000 mana (3,500 health while Poisoned, 6,500 under a Holy Blessing; nothing at full health and mana). Every class carries it: your reset between fights, not during one. A direct hit that gets past your shield scatters it at no cost, and so do a stun, a knockback and a pull; burns, poisons and ground hazards do not. A silence blocks it. 3.5 min cooldown, spent only when it lands.

  • Cast3 s
  • Cooldown3.5 min
  • Restores 5,000 health and 1,000 mana.

Level 1 Firebolt, Ice Shard, Second Wind · Level 3 Chains of Ice · Level 5 Ice Blast · Level 7 Ignite · Level 9 Fireball · Level 12 Inferno · Level 15 Mana Shield · Level 18 Vim of Wisdom · Level 21 Cleanse · Level 24 Blink · Level 26 Arcane Intellect

Techniques — pick one, every five levels

  • Lv 5Keen Shard — Ice Shard strikes 25% harder. It is the spell you press most between freezes, so a quarter more on every cast adds up — and it still doubles into a held target, so a Chains-then-Shard combo gains the most.Ice Shard: damage 1.2x → 1.5xorDeep Winter — Chains of Ice holds its victim 50% longer (5s → 7.5s; a Frostweaver's 7.5s → 10s). More time to walk away, to line up a full Fireball draw, or to land two Shards at double damage before the ice breaks.Chains of Ice: duration 5 s → 7.5 s
  • Lv 10Twin Ember — Ignite's cooldown is 33% shorter (5s → 3.3s). Most of Ignite's damage is the burn, so a faster return keeps more targets burning — and a burning target is what Fireball wants.Ignite: cooldown 5 s → 3.3 sorSearing Reach — Ignite reaches 2 tiles further (17 → 19). Light the burn from outside a melee foe's reach and start kiting before it closes.Ignite: reach 17 tiles → 19 tiles
  • Lv 15Greater Ward — Mana Shield absorbs 50% more (a third → half of your max health before Valor, never more than a full bar). The panic button soaks a bigger hit, and it stays pressable through a silence, so the extra size is never locked away.Mana Shield: heal / shield 33.33% → 50%orSwift Ward — Mana Shield's cooldown is 33% shorter. A shield you can raise more often suits fights that come many and short; take Greater Ward for the few hard ones.Mana Shield: cooldown 10 s → 6.65 s
  • Lv 20Pyre — Fireball strikes 20% harder, and its burn with it (3× → 3.6×; each bite 0.25× → 0.3×). Your biggest single hit grows biggest, and the +40% into a Burning target multiplies on top.Fireball: damage 3x → 3.6xorSunfire — Fireball casts in a quarter of the time (1.5s → 0.35s), but strikes 35% softer, and its burn with it. Barely a pause between steps — you still stop for it, and a step cancels it — at the cost of the long draw's payload, with far less time standing still for an interrupt to find you.Fireball: damage 3x → 1.95x
    cast 1.5 s → 0.35 s
  • Lv 25Farstep — Blink's cooldown is 33% shorter (12s → 8s). One more escape per fight, and Blink still breaks a Root, a Freeze or a Stun when it fires.Blink: cooldown 12 s → 8 sorBlood Pact — Ignite feeds you: 25% of its damage returns as health (35% on a Pyromancer). Every bite of the burn that gets through mends you, and so does your own Fireball or Inferno burn that takes over an Ignite burn. That turns Ignite into the mage's sustain for long solo fights.Ignite: lifesteal 0% → 25%
  • Lv 30Cataclysm — Inferno's radius grows 1 tile (4.5 → 5.5, 11 tiles across; a Pyromancer's 5 → 6). A wider ring catches the stragglers at the edge of a pack and forgives a cast aimed a step off.Inferno: radius 4.5 tiles → 5.5 tilesorFirestorm — Inferno lingers, splashing its ground twice more, a second apart. Two more waves on everything that stays in the fire, each renewing the burn; it pays most against foes that stand and fight.Inferno: waves 1 → 3, 1 s apart

Paths — choose one at level 10

Frostweaver

The winter mage: your Firebolt staff strikes hit 15% harder, Ice Shard strikes 25% harder, Chains of Ice holds 50% longer and returns 33% sooner, and Ice Blast leaves the ground FREEZING, biting twice more (the repeat freezes are diminished: about 2.5s of freeze in all).

Firebolt
damage 1x → 1.15x
Ice Shard
damage 1.2x → 1.5x
Chains of Ice
cooldown 6 s → 4 s
duration 5 s → 7.5 s
Ice Blast
waves 1 → 3, 1 s apart

Pyromancer

The wildfire mage: your Firebolt staff strikes hit 15% harder, Ignite burns 25% harder, hit and burn, and feeds you 10% of its damage (a burn of yours that takes over Ignite's keeps feeding you), Fireball returns 25% sooner, and Inferno (from level 12) rages on, splashing twice more and 0.5 tiles wider.

Firebolt
damage 1x → 1.15x
Ignite
damage 0.5x → 0.625x
lifesteal 0% → 10%
Fireball
cooldown 10 s → 7.5 s
Inferno
radius 4.5 tiles → 5 tiles
waves 1 → 3, 1 s apart

Class

Archer

Ranged hunter: marks, stings and traps that stack into one very heavy arrow.

The Archer's ABILITIES window in game: every ability in the kit, with the tooltip the game itself shows.
Abilities
The Archer's technique ladder in game: a choice of one technique from a pair, every five levels from 5 to 30.
Techniques

Weapons

Fights with a bow and wears leather. A new Archer starts with a Shortbow.

Quick Shot, the basic strike, on every weapon of the ladder:

WeaponDamageRangeSwingWind-up
Shortbow0.625× (about 390)13 tiles1.3 s0.25 s
Longbow0.75× (about 468)15 tiles1.5 s0.25 s
Crossbow0.875× (about 546)17 tiles1.7 s0.25 s
Arbalest1.05× (about 656)18 tiles1.9 s0.25 s

Bracketed damage is for a level-30 character in full tier gear, whose Damage is 625 with its weapon's item level counted.

Abilities that follow the weapon in hand:

  • Aimed Shot, Serpent Sting, Triple Shot, Hunter's Mark, Crippling Shot, Stunning Shot, Multishot, Piercing Shot Range follows your weapon: with a Longbow 15 tiles, a Crossbow 17 tiles, an Arbalest 18 tiles.
  • Rain of Arrows With a Crossbow: an 8-tile cone in front of you, 1× your Damage a wave, 6 waves, no draw.
  • Rain of Arrows With an Arbalest: an 8-tile cone in front of you, 1× your Damage a wave, 6 waves, no draw.
  • Rain of Arrows Range follows your weapon: with a Longbow 15 tiles.

The kit — 13 abilities

Quick Shotunlocks at level 1

Your bow's own shot, a snappy 0.25s draw: your Damage times the bow's ratio (shortbow ×0.625, longbow ×0.75, crossbow ×0.875, arbalest ×1.05), no mana, and its cooldown is the bow's own swing (1.3s to 1.9s up the ladder). Reach 13 / 15 / 17 / 18 tiles by tier — every other shot reaches as far as this one, except the crossbow's barrage (as far as its cone) and the Sniper's Aimed Shot (+2 tiles). Physical, like every arrow: armor soaks it. The one shot that scales with the bow you carry.

Aimed Shotunlocks at level 1

0.9s draw — 2.4× your Damage, your hardest single hit; you stand to aim, and a step cancels the draw and refunds its mana and cooldown. COMBO: +20% into a Marked target and +15% into a Slowed or held (Rooted, Frozen) one — a sprung trap counts — and they multiply (3.31× your Damage from the shot on a Marked, held target), with the Mark's own +25% on top of the whole hit: 2.76× into a Slowed or held target, 3.6× into a Marked one, 4.14× into one that is both. 10s cooldown, 36 mana. Mark, trap, then loose.

  • Cast0.9 s
  • Cooldown10 s
  • Mana36
  • Range13 tiles
  • 2.4× your Damage (about 1,500 at level 30 in tier gear).
  • 1.2× into a Marked target.
  • 1.15× into a Slowed or Rooted or Frozen target.
  • Range follows your weapon: with a Longbow 15 tiles, a Crossbow 17 tiles, an Arbalest 18 tiles.

Serpent Stingunlocks at level 3

Instant — a venomed arrow for 0.4× your Damage that Poisons the target: a quarter of your Damage twice a second for 4s (8 bites, 2× — 2.4× in all; the poison IS the ability). The ticks ignore armor and never crit; a Marked target takes +25% from them too. A Poisoned target takes 30% less from every heal. One poison per target: yours replaces any other, and theirs replaces yours. A dodged or Evaded arrow poisons nothing. 10s cooldown, 18 mana.

  • Castinstant
  • Cooldown10 s
  • Mana18
  • Range13 tiles
  • 0.4× your Damage (about 250 at level 30 in tier gear).
  • Poisoned: a bite of a quarter of your Damage twice a second for 4 s (about 156 a bite at level 30).
  • Range follows your weapon: with a Longbow 15 tiles, a Crossbow 17 tiles, an Arbalest 18 tiles.

Triple Shotunlocks at level 5

Instant — three arrows at one target for 0.6× your Damage each (1.8× in all), each rolling its own crit. 7s cooldown, 21 mana.

  • Castinstant
  • Cooldown7 s
  • Mana21
  • Range13 tiles
  • 0.6× your Damage per arrow, 3 arrows (about 375 each at level 30 in tier gear).
  • Range follows your weapon: with a Longbow 15 tiles, a Crossbow 17 tiles, an Arbalest 18 tiles.

Hunter's Markunlocks at level 5

Off the global cooldown (but not while drawing, casting, channelling or catching your Second Wind) — a 0.4× tag that Marks the target for 8s: it takes 25% more damage from EVERY source — hits, burns and poisons, anyone's. A dodged or Evaded arrow marks nothing. 8s cooldown, 15 mana. Mark, then fire the shot the mark makes hurt.

  • Castinstant
  • Cooldown8 s, off the global cooldown
  • Mana15
  • Range13 tiles
  • 0.4× your Damage (about 250 at level 30 in tier gear).
  • Marked for 8 s.
  • Range follows your weapon: with a Longbow 15 tiles, a Crossbow 17 tiles, an Arbalest 18 tiles.

Crippling Shotunlocks at level 9

0.3s draw — lay a trap on the ground under your cursor, as far as your bow reaches. It arms and waits up to 25s: the first enemy to step within 1.4 tiles springs it, Rooting everything within 2.6 tiles for 4s (they can still turn and shoot; repeat roots within 15s shrink). One trap out at a time. It catches hostile players too, but not while you stand on a town tile, and it cannot be laid from one. A world boss or a Holy-Blessed foe springs it but is not held (others in the ring still are). 15s cooldown, 15 mana.

  • Cast0.3 s
  • Cooldown15 s
  • Mana15
  • Range13 tiles
  • Radius2.6 tiles
  • Rooted for 4 s.
  • Range follows your weapon: with a Longbow 15 tiles, a Crossbow 17 tiles, an Arbalest 18 tiles.

Stunning Shotunlocks at level 12

0.4s draw — 0.3× your Damage and a 3s Stun: no move, no act, and it breaks the target's wind-up (repeat stuns within 15s shrink; world bosses and a Holy-Blessed player ignore it; a dodged or Evaded arrow stuns nothing). 20s cooldown, 21 mana. Your one hard lock.

  • Cast0.4 s
  • Cooldown20 s
  • Mana21
  • Range13 tiles
  • 0.3× your Damage (about 187 at level 30 in tier gear).
  • Stunned for 3 s.
  • Range follows your weapon: with a Longbow 15 tiles, a Crossbow 17 tiles, an Arbalest 18 tiles.

Multishotunlocks at level 15

0.5s draw — 0.7× your Damage to everything within 2.6 tiles of the target. 6s cooldown, 24 mana. The answer to a pack.

  • Cast0.5 s
  • Cooldown6 s
  • Mana24
  • Range13 tiles
  • Radius2.6 tiles
  • 0.7× your Damage (about 437 at level 30 in tier gear).
  • Range follows your weapon: with a Longbow 15 tiles, a Crossbow 17 tiles, an Arbalest 18 tiles.

Rain of Arrowsunlocks at level 18

With a BOW: 0.8s draw, then a volley on the ground under your cursor, 4 tiles in radius — 1.1× your Damage a wave, 3 waves a second apart (3.3× to anything that stays); you shoot on while it falls. With a CROSSBOW: Vicious Barrage — no draw, 6 waves of 1× your Damage every half second into an 8-tile cone toward your cursor (6× in all); you're rooted for the 3s channel (a second more per 2 extra waves), and a stun, a step, a monster's shove or pull, or a player's hit in its first 60% ends it (a monster's other blows do not). From a town tile either form hurts only training dummies, and the press still costs its mana and cooldown. 18s cooldown, 48 mana.

  • Cast0.8 s
  • Cooldown18 s
  • Mana48
  • Range13 tiles
  • Radius4 tiles
  • 1.1× your Damage a wave, 3 waves 1 s apart (about 687 each at level 30 in tier gear).
  • With a Crossbow: an 8-tile cone in front of you, 1× your Damage a wave, 6 waves, no draw.
  • With an Arbalest: an 8-tile cone in front of you, 1× your Damage a wave, 6 waves, no draw.
  • Range follows your weapon: with a Longbow 15 tiles.

Piercing Shotunlocks at level 26

Instant — 0.8× your Damage to the target, and the same to every other foe in a 20° line from you through it, out to your bow's reach. Walls do not stop the line; only the target needs line of sight. 2.5s cooldown, 15 mana. The shot between your shots.

  • Castinstant
  • Cooldown2.5 s
  • Mana15
  • Range13 tiles
  • 0.8× your Damage (about 500 at level 30 in tier gear).
  • Range follows your weapon: with a Longbow 15 tiles, a Crossbow 17 tiles, an Arbalest 18 tiles.

Disengageunlocks at level 21

Instant and free — vault up to 7 tiles toward your cursor, breaking Roots, Freezes and Stuns (usable while stunned, but not in the 0.5s flinch after a monster's shove or pull or a player's draw-breaking hit). For 1.5s after it every direct hit misses you and lands nothing — no stun, no poison (a player's Rain, barrage or Inferno is a direct hit too); a monster's telegraphed slam or flurry, its dodgeable (non-homing) bolts and ground hazards, a Living Bomb or Plague Mark blast, reflects, a hostile Archer's trap, a Nature Healer's wither, a Holy Healer's Renew burn, and burns or poisons already on you still land. Pressed mid-draw, mid-cast or mid-barrage, it is held until that and the 1s global cooldown end (a step drops it); pressed while only the global cooldown runs, it is lost unless 0.25s or less is left. 8s cooldown. Your distance is your defense.

  • Castinstant
  • Cooldown8 s
  • Mananone
  • Range7 tiles
  • Works through a silence or a school lockout.
  • Can be pressed while stunned, and breaks the stun.

Hawkeyeunlocks at level 24

0.8s cast — bless yourself and every player within 14 tiles, party or not (foes included; the downed are skipped): +8 Dexterity for 90s — +3 or +4% physical crit and +2 or +3% avoidance (both count in whole percents), and +3% run speed if it lifts your Dexterity past a multiple of 50 (up to 300). 10s cooldown, 42 mana. Stacks with scrolls; works with a broken bow. It ends early on anyone who changes map or channel, or logs out.

  • Cast0.8 s
  • Cooldown10 s
  • Mana42
  • Radius14 tiles around you
  • +8 Dexterity for 1.5 min, to you and every player within 14 tiles.

Second Windunlocks at level 1

3s breath — recover 5,000 health and 1,000 mana (3,500 health while Poisoned, 6,500 under a Holy Blessing; nothing at full health and mana). Every class carries it: your reset between fights, not during one. A direct hit that gets past your shield scatters it at no cost, and so do a stun, a knockback and a pull; burns, poisons and ground hazards do not. A silence blocks it. 3.5 min cooldown, spent only when it lands.

  • Cast3 s
  • Cooldown3.5 min
  • Restores 5,000 health and 1,000 mana.

Level 1 Quick Shot, Aimed Shot, Second Wind · Level 3 Serpent Sting · Level 5 Triple Shot, Hunter's Mark · Level 9 Crippling Shot · Level 12 Stunning Shot · Level 15 Multishot · Level 18 Rain of Arrows · Level 21 Disengage · Level 24 Hawkeye · Level 26 Piercing Shot

Techniques — pick one, every five levels

  • Lv 5Barbed Sting — Serpent Sting strikes 25% harder, arrow and poison both. The poison is your steady damage between big shots, so the whole rotation gains.Serpent Sting: damage 0.4x → 0.5xorSure Mark — Hunter's Mark's cooldown is 33% shorter (8s → 5.3s; a Sniper's 5.3s → 3.5s). A marked target takes 25% more from every hit, burn and poison, and Aimed Shot hits harder into it, so a faster return keeps more of the fight marked.Hunter's Mark: cooldown 8 s → 5.3 s
  • Lv 10Deadeye — Aimed Shot draws in a quarter of the time (0.9s → 0.2s), but strikes 25% softer. Barely a pause to loose it, and far less time rooted where an interrupt or a charge can find you.Aimed Shot: damage 2.4x → 1.8x
    cast 0.9 s → 0.2 s
    orSnap Shot — Aimed Shot draws in two-thirds of the time (0.9s → 0.6s). The full hit, sooner: the pick when you want the damage and can afford the stand.Aimed Shot: cast 0.9 s → 0.6 s
  • Lv 15Wide Snare — Crippling Shot's trap roots 0.8 tiles wider (2.6 → 3.4 tiles; a Warden's 3.4 → 4.2). The first foe in springs it and the ones beside it are Rooted with it, so a wider trap holds more of the pack.Crippling Shot: radius 2.6 tiles → 3.4 tilesorTrapper's Pace — Crippling Shot's cooldown is 40% shorter (15s → 9s; a Warden's 9s → 5.4s). A trap you can lay far more often means the ground is rarely clear of one; repeat roots on the same foe within 15s shrink (half, then a quarter), so it pays most on fresh targets.Crippling Shot: cooldown 15 s → 9 s
  • Lv 20Split Quiver — Multishot sprays 0.8 tiles wider (2.6 → 3.4 tiles). More of a spread pack falls inside the volley around your target.Multishot: radius 2.6 tiles → 3.4 tilesorFourth Nock — Triple Shot looses a FOURTH arrow. A third more damage from every press of your burst button.Triple Shot: hits 3 → 4
  • Lv 25Longstride — Disengage's cooldown is 33% shorter (8s → 5.3s; a Warden's 5.3s → 3.5s). One more vault out of melee reach per fight, each with its 1.5s in which direct hits miss.Disengage: cooldown 8 s → 5.3 sorConcussive Bolt — Stunning Shot stuns 50% longer (3s → 4.5s; repeat stuns within 15s still shrink). A longer stun is a longer window to reposition, drink, or finish a caster without a reply.Stunning Shot: duration 3 s → 4.5 s
  • Lv 30Arrowstorm — Rain of Arrows splashes its ground twice more. Two more waves on everything that stays in the rain — and with a crossbow, two more waves of the barrage (the channel runs a second longer).Rain of Arrows: waves 3 → 5orDeluge — Rain of Arrows falls 1 tile wider. A larger zone holds a moving pack longer, and with a crossbow the cone reaches, and aims, a tile further (8 → 9 tiles; a Warden's 8.5 → 9.5).Rain of Arrows: radius 4 tiles → 5 tiles

Paths — choose one at level 10

Sniper

The marksman: every Quick Shot (your basic bow shot) hits 15% harder, Aimed Shot strikes 30% harder and reaches 2 tiles further, Hunter's Mark returns 33% sooner, and Multishot (from level 15) sprays 20% harder.

Quick Shot
damage 1x → 1.15x
Aimed Shot
damage 2.4x → 3.12x
reach 13 tiles → 15 tiles
Hunter's Mark
cooldown 8 s → 5.3 s
Multishot
damage 0.7x → 0.84x

Warden

The skirmisher: Serpent Sting strikes 25% harder (arrow and poison), Crippling Shot roots 0.8 tiles wider and returns 40% sooner, Rain of Arrows (from level 18) falls 0.5 tiles wider (a crossbow's cone half a tile longer, and aimed half a tile further) and splashes twice more, and Disengage (from level 21) returns 33% sooner.

Serpent Sting
damage 0.4x → 0.5x
Crippling Shot
cooldown 15 s → 9 s
radius 2.6 tiles → 3.4 tiles
Rain of Arrows
radius 4 tiles → 4.5 tiles
waves 3 → 5
Disengage
cooldown 8 s → 5.3 s

Class

Paladin

Holy tank: sweeping steel, auras and shields — the one the mob is supposed to be hitting.

The Paladin's ABILITIES window in game: every ability in the kit, with the tooltip the game itself shows.
Abilities
The Paladin's technique ladder in game: a choice of one technique from a pair, every five levels from 5 to 30.
Techniques

Weapons

Fights with a blade and a shield and wears plate. A new Paladin starts with a Sword.

Strike, the basic strike, on every weapon of the ladder:

WeaponDamageRangeSwingWind-up
Sword1.25× (about 613)2 tiles1 s0.5 s
Longsword1.45× (about 711)2.25 tiles1.2 s0.6 s
Greatsword1.7× (about 834)2.5 tiles1.5 s0.75 s

Bracketed damage is for a level-30 character in full tier gear, whose Damage is 491 with its weapon's item level counted.

The kit — 13 abilities

Strikeunlocks at level 1

Your weapon's own swing: your Damage times the blade's ratio (fists ×1, sword ×1.25, longsword ×1.45, greatsword ×1.7), no mana, a wind-up of half the swing. Reach 2 / 2 / 2.25 / 2.5 tiles; a swing every 1.0 / 1.0 / 1.2 / 1.5s. The one blow that scales with the blade you carry.

Smiteunlocks at level 1

1s cast — thunder through the sword for 1.5× your Damage at 4 tiles, mending you for 50% of what it deals (the killing blow too) and building triple threat. COMBO: +50% if the target is still Stunned when the cast lands — a fresh Hammer or Avenger's Shield first (Holy Charge's 1s stun, or a 1.5s repeat stun, runs out before Smite lands). 1.5s cooldown, 15 mana. Holy. Your filler and your sustain.

  • Cast1 s
  • Cooldown1.5 s
  • Mana15
  • Range4 tiles
  • 1.5× your Damage (about 736 at level 30 in tier gear).
  • 1.5× into a Stunned target.
  • Heals you for 50% of the damage it deals.
  • Triple threat.

Crusader Sweepunlocks at level 3

Instant — two sweeps of the blade a quarter-second apart, 0.75× your Damage each (1.5× in all), to everything within 2 tiles, at triple threat. The first is centred on you; the later ones land where you pressed. 8s cooldown, 36 mana. Your pack opener and your threat anchor.

  • Castinstant
  • Cooldown8 s
  • Mana36
  • Radius2 tiles around you
  • 0.75× your Damage a wave, 2 waves 0.25 s apart (about 368 each at level 30 in tier gear).
  • Triple threat.

Avenger's Shieldunlocks at level 5

Instant — hurl your shield 10 tiles for 2.3× your Damage, a 3s Stun (shorter on a foe stunned in the last 15s: right after a Hammer it adds little or no time), and FIVE times the threat; +50% if the target was already Stunned. 9s cooldown, 36 mana. The ranged pull that grabs a caster or a runner.

  • Castinstant
  • Cooldown9 s
  • Mana36
  • Range10 tiles
  • 2.3× your Damage (about 1,129 at level 30 in tier gear).
  • 1.5× into a Stunned target.
  • Stunned for 3 s.
  • Five times the threat.

Righteous Mandateunlocks at level 7

Instant, no damage — every hostile mob within 6 tiles (walls do not stop it) is forced onto you and held on your threat for 7s; players are not taunted. 6s cooldown, 42 mana. The whole-pack pull.

  • Castinstant
  • Cooldown6 s
  • Mana42
  • Radius6 tiles around you
  • Lasts 7 s.

Hammer of Justiceunlocks at level 9

Instant — a thrown hammer of light, 8 tiles, for 0.8× your Damage: Stuns the target 3s (shorter on a foe stunned in the last 15s; world bosses shrug stuns off) and taunts a monster onto you for 3s (never a player; never cutting a longer taunt of yours). 11s cooldown, 30 mana. Sets up Smite on a fresh stun.

  • Castinstant
  • Cooldown11 s
  • Mana30
  • Range8 tiles
  • 0.8× your Damage (about 392 at level 30 in tier gear).
  • Stunned for 3 s.
  • Pulls the target onto you.

Sacred Auraunlocks at level 12

Instant — for 10s holy orbs orbit you, searing every foe within 3 tiles for a quarter of your Damage twice a second (20 pulses, 5× per foe) at triple threat, and each pulse mends you a quarter of its base value for every foe in the ring, before armor: standing IN the pack is the sustain. It FOLLOWS you. 15s cooldown, 48 mana; not while Retribution runs.

  • Castinstant
  • Cooldown15 s
  • Mana48
  • Radius3 tiles around you
  • 0.25× your Damage a pulse, every 0.5 s (about 122 each at level 30 in tier gear).
  • Lasts 10 s.
  • Triple threat.

Retribution Auraunlocks at level 15

Instant — for 10s every direct blow that gets past your shield reflects a third of your Damage onto the mob that struck you (never a player), with threat — a blow your bubble eats whole reflects nothing — and a Ward cuts ALL damage you take by 20%; the Ward reaches party members within 3 tiles when you cast it. 30s cooldown, 48 mana; not while Sacred runs; usable through a silence and a Holy lockout. Your defensive stance.

  • Castinstant
  • Cooldown30 s
  • Mana48
  • 20% less damage taken for 10 s.
  • Works through a silence or a school lockout.

Divine Shieldunlocks at level 15

Instant — a shield of light absorbs 60% of your max health for up to 10s: 6% bigger per 50 Valor (six rungs, 81.6% at 300 Valor), never more than a full bar. You keep taking and holding hits, never invulnerable — and it soaks specials and burns too. 20s cooldown, 45 mana; usable through a silence.

  • Castinstant
  • Cooldown20 s
  • Mana45
  • Absorbs 60% of your maximum health, plus 6% per 50 Valor (six steps at most), never past a full bar (about 4,984 at level 30 in tier gear, including +6% from Valor).
  • Lasts 10 s.
  • Works through a silence or a school lockout.

Holy Chargeunlocks at level 20

Instant — charge a hostile target you can see up to 15 tiles away (about 22 tiles a second; never under 0.35s), land about 1.2 tiles short of it for 0.6× your Damage and a 1s Stun (shorter on a foe stunned in the last 15s), at triple threat. If it is more than 3 tiles from you when you land (about 2 tiles of backpedal is enough), the charge misses and refunds. It carries you even while Rooted (the hold stays on). 18s cooldown, 60 mana. The way to reach a caster that just started casting.

  • Castinstant
  • Cooldown18 s
  • Mana60
  • Range15 tiles
  • 0.6× your Damage (about 294 at level 30 in tier gear).
  • Stunned for 1 s.
  • Triple threat.

Blessing of Mightunlocks at level 24

0.8s cast — bless yourself and every player within 14 tiles, party or not (foes included; the downed are skipped): +16 damage on every direct hit for 60s, added after the crit roll and before the Stunned combo and armor, so a Smite or Avenger's Shield into a Stunned target gets +24. 10s cooldown, 48 mana. Stacks with a Scroll of Damage. It ends early on anyone who changes map or channel, or logs out.

  • Cast0.8 s
  • Cooldown10 s
  • Mana48
  • Radius14 tiles around you
  • +16 damage on every direct hit for 1 min, to you and every player within 14 tiles.

Blessing of Sanctuaryunlocks at level 26

0.8s cast — bless yourself and every player within 14 tiles, party or not (foes included; the downed are skipped): take 6% less damage of every kind for 60s. 10s cooldown, 48 mana. Stacks with a Scroll of Mitigation. It ends early on anyone who changes map or channel, or logs out.

  • Cast0.8 s
  • Cooldown10 s
  • Mana48
  • Radius14 tiles around you
  • 6% less damage taken for 1 min, to you and every player within 14 tiles.

Second Windunlocks at level 1

3s breath — recover 5,000 health and 1,000 mana (3,500 health while Poisoned, 6,500 under a Holy Blessing; nothing at full health and mana). Every class carries it: your reset between fights, not during one. A direct hit that gets past your shield scatters it at no cost, and so do a stun, a knockback and a pull; burns, poisons and ground hazards do not. A silence blocks it. 3.5 min cooldown, spent only when it lands.

  • Cast3 s
  • Cooldown3.5 min
  • Restores 5,000 health and 1,000 mana.

Level 1 Strike, Smite, Second Wind · Level 3 Crusader Sweep · Level 5 Avenger's Shield · Level 7 Righteous Mandate · Level 9 Hammer of Justice · Level 12 Sacred Aura · Level 15 Retribution Aura, Divine Shield · Level 20 Holy Charge · Level 24 Blessing of Might · Level 26 Blessing of Sanctuary

Techniques — pick one, every five levels

  • Lv 5Zealot's Edge — Smite strikes 20% harder. Your main strike grows, its self-heal with it, and the threat it builds holds aggro tighter.Smite: damage 1.5x → 1.8xorPenitence — Smite's lifesteal rises 10 points: 50% → 60% (a Crusader's 60% → 70%). Every strike mends more of you, which adds up over a long pull.Smite: lifesteal 50% → 60%
  • Lv 10Wide Arc — Crusader Sweep reaches 0.8 tiles further (2 → 2.8 tiles; a Sentinel's 2.8 → 3.6). More of a pack is caught in each slash of your opener.Crusader Sweep: radius 2 tiles → 2.8 tilesorThird Cut — Crusader Sweep lands one more slash, a quarter-second after the last: a third (a Sentinel's fourth). Half again as much damage from one press on everything in reach (a third more on a Sentinel).Crusader Sweep: waves 2 → 3
  • Lv 15Bulwark — Divine Shield absorbs 50% more (60% → 90% of max health before Valor; a Sentinel's 90% → 100%), never more than a full bar — so on a Sentinel it adds 10 points of max health under 50 Valor, only 4.6 from 50 Valor (a Paladin's own Valor passes 50 at level 20), and nothing from 100 Valor up. The bubble soaks a bigger burst; take it for boss hits, Undying Light for many smaller fights.Divine Shield: heal / shield 60% → 90%orUndying Light — Divine Shield's cooldown is 25% shorter (20s → 15s; a Sentinel's 15s → 11.25s). The bubble is back sooner, so it answers more of a dungeon's hits.Divine Shield: cooldown 20 s → 15 s
  • Lv 20Iron Verdict — Hammer of Justice stuns 50% longer (3s → 4.5s; repeat stuns within 15s still shrink). A longer stun on a caster or a runner is a longer free window for the party, and Smite's +50% into a stunned target lasts as long.Hammer of Justice: duration 3 s → 4.5 sorRelentless Pursuit — Holy Charge's cooldown is 33% shorter (18s → 12s; a Crusader's 12s → 8s). Close the gap more often, and stun on arrival more often.Holy Charge: cooldown 18 s → 12 s
  • Lv 25Crusader's Wall — Retribution Aura lasts 50% longer (10s → 15s; a Sentinel's 15s → 20s). The stance that reflects holy damage onto the mobs that strike you and cuts what you take stays up through more of a pull.Retribution Aura: duration 10 s → 15 sorBlinding Sun — Sacred Aura sears 33% harder: a third of your Damage a pulse instead of a quarter (5× → 6.67× per foe). The orbs that scorch every nearby foe twice a second build that much more threat, and mend you that much more.Sacred Aura: damage 0.25x → 0.3333333333333333x
  • Lv 30Unbreakable Oath — Avenger's Shield strikes 25% harder. The thrown shield, your ranged pull, hits harder on the way in.Avenger's Shield: damage 2.3x → 2.875xorVoice of Command — Righteous Mandate's cooldown is 40% shorter (6s → 3.6s). The whole-pack taunt comes back two-thirds again as often: it grabs fresh adds sooner.Righteous Mandate: cooldown 6 s → 3.6 s

Paths — choose one at level 10

Crusader

The zealot: every Strike (your basic swing) lands 15% harder, Smite strikes 25% harder and its lifesteal rises 10 points (50% → 60%), Avenger's Shield strikes 25% harder, and Holy Charge (from level 20) returns 33% sooner.

Strike
damage 1x → 1.15x
Smite
damage 1.5x → 1.875x
lifesteal 50% → 60%
Avenger's Shield
damage 2.3x → 2.875x
Holy Charge
cooldown 18 s → 12 s

Sentinel

The wall: Divine Shield (from level 15) absorbs 50% more (never more than a full bar) and returns 25% sooner, the Crusader Sweep reaches 0.8 tiles further and lands a third slash, and Retribution Aura (from level 15) lasts 50% longer.

Divine Shield
cooldown 20 s → 15 s
heal / shield 60% → 90%
Crusader Sweep
radius 2 tiles → 2.8 tiles
waves 2 → 3
Retribution Aura
duration 10 s → 15 s

Class

Nature Healer

Druid: heal-over-time that builds while you fight, roots, and nature's wrath.

The Nature Healer's ABILITIES window in game: every ability in the kit, with the tooltip the game itself shows.
Abilities
The Nature Healer's technique ladder in game: a choice of one technique from a pair, every five levels from 5 to 30.
Techniques

Weapons

Fights with a staff and a shield and wears cloth. A new Nature Healer starts with an Apprentice Staff.

Abilities that follow the weapon in hand:

  • Wrath, Entangling Roots Range follows your weapon: with an Acolyte Staff 15 tiles, a Runed Staff 16 tiles, an Archon Staff 17 tiles.

The kit — 13 abilities

Wrathunlocks at level 1

1s cast — a bolt of nature's fury for 0.9× your Damage, as far as your staff reaches (14 / 15 / 16 / 17 tiles by tier). 1s cooldown; 15 mana through level 3, then the spam floor: 5% of the shared base pool (250 at level 1, +25 a level after it; your own pool is 1.5× that), 48 at level 30. Nature school. Your solo damage.

  • Cast1 s
  • Cooldown1 s
  • Mana15 (30 at level 15, 48 at level 30)
  • Range14 tiles
  • 0.9× your Damage (about 387 at level 30 in tier gear).
  • Range follows your weapon: with an Acolyte Staff 15 tiles, a Runed Staff 16 tiles, an Archon Staff 17 tiles.

Rejuvenationunlocks at level 1

0.5s cast, 1s cooldown, 12 tiles; 16 mana through level 4, then the spam floor (48 at level 30). On an ally: a heal-over-time — 2.5% of THEIR max health plus a twelfth of your Spell Power, twice a second for 6s, stacking to 3 (×1 / ×2.2 / ×3.8 a tick, Spell Power included); a re-cast adds a stack but never extends the 6s window. On an ENEMY the same button withers: 0.315× your Damage a tick, stacked the same way, and it Poisons (30% less from every heal). On an ally another player's Renew or Rejuvenation replaces your stacks, on a foe anyone else's poison does (a monster's too; another druid's casts never add to yours), and yours replaces theirs. Layer it, then detonate.

  • Cast0.5 s
  • Cooldown1 s
  • Mana16 (30 at level 15, 48 at level 30)
  • Range12 tiles
  • 0.315× your Damage (about 135 at level 30 in tier gear).
  • Heals 2.5% of the target's maximum health a tick, plus your Spell Power spread over the 12 ticks (about 191 a tick, 2,292 in all, on yourself at level 30).
  • Stacks up to 3 times: each tick is ×1, ×2.2, ×3.8.
  • Cast on yourself or an ally.
  • The same button heals an ally and harms an enemy.

Rejuvenating Breezeunlocks at level 3

1.5s cast, 12 tiles — spend YOUR Rejuvenation stacks on the target: on an ally a heal of a sixth of their max health plus your Spell Power, on an enemy 1× your Damage — ×2 / ×3 / ×4 with 1 / 2 / 3 stacks spent (Spell Power included); it works at 0 stacks as the base. On an enemy, every other foe you have withered within 2.5 tiles bursts with its own stacks too. 6s cooldown, 36 mana.

  • Cast1.5 s
  • Cooldown6 s
  • Mana36
  • Range12 tiles
  • 1× your Damage (about 430 at level 30 in tier gear).
  • Heals 16.67% of the target's maximum health, plus your Spell Power (about 1,580 on yourself at level 30).
  • Spends your stacks: ×1 with none, then ×2, ×3, ×4.
  • Cast on yourself or an ally.
  • The same button heals an ally and harms an enemy.

Regrowthunlocks at level 5

1s cast — a burst heal for 40% of the target's max health plus your Spell Power, on yourself or an ally within 12 tiles. 5s cooldown, 82 mana.

  • Cast1 s
  • Cooldown5 s
  • Mana82
  • Range12 tiles
  • Heals 40% of the target's maximum health, plus your Spell Power (about 2,831 on yourself at level 30).
  • Cast on yourself or an ally.

Living Armorunlocks at level 7

Instant — Ward yourself or an ally within 12 tiles: they take 20% less damage of every kind for 10s. It does not stack with another Ward (Holy Blessing and Retribution Aura are Wards too): the higher cut and the later end of the two are kept. 10s cooldown, 42 mana; usable through a silence or a lockout. Pressed mid-cast, it is held until the cast and the global cooldown end. Prevent the hit rather than react to it.

  • Castinstant
  • Cooldown10 s
  • Mana42
  • Range12 tiles
  • 20% less damage taken for 10 s.
  • Cast on yourself or an ally.
  • Works through a silence or a school lockout.

Circle of Lifeunlocks at level 9

1.5s cast — a Rejuvenation stack on you and every ally within 5 tiles, and a WITHER stack on every enemy in the ring, with its own numbers: 2.5% of max health plus a twelfth of your Spell Power a tick (3.125% as a Grovekeeper; Overgrowth does not reach it), 0.315× your Damage on a foe. On an ally already carrying your stronger Rejuvenation (Overgrowth, or a Grovekeeper's) its stack joins at that stronger tick: a Circle never lowers it. 6s cooldown, 50 mana. Stack the pack, then Breeze it.

  • Cast1.5 s
  • Cooldown6 s
  • Mana50
  • Radius5 tiles around you
  • 0.315× your Damage (about 135 at level 30 in tier gear).
  • Heals 2.5% of the target's maximum health a tick, plus your Spell Power spread over the 12 ticks (about 191 a tick, 2,292 in all, on yourself at level 30).
  • Stacks up to 3 times: each tick is ×1, ×2.2, ×3.8.

Brambleunlocks at level 12

1s cast — thorns erupt 3 tiles around you for 0.4× your Damage, Rooting every foe in them for 2s (repeat roots within 15s shrink). 8s cooldown, 48 mana.

  • Cast1 s
  • Cooldown8 s
  • Mana48
  • Radius3 tiles around you
  • 0.4× your Damage (about 172 at level 30 in tier gear).
  • Rooted for 2 s.

Entangling Rootsunlocks at level 5

Instant — vines for 0.4× your Damage that Root one target for 2s (it can still act and shoot; repeat roots within 15s shrink), as far as your staff reaches. Against a player, while you move you can only root someone ahead of you; stand still to root in any direction. 6s cooldown, 36 mana.

  • Castinstant
  • Cooldown6 s
  • Mana36
  • Range14 tiles
  • 0.4× your Damage (about 172 at level 30 in tier gear).
  • Rooted for 2 s.
  • Range follows your weapon: with an Acolyte Staff 15 tiles, a Runed Staff 16 tiles, an Archon Staff 17 tiles.

Barkskinunlocks at level 15

Instant — bark absorbs a third of your max health for up to 10s: 6% bigger per 50 Valor (six rungs at most), never more than a full bar; a second Barkskin or a Guardian Shield on you keeps the bigger absorb (the two never add). 15s cooldown, 48 mana; usable through a silence or a lockout. Pressed mid-cast, it is held until the cast and the global cooldown end.

  • Castinstant
  • Cooldown15 s
  • Mana48
  • Absorbs 33.33% of your maximum health, plus 6% per 50 Valor (six steps at most), never past a full bar (about 1,787 at level 30 in tier gear, before any Valor bonus).
  • Lasts 10 s.
  • Works through a silence or a school lockout.

Nature Rollunlocks at level 21

Instant — hop up to 7 tiles toward your cursor, breaking Roots and Freezes (not a Stun). 8s cooldown, 24 mana; usable through a silence or a lockout. Pressed mid-cast, it is held until the cast and the global cooldown end. Kite and keep the party topped off.

  • Castinstant
  • Cooldown8 s
  • Mana24
  • Range7 tiles
  • Works through a silence or a school lockout.

Gift of the Wildunlocks at level 24

0.8s cast — bless yourself and every player within 14 tiles, party or not (foes included; the downed are skipped): +8 Valor for 90s — more maximum health. 10s cooldown, 60 mana. Either healer can cast it. It ends early on anyone who changes map or channel, or logs out.

  • Cast0.8 s
  • Cooldown10 s
  • Mana60
  • Radius14 tiles around you
  • +8 Valor for 1.5 min, to you and every player within 14 tiles.

Spirit of the Groveunlocks at level 26

0.8s cast — bless yourself and every player within 14 tiles, party or not (foes included; the downed are skipped): +8 Spirit for 60s — 80 more mana and +1 mana a second out of a fight (mid-fight regen is 35% of your rate rounded down, so the +1 adds a full point or nothing). 10s cooldown, 60 mana. Either healer can cast it. It ends early on anyone who changes map or channel, or logs out.

  • Cast0.8 s
  • Cooldown10 s
  • Mana60
  • Radius14 tiles around you
  • +8 Spirit for 1 min, to you and every player within 14 tiles.

Second Windunlocks at level 1

3s breath — recover 5,000 health and 1,000 mana (3,500 health while Poisoned, 6,500 under a Holy Blessing; nothing at full health and mana). Every class carries it: your reset between fights, not during one. A direct hit that gets past your shield scatters it at no cost, and so do a stun, a knockback and a pull; burns, poisons and ground hazards do not. A silence blocks it. 3.5 min cooldown, spent only when it lands.

  • Cast3 s
  • Cooldown3.5 min
  • Restores 5,000 health and 1,000 mana.

Level 1 Wrath, Rejuvenation, Second Wind · Level 3 Rejuvenating Breeze · Level 5 Regrowth, Entangling Roots · Level 7 Living Armor · Level 9 Circle of Life · Level 12 Bramble · Level 15 Barkskin · Level 21 Nature Roll · Level 24 Gift of the Wild · Level 26 Spirit of the Grove

Techniques — pick one, every five levels

  • Lv 5Verdant Surge — Wrath strikes 20% harder. Your bolt is your solo damage, so the pick speeds every kill.Wrath: damage 0.9x → 1.08xorDeep Roots — Entangling Roots holds 50% longer (2s → 3s; a Thornlord's 3s → 4s). Longer to set a wither, back off, and land a full Wrath before the vines give.Entangling Roots: duration 2 s → 3 s
  • Lv 10Overgrowth — Rejuvenation's max-health share per tick is a third larger (2.5% → 3.33%; a Grovekeeper's 3.33% → 4.44%). Each stack heals harder, so three stacks on a tank cover far more of a hit; the Spell Power share, Circle of Life and the wither on a foe are unchanged. A Circle of Life on an ally you stacked with Overgrowth never lowers the tick: its stack joins at the stronger share.Rejuvenation: heal / shield 2.5% → 3.33%orWildflower Ring — Circle of Life reaches 1 tile wider (5 → 6 tiles; a Grovekeeper's 6 → 7). The ring drops a stack on mates a step further out, and a wither on foes a step further out.Circle of Life: radius 5 tiles → 6 tiles
  • Lv 15Thick Bark — Barkskin absorbs 50% more (a third → half of your max health before Valor, never more than a full bar). The bark soaks a bigger hit; take Supple Bark instead when fights come thick and fast.Barkskin: heal / shield 33.33% → 50%orSupple Bark — Barkskin's cooldown is 33% shorter (15s → 10s). Bark you can raise more often.Barkskin: cooldown 15 s → 10 s
  • Lv 20Zephyr — Rejuvenating Breeze's cooldown is 33% shorter (6s → 4s). The burst that cashes in stacks comes back sooner, so stacks are spent more often.Rejuvenating Breeze: cooldown 6 s → 4 sorGale — Rejuvenating Breeze reaches 2 tiles further (12 → 14). Detonate stacks on a mate who has run ahead, or on a foe who has run away.Rejuvenating Breeze: reach 12 tiles → 14 tiles
  • Lv 25Thornfield — Bramble's ground keeps biting, splashing twice more, a second apart. Two more waves of thorns on whatever stays in the patch; each re-roots, but repeat roots shrink (about 2.5s held in all; a Thornlord's five waves hold a monster about 3.5s across 4.5s, with two half-second gaps).Bramble: waves 1 → 3, 1 s apartorBramble Patch — Bramble tangles 0.8 tiles wider (3 → 3.8 tiles; a Thornlord's 3.8 → 4.6). A larger patch holds more of a pack in the thorns.Bramble: radius 3 tiles → 3.8 tiles
  • Lv 30Lifebloom — Regrowth's share of max health rises 40% → 52% (Grovekeeper 50% → 65%); your Spell Power bonus is unchanged. Your big direct heal grows, most of all on a large bar.Regrowth: heal / shield 40% → 52%orFleet Foot — Nature Roll's cooldown is 40% shorter (8s → 4.8s). The healer's escape hop, far more often — and it still breaks a Root.Nature Roll: cooldown 8 s → 4.8 s

Paths — choose one at level 10

Grovekeeper

The life-tender: Rejuvenation's max-health share per tick is a third larger (2.5% → 3.33%), Regrowth's share rises a quarter (40% → 50%), Circle of Life blooms 1 tile wider and its share rises a quarter (2.5% → 3.125%), and Living Armor wards 25% more (a 25% ward instead of 20%).

Rejuvenation
heal / shield 2.5% → 3.33%
Regrowth
heal / shield 40% → 50%
Circle of Life
radius 5 tiles → 6 tiles
heal / shield 2.5% → 3.13%
Living Armor
potency 20% → 25%

Thornlord

The wild claw: Wrath strikes 33% harder and feeds you 10% of its damage, Bramble (from level 12) tangles 0.8 tiles wider and keeps biting twice more (each wave re-roots, but repeat roots shrink), and Entangling Roots holds 50% longer.

Wrath
damage 0.9x → 1.2x
lifesteal 0% → 10%
Bramble
radius 3 tiles → 3.8 tiles
waves 1 → 3, 1 s apart
Entangling Roots
duration 2 s → 3 s

Class

Holy Healer

Priest: the biggest direct heals in the game, guardian shields, and a rez.

The Holy Healer's ABILITIES window in game: every ability in the kit, with the tooltip the game itself shows.
Abilities
The Holy Healer's technique ladder in game: a choice of one technique from a pair, every five levels from 5 to 30.
Techniques

Weapons

Fights with a staff and a shield and wears cloth. A new Holy Healer starts with an Apprentice Staff.

Abilities that follow the weapon in hand:

  • Smite, Chastise Range follows your weapon: with an Acolyte Staff 15 tiles, a Runed Staff 16 tiles, an Archon Staff 17 tiles.

The kit — 13 abilities

Smiteunlocks at level 1

1s cast — a bolt of holy light for 1.4× your Damage, as far as your staff reaches (14 / 15 / 16 / 17 tiles by tier), mending you for 35% of what it deals (the killing blow too) and RETURNING 9 of its 18 mana when it strikes an enemy. COMBO: +50% into a Stunned target — Chastise first. 1s cooldown. Poke between heals at half price: a Smite that connects costs 9 mana net.

  • Cast1 s
  • Cooldown1 s
  • Mana18
  • Range14 tiles
  • 1.4× your Damage (about 575 at level 30 in tier gear).
  • 1.5× into a Stunned target.
  • Heals you for 35% of the damage it deals.
  • Gives back 9 mana when it lands on an enemy.
  • Range follows your weapon: with an Acolyte Staff 15 tiles, a Runed Staff 16 tiles, an Archon Staff 17 tiles.

Generous Healunlocks at level 1

1.5s cast — your biggest single heal: 40% of the target's max health plus your Spell Power, on yourself or an ally within 12 tiles. 5s cooldown, 138 mana.

  • Cast1.5 s
  • Cooldown5 s
  • Mana138
  • Range12 tiles
  • Heals 40% of the target's maximum health, plus your Spell Power (about 2,637 on yourself at level 30).
  • Cast on yourself or an ally.

Renewunlocks at level 3

Instant, 12 tiles. On yourself or an ally: 6.25% of their max health plus your Spell Power spread over the ticks, twice a second for 6s; it never stacks: a second Renew (yours or anyone's), a druid's Rejuvenation or Circle of Life replaces it and its remaining ticks are lost, and yours replaces theirs. Aimed at an ENEMY: a Burn instead — a quarter of your Damage twice a second for 3s (6 bites, 1.5×), replacing any burn already on it. 3s cooldown, 73 mana. Your solo DoT.

  • Castinstant
  • Cooldown3 s
  • Mana73
  • Range12 tiles
  • Heals 6.25% of the target's maximum health a tick, plus your Spell Power spread over the 12 ticks (about 361 a tick, 4,332 in all, on yourself at level 30).
  • Cast on yourself or an ally.
  • The same button heals an ally and harms an enemy.

Holy Blessingunlocks at level 5

Instant — bless an ally (or yourself) within 12 tiles for 10s: 20% less damage of every kind, 30% more healing received, and immune to Root, Freeze, Stun, knockbacks and pulls (a stun or root already on them stays). 20s cooldown, 48 mana; usable through a silence or a Holy lockout. Cast it before the hit lands.

  • Castinstant
  • Cooldown20 s
  • Mana48
  • Range12 tiles
  • For 10 s the target takes 20% less damage, receives 30% more healing, and cannot be rooted, frozen, stunned or knocked back.
  • Cast on yourself or an ally.
  • Works through a silence or a school lockout.

Holy Novaunlocks at level 7

Instant — a burst of light 4.5 tiles around you for 1.2× your Damage, mending you for 12% of the damage on each foe it sears. 6s cooldown, 54 mana. Your solo pack tool.

  • Castinstant
  • Cooldown6 s
  • Mana54
  • Radius4.5 tiles around you
  • 1.2× your Damage (about 493 at level 30 in tier gear).
  • Heals you for 12% of the damage it deals.

Chastiseunlocks at level 9

Instant — a word of rebuke for 0.8× your Damage that Stuns the target 3s, as far as your staff reaches. World bosses cannot be stunned, and an evaded Chastise stuns nothing; it is refused at a player you are running away from (stop or turn first). 15s cooldown, 42 mana. Sets up Smite (+50% into a stun).

  • Castinstant
  • Cooldown15 s
  • Mana42
  • Range14 tiles
  • 0.8× your Damage (about 328 at level 30 in tier gear).
  • Stunned for 3 s.
  • Range follows your weapon: with an Acolyte Staff 15 tiles, a Runed Staff 16 tiles, an Archon Staff 17 tiles.

Holy Orbunlocks at level 12

1.5s cast — an orb that bursts on an ally within 12 tiles: 20% of max health plus your Spell Power to them and to every friendly player within 4 tiles of them, party or not, you included. 10s cooldown, 119 mana.

  • Cast1.5 s
  • Cooldown10 s
  • Mana119
  • Range12 tiles
  • Radius4 tiles
  • Heals 20% of the target's maximum health, plus your Spell Power (about 1,662 on yourself at level 30).
  • Cast on yourself or an ally.

Guardian Shieldunlocks at level 15

Instant — a bubble on yourself or an ally within 12 tiles absorbing 40% of THEIR max health for up to 10s, never more than a full bar. It does not stack with a shield already up: the larger absorb stays and its 10s restarts. 12s cooldown, 60 mana; usable through a silence or a Holy lockout.

  • Castinstant
  • Cooldown12 s
  • Mana60
  • Range12 tiles
  • Absorbs 40% of the target's maximum health, never past a full bar (about 1,950 on yourself at level 30).
  • Lasts 10 s.
  • Cast on yourself or an ally.
  • Works through a silence or a school lockout.

Celestial Sphereunlocks at level 18

Instant — a sphere lands on an ally within 12 tiles for 13.33% (two-fifteenths) of their max health plus your Spell Power, then every 0.3s hops to the player nearest the last one (party or not, you included; never the same one twice in a row) within 6 tiles, 8 landings in all. It soon settles on the two players nearest each other, which need not include your target; if nobody else, you included, is within 6 tiles of your target, it lands once. Each repeat on the same player adds 25% of the health share (Spell Power stays flat), up to 4 repeats. 8s cooldown, 72 mana. The signature group heal.

  • Castinstant
  • Cooldown8 s
  • Mana72
  • Range12 tiles
  • Heals 13.33% of the target's maximum health, plus your Spell Power (about 1,337 on yourself at level 30).
  • Lands 8 times, hopping to the nearest ally; each repeat on the same ally heals 25% more.
  • Cast on yourself or an ally.

Reawakenunlocks at level 21

2.4s cast — raise any DOWNED player within 10 tiles where they fell (party or not), at half their health and mana. Outside a dungeon or an arena match they lie there until they Release, so there is no deadline, and a relog brings them back downed; in a dungeon or an arena match it must land within 10s of the fall. 20s cooldown, 120 mana. Target the fallen player.

  • Cast2.4 s
  • Cooldown20 s
  • Mana120
  • Range10 tiles
  • Raises a downed ally at 50% health and mana.

Fortitudeunlocks at level 24

0.8s cast — bless yourself and every player within 14 tiles, party or not (foes included; the downed are skipped): +8 Valor for 90s — more maximum health. 10s cooldown, 60 mana. Either healer can cast it. It ends early on anyone who changes map or channel, or logs out.

  • Cast0.8 s
  • Cooldown10 s
  • Mana60
  • Radius14 tiles around you
  • +8 Valor for 1.5 min, to you and every player within 14 tiles.

Divine Spiritunlocks at level 26

0.8s cast — bless yourself and every player within 14 tiles, party or not (foes included; the downed are skipped): +8 Spirit for 60s — 80 more mana and +1 mana a second out of a fight (mid-fight regen is 35% of your rate rounded down, so the +1 adds a full point or nothing). 10s cooldown, 60 mana. Either healer can cast it. It ends early on anyone who changes map or channel, or logs out.

  • Cast0.8 s
  • Cooldown10 s
  • Mana60
  • Radius14 tiles around you
  • +8 Spirit for 1 min, to you and every player within 14 tiles.

Second Windunlocks at level 1

3s breath — recover 5,000 health and 1,000 mana (3,500 health while Poisoned, 6,500 under a Holy Blessing; nothing at full health and mana). Every class carries it: your reset between fights, not during one. A direct hit that gets past your shield scatters it at no cost, and so do a stun, a knockback and a pull; burns, poisons and ground hazards do not. A silence blocks it. 3.5 min cooldown, spent only when it lands.

  • Cast3 s
  • Cooldown3.5 min
  • Restores 5,000 health and 1,000 mana.

Level 1 Smite, Generous Heal, Second Wind · Level 3 Renew · Level 5 Holy Blessing · Level 7 Holy Nova · Level 9 Chastise · Level 12 Holy Orb · Level 15 Guardian Shield · Level 18 Celestial Sphere · Level 21 Reawaken · Level 24 Fortitude · Level 26 Divine Spirit

Techniques — pick one, every five levels

  • Lv 5Radiant Word — Generous Heal's share of max health rises 40% → 50% (62.5% on a Lightbringer); your Spell Power bonus is unchanged. The big heal grows; a heal's max-health share still stops at 70% of a bar.Generous Heal: heal / shield 40% → 50%orWord of Instinct — Generous Heal casts in a quarter of the time (1.5s → 0.35s), but heals 30% less of their max health (40% → 28%; a Lightbringer's 50% → 35%). A near-instant heal that answers a spike now, at the cost of the full amount — and far less time exposed to an interrupt.Generous Heal: cast 1.5 s → 0.35 s
    heal / shield 40% → 28%
  • Lv 10Enduring Renewal — Renew runs 50% longer (6s → 9s; a Lightbringer's 9s → 12s). The heal over time covers more of a fight from one cast, and aimed at an enemy the burn lasts as much longer.Renew: duration 6 s → 9 sorCensure — Chastise stuns 50% longer (3s → 4.5s; an Inquisitor's 4.5s → 6s). The healer's own stun holds a caster off you for longer, and Smite's +50% into a stunned target lasts as long.Chastise: duration 3 s → 4.5 s
  • Lv 15Aegis — Guardian Shield absorbs 50% more (40% → 60% of their max health; 75% on a Lightbringer). A bigger absorb on the mate you guard.Guardian Shield: heal / shield 40% → 60%orNova Radiance — Holy Nova bursts 0.8 tiles wider (4.5 → 5.3 tiles; an Inquisitor's 5.3 → 6.1). The searing burst around you catches foes a step further out.Holy Nova: radius 4.5 tiles → 5.3 tiles
  • Lv 20Blazing Orb — Holy Orb's burst heals 0.8 tiles wider (4 → 4.8 tiles). More of a spread party is inside the burst around the mate it lands on.Holy Orb: radius 4 tiles → 4.8 tilesorCheap Grace — Holy Orb costs 40% less mana (119 → 71). The group heal on a budget, for long fights where mana runs thin.Holy Orb: mana 119 → 71
  • Lv 25Another Bounce — Celestial Sphere lands one extra time (8 → 9 landings; a Lightbringer's 9 → 10): one more repeat on the pair it is bouncing between, not a new mate (+100% when your target is one of the pair). It pays most when the pair the sphere settles on is the pair taking the hits.Celestial Sphere: bounces 8 → 9orCrescendo — Celestial Sphere's repeat landings on the same mate heal 35% more each instead of 25% (up to +140% at four repeats). Each time the sphere lands on the same mate again it heals more; a small party feels this most.Celestial Sphere: escalate 25% → 35%
  • Lv 30Miracle — Reawaken raises the fallen at 80% health and mana (up from half). A raised mate stands up ready to fight, not waiting for a heal.Reawaken: revive 50% → 80%orGuardian Angel — Holy Blessing lasts 50% longer (10s → 15s). The blessing's damage cut, healing bonus and immunity to Root, Freeze, Stun, knockbacks and pulls cover more of a fight.Holy Blessing: duration 10 s → 15 s

Paths — choose one at level 10

Lightbringer

The shepherd: Generous Heal's share of max health rises a quarter (40% → 50%), Renew runs 50% longer (its burn on a foe too), Celestial Sphere (from level 18) lands one extra time, and Guardian Shield (from level 15) absorbs 25% more (40% → 50%).

Generous Heal
heal / shield 40% → 50%
Renew
duration 6 s → 9 s
Celestial Sphere
bounces 8 → 9
Guardian Shield
heal / shield 40% → 50%

Inquisitor

The battle priest: Smite strikes 33% harder and its lifesteal rises 10 points (35% → 45%), Holy Nova bursts 33% harder and 0.8 tiles wider, and Chastise stuns 50% longer.

Smite
damage 1.4x → 1.8666666666666667x
lifesteal 35% → 45%
Holy Nova
damage 1.2x → 1.6x
radius 4.5 tiles → 5.3 tiles
Chastise
duration 3 s → 4.5 s

Class

Rogue Soon

Assassin: stealth openers, poison and burst. Coming to the roster; you cannot pick it yet.