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Choose your path

The Eight Vocations

Every vocation has its own spell school, weapons and job in a party. Pick the one that fits how you want to fight.

Knight

Knight

Shield & steel

The wall the rest of the party stands behind. Heavy armour, taunts and shield work; the Knight decides where a fight happens and who is allowed to leave it.

Viking

Viking

Raw force

Two-handed weapons and momentum. Vikings trade defence for damage that lands hard enough to end a fight before it becomes one.

Assassin

Assassin

Shadow & poison

Openers from stealth, poisons that stack, and the mobility to pick a target and leave before anyone answers.

Hunter

Hunter

Bow & beast

Range, traps and an animal companion. Hunters control the ground between themselves and whatever is trying to close it.

Cleric

Cleric

Light & mending

Healing, cleansing and protective light. The reason a difficult dungeon ends with everyone walking out of it.

Shaman

Shaman

Spirits & totems

Totems that hold an area, spirit damage over time, and support that rewards a party which stays together.

Sorcerer

Sorcerer

Fire & ruin

The highest damage in the game and the thinnest margin for error. Long casts, enormous payoff, nothing to hide behind.

Arcanist

Arcanist

Runes & order

Runes, wards and battlefield control. Arcanists change the shape of a fight rather than winning it head-on.