The six classes, without a fake tier list
Six classes are confirmed. Their skill lists, stats and damage scalings are not. This page compares what the store actually says, what the official art shows, and the questions that will decide which class fits you — without pretending a pre-release tier list is knowledge.
At a glance
| Class | Confirmed | Official art | Likely role (theory) |
|---|---|---|---|
| Warrior | Melee-capable class with own skills and weapons | Greatsword, red armour, beard and topknot | Heavy melee, area clears, rage/armour |
| Mage | Caster class with own skills and weapons | Purple robe, staff, older bearded figure | Elemental ranged, mana scaling, screen clear |
| Ranger | Ranged class with own skills and weapons | Green and gold leathers, bow | Projectiles, mobility, single-target and clear |
| Samurai | Melee class with own skills and weapons | Black and red armour, katana | Fast melee, precision, counters |
| Paladin | Melee class with own skills and weapons | White and red plate, hammer and shield | Tanky melee, block, holy damage |
| Necromancer | Summoner-coded class with own skills and weapons | Bone armour, skull mask, scythe | Minions, damage over time, attrition |
Only the first two columns are sourced. The role column is genre inference from the art and the class name; it is not a developer promise.
What will actually decide the class
In an ARPG, the class name matters less than four things: how the class gets its damage, how it survives, how it moves, and how much animation it commits to. The store confirms none of those yet, but the official screenshots and the store’s skill examples give us the questions.
Damage delivery
Self-cast, attack, projectile, minion or damage over time. The skill gem system means a class can probably borrow mechanics, but the starting weapon and tree position will shape the first twenty hours.
Defence
Life, armour, evasion, block, minions or distance. The HUD shows life and mana globes and two flask slots; the rest is unknown.
Movement
The store promises “zoom through packs with a movement skill”. Which classes get which movement skill is not listed.
Commitment
A channel or a slam that locks you in place plays very differently from a bow or a minion army. This is the first thing to test on a new character.
The store’s three build examples
The Steam copy gives three concrete combinations. They are the best evidence we have of how far the gem system can bend a skill:
- A Cyclone that fires Ember Bolts while you channel — a channelled melee skill turned into a projectile engine.
- A burning legion raised by a Necromancer-style character — minions plus fire, presumably through support gems or auras.
- Arrows that rain in your chosen element — a Ranger skill whose damage type is configurable.
How to choose on day one
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Pick the range you enjoy
Melee, ranged or minions. This is the least likely thing to change after a patch.
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Pick the fantasy you will stare at
You will look at this character for dozens of hours. The official art is stylised and readable; use it.
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Check the first movement skill
If the class does not get a movement skill early, the first hour will feel slow. This is the single most important thing to test.
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Plan to reroll once
Early Access balance will move. Treat the first character as a test drive, not a marriage.
What this page will not do
We will not publish a ranked list of classes before the game is playable. There is no data to support one, and a fake ranking is worse than no ranking. When the game launches, this page will be replaced with observed clear speed, boss damage, survivability and gearing difficulty — with the build and patch noted.