Professions

Twenty-two paths. One you’ll be known by.

Every character begins as one of the four base callings. As you prove yourself, you promote into a profession — the specialization you carry for the rest of that life, and the name other players will know you by. Which are open to you depends on your class, race and sex; a few can be reached more than one way.

Fighter

Warrior

The complete soldier — no single trick, and every weapon in the rack.

Master of every arm and armor — the most flexible melee build in the game.
Fighter

Barbarian

Fury given a body. The Barbarian trades caution for carnage and rarely regrets it.

Berserker rage — the highest raw melee damage a Fighter can reach.
Fighter

Templar

A knight sworn to a holy order, wrapped in blessed plate and unshakable conviction.

Heavy-armor zealot who shields and empowers the group around them.
Fighter

Sentinel

The wall against magic. Where the Sentinel stands, enemy spells falter and fail.

Anti-caster bulwark — suppresses and punishes hostile magic.
Fighter · Healer

Crusader

Blade in one hand, prayer in the other — a warrior who answers to something higher.

Front-line fighter who mends wounds and smites the wicked in equal measure.
Rogue · Fighter

Huntress

A woman of the hunt, deadly at range and at arm’s length alike. Born to it — women only.

Female-only calling that blends bow, spear and speed into a relentless skirmisher.
Rogue · Fighter

Ranger

At home in the wilds, bow strung, tracking prey that no one else can find.

Self-sufficient archer-woodsman — survival and ranged pressure in one.
Rogue · Mage

Assassin

Death that arrives from an empty shadow and is gone before the body falls.

Opens from stealth with lethal burst — one strike can decide a fight.
Rogue

Nightstalker

A hunter of the dark that feeds on what it kills, and grows stronger for it.

Vampiric stealth-killer — drains the life it takes. (Undead blood only.)
Rogue

Thief

Light fingers and lighter feet. What isn’t nailed down is negotiable.

Stealth, mobility and larceny — takes what isn’t offered and slips away.
Rogue

Scout

The eyes of the army, always a step ahead of the enemy’s line.

Tracking and ranged harassment — sees the ambush before it lands.
Rogue · Mage

Bard

War set to music. The Bard never lands a killing blow and wins fights all the same.

Buffs allies and cripples foes through song — a force multiplier in any group.
Mage · Fighter

Warlock

A swordarm that burns — steel and sorcery held in the same grip.

Spellsword who weaves destructive magic into melee where pure mages can’t stand.
Mage

Wizard

Raw elemental power, aimed and loosed. The Wizard asks the battlefield no permission.

The heaviest arcane artillery — devastating projectile damage at range.
Mage · Healer

Channeler

Walks the seam between mending and ruin, and is comfortable on either side.

Arcane hybrid — bends between healing and destruction as the fight demands.
Mage

Necromancer

Master of the grave and commander of the risen dead. Where it walks, things rot.

Raises undead servants and withers the living with decay and disease.
Mage

Fury

Unbound wrath — nature and storm turned into weapons and swung without restraint.

Untamed elemental damage, chaos loosed with no thought for the cost.
Healer

Priest

The hand that pulls the fallen back from the edge of death, again and again.

The definitive healer — wards, restoration and resurrection.
Healer

Prelate

A healer who does not flinch from the front line, and holds it while mending it.

Armored priest — keeps the group alive while standing in the melee.
Healer

Druid

Keeper of the wild’s balance — the same power that heals a friend harms a foe.

Nature magic that mends allies and turns the land against enemies.
Healer

Confessor

Judgment made holy. The Confessor punishes as readily as it prays.

Wields searing holy magic and mind-binding control alongside its cures.
Healer · Mage

Doomsayer

A prophet of ruin who heals with one hand and curses with the other.

Offensive healer — plagues, curses and disease sap the enemy’s strength.

Your profession is a one-way door. Pick the calling that fits how you want to be remembered — the wall, the knife, the storm, or the hand that keeps everyone else standing.