
Knight
Sera
Plate, shield and patience. Outlasts anything that doesn't hit very, very hard.
Signature Shield Crash
Every 5th melee hit: crash into the foe for 3–5 damage and gain 4 armor.
Can crit.
- Packs into
- Backpack
Every hero packs differently. Pick one from the guild halls of Aldermoor, learn the signature move, then fill the bag around it.
Steel, sweat and one very patient training dummy.

Knight
Plate, shield and patience. Outlasts anything that doesn't hit very, very hard.
Signature Shield Crash
Every 5th melee hit: crash into the foe for 3–5 damage and gain 4 armor.
Can crit.

Bladesman
Two blades, one opening. Builds momentum with quick cuts and a sweeping crosswind finish.
Signature Crosswind Cut
Every 6th melee hit: two crossing cuts deal 2–3 damage each and strip 2 armor.
Can crit.
Mind the cauldron. Mind the cat more.

Mage
Glass cannon. Magic never misses and casts faster from the Arcane Satchel.
Signature Mana Well
Every 7s: fire a mote of arcane power for 2–3 damage and gain 1 mana.
Can crit.

Witch
Curses first, questions never. Opens every fight with a chill and a little poison.
Signature Hex
Every 8.4s: hex the foe for 1–2 dark damage, 2 cold and 1 poison.
Good light, soft grass, one very annoyed badger.

Hunter
Patient tracker with a trained companion. Shots find the gaps.
Signature Aimed Shot
Every 4th ranged attack: an aimed shot for 2–4 damage with +15% crit chance.

Dancer
Dances between arrows. Hard to pin down and quick on the draw.
Signature Dancing Arrows
Every 4th ranged attack: spin and fire 2 arrows for 1–2 damage each, then gain 1 haste.
Can crit.
Poisons on the left, bad ideas on the right.

Assassin
One clean cut from the shadows. Blades crit more and drink what they spill.
Signature Shadow Cut
On weapon crit: cut again from the shadows for 2–4 dark damage.
Can crit.

Rogue
Never pays full price, never stands still. Pockets a coin every shop.
Signature Pilfer
Every 4th melee hit: a pickpocket jab for 1–3 damage that steals 0.6 stamina.
Can crit.

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