Gameplay Guide

Races & Classes

All 12 races and 20 classes — attributes, racial and class passives, ascension trees, and the Endless Skills abilities exclusive to this server.

Last updated

Your character is two choices. Your race is what you are — it sets your base attributes and gives you always-on racial passives. Your class is how you fight — it sets which weapons you excel with, your role, and (on this server) the four abilities you press in combat.

Pick both in game with /race and /class.

Every race and class on this page is a card — open one to see its full attribute spread, its passives and its abilities, and to step through its ascension chain and watch the numbers climb.

⚠️ None of this is vanilla Hytale. The base game ships no races, no classes, no attributes and no abilities. Every single thing on this page is added by the Endless suite.

Endless Skills is exclusive to the Endless Leveling Server. Everything marked ⚡ below — all 80 active abilities, three whole classes, and a set of passive changes — exists only here. A server running Endless Leveling Core by itself gets the races and classes, but no abilities at all.

Legend

MarkMeans
(unmarked)Endless Leveling Core — present on any server running the addon
Endless Skills — exclusive to the Endless Leveling Server

Attributes

Ten attributes drive everything. Races give you a starting spread; classes bend how fast each one grows.

AttributeWhat it does
Life Force+3 max HP per point. Pool growth — never amplified by % bonuses.
Strength+0.6 flat physical damage per point. Applied after % bonuses.
Sorcery+0.6 flat magical damage per point. Applied after % bonuses.
Defense+0.75 flat defense per point. Added after % bonuses.
Haste+0.25% movement speed per point.
PrecisionRaises critical hit chance on every attack.
FerocityAdds bonus damage to each critical strike.
Stamina+0.2 max stamina per point. Pool growth.
Flow+0.5 max mana per point. Pool growth.
Discipline+0.5% XP per point. Additive across all sources.

No race starts with any Discipline — it is earned through skill allocation, never granted at birth.


Races

How races work

Every race has the same shape: a base form, two tier-1 branches, two tier-2 branches, and a single final form where both branches converge. That's six forms per race, 72 in total.

Ascension is gated identically for all twelve races:

StagePrestige requiredAlso requires
Tier 1Prestige 5Two skill minimums, or a combined Strength + Sorcery total
Tier 2Prestige 10Higher skill minimums
FinalPrestige 20The steepest requirements — usually a flat minimum and a combined total

Ascending raises every base attribute and deepens your racial passives — a Human Emperor has roughly triple the Life Force of a plain Human and carries a stronger version of the same four passives. You never trade a passive away; ascension only sharpens what you already had.

Golem cannot crit, ever. All six Golem forms have Precision and Ferocity locked at 0 and carry a hard crit restriction. That is the price of the highest Life Force and Defense in the game.

Racial passives

PassiveEffect
XP BonusFlat additive % bonus to all XP gained.
Health RegenHeals that % of max HP over 5 seconds, passively.
Mana RegenRestores that % of max mana over 5 seconds.
Healing BonusMultiplier on your own outgoing self-heals.
Ravenous StrikeOn-hit lifesteal, scaling with Strength and Sorcery.
Special Charge BonusSpeeds up special-ability charge gain.
Second WindWhen a hit drops you below the threshold, heals a % of max HP over time, then goes on cooldown.
AdrenalineWhen stamina falls below the threshold, restores a % of max stamina over time.
BerzerkerFlat % damage bonus while below the HP threshold.
RetaliationReflects a % of incoming damage back at the attacker.
SwiftnessStacking movement-speed buff built from hits and kills.
Crit RestrictionLocks the race out of critical hits entirely.

Pick what you are

The twelve races

Your race sets your base attributes and your always-on passives. Open one to walk its ascension chain and watch the attributes climb.

Races are identical on the official server and the base mod, the overhaul is keyed by class lineage, not race.

Full race reference

Ascended

Empowered by ancient sun rituals, Ascended are godlike warriors with immense physical might and durability.

Ascended: passives

  • Charge Rate+70%

    +70% charge rate

    Effect
    +70% special-ability charge rate

    How it works

    Triggers: Whenever signature energy is gained

    Rides on top of your normal signature-energy gain: each time the stat ticks up, this adds a bonus slice of that gain. It accelerates charging rather than generating charge on its own.

    DiminishingTwo sources combine as 1−(1−a)(1−b), so each extra source is worth less than the last: it can approach 100% but never reach it.

    • Does nothing while you are not gaining energy: it is a multiplier on income, not a trickle.
  • Innate Attribute Gain×0.81

    +1 per level

    Per level
    +1

    How it works

    Triggers: Always active

    The workhorse stat passive. It is how races and classes actually differ numerically, and it appears more than three hundred times across the trees. Each entry names one attribute and grants it automatically as you level, with no skill points spent.

    Adds upTwo sources of this passive add together.

    • Two delivery modes: most entries scale as a percentage of your race's base attribute, while entries flagged flat add a fixed amount after percentages are applied.
Celestial

Ancient cosmic entities born of starlight, Celestials wield immense magical power and unparalleled resilience.

Celestial: passives

  • Mana Regen+1.8%

    +2% mana/5s

    Effect
    +2% mana restored every 5 seconds

    How it works

    Triggers: Ticks continuously

    Restores a percentage of maximum mana across a five-second window, on the same cadence as health regen.

    DiminishingTwo sources combine as 1−(1−a)(1−b), so each extra source is worth less than the last: it can approach 100% but never reach it.

    • Unlike health regen this is not gated by combat: mana keeps returning while you fight.
  • Charge Rate+70%

    +70% charge rate

    Effect
    +70% special-ability charge rate

    How it works

    Triggers: Whenever signature energy is gained

    Rides on top of your normal signature-energy gain: each time the stat ticks up, this adds a bonus slice of that gain. It accelerates charging rather than generating charge on its own.

    DiminishingTwo sources combine as 1−(1−a)(1−b), so each extra source is worth less than the last: it can approach 100% but never reach it.

    • Does nothing while you are not gaining energy: it is a multiplier on income, not a trickle.
  • Innate Attribute Gain×0.65

    +1 per level

    Per level
    +1

    How it works

    Triggers: Always active

    The workhorse stat passive. It is how races and classes actually differ numerically, and it appears more than three hundred times across the trees. Each entry names one attribute and grants it automatically as you level, with no skill points spent.

    Adds upTwo sources of this passive add together.

    • Two delivery modes: most entries scale as a percentage of your race's base attribute, while entries flagged flat add a fixed amount after percentages are applied.
Darkin

Twisted Ascended bound to cursed weapons, Darkin thrive on carnage and devastating critical strikes.

Darkin: passives

  • Healing Bonus+50%

    +50% healing

    Effect
    +50% to all incoming healing

    How it works

    Triggers: On any healing you receive

    Amplifies healing arriving from every direction: your own lifesteal and swing-heals as well as heals cast on you by other players.

    Adds upTwo sources of this passive add together.

    • Credit for healing you receive still goes to the healer on the leaderboard, not to you.
  • Ravenous Strike5 · +5% Strength · +5% Sorcery

    On-hit heal: +5 (+ bonus str/sorc scaling)

    On-hit heal
    +5 flat per hit
    Strength scaling
    +5% of bonus strength
    Sorcery scaling
    +5% of bonus sorcery
    Note
    Added to healing from your damaging hits

    How it works

    Triggers: On every landed hit

    Heals you for a flat amount plus a share of Strength and Sorcery each time you connect.

    DiminishingTwo sources combine as 1−(1−a)(1−b), so each extra source is worth less than the last: it can approach 100% but never reach it.

    • Applied before percentage healing bonuses, so it benefits less from healing amplification than lifesteal does.
  • Innate Attribute Gain×1.05

    +1 per level

    Per level
    +1

    How it works

    Triggers: Always active

    The workhorse stat passive. It is how races and classes actually differ numerically, and it appears more than three hundred times across the trees. Each entry names one attribute and grants it automatically as you level, with no skill points spent.

    Adds upTwo sources of this passive add together.

    • Two delivery modes: most entries scale as a percentage of your race's base attribute, while entries flagged flat add a fixed amount after percentages are applied.
Dragonborn

Born of draconic blood, Dragonborn possess immense strength, resilience, and overwhelming presence in battle.

Dragonborn: passives

  • Swiftness0.04 · 5s · max 5 stacks

    +5% speed (5 stacks, 5s)

    Effect
    +5% movement speed per stack
    Stacks
    Up to 5 stacks, each lasting 5s

    How it works

    Triggers: On kill

    Each kill adds a movement-speed stack; stacks expire individually on their own timers, so sustained killing keeps you fast and a lull bleeds the stacks off one by one.

    Strongest winsTwo sources do not add. Only the single strongest one applies.

  • Second Wind+32.5% · below 20% · 10s · 60s cooldown

    +33% heal below 20% HP (60s cd)

    Effect
    Restore +33% HP over 10s when below 20% HP
    Cooldown
    60s

    How it works

    Triggers: When a hit would drop you below the threshold

    Checks your predicted health after the incoming hit, not before, so it can catch a blow that would otherwise have killed you. The heal lands over time rather than instantly.

    DiminishingTwo sources combine as 1−(1−a)(1−b), so each extra source is worth less than the last: it can approach 100% but never reach it.

    • Because the heal is spread over its duration, sustained incoming damage can outpace it.
    • With several sources the threshold, duration and cooldown are averaged rather than summed.
  • Innate Attribute Gain×0.98

    +1 per level

    Per level
    +1

    How it works

    Triggers: Always active

    The workhorse stat passive. It is how races and classes actually differ numerically, and it appears more than three hundred times across the trees. Each entry names one attribute and grants it automatically as you level, with no skill points spent.

    Adds upTwo sources of this passive add together.

    • Two delivery modes: most entries scale as a percentage of your race's base attribute, while entries flagged flat add a fixed amount after percentages are applied.
Golem

Artificial beings of immense durability, Golems are slow but nearly indestructible. Cannot land critical hits; precision and ferocity are removed.

Golem: passives

  • No Critical Strikes

    Cannot gain Precision or Ferocity

    Critical hits
    Disabled: this archetype never crits.
    Skill points
    Precision and Ferocity cannot be allocated and are refunded.

    How it works

    Triggers: Always active

    A hard trade rather than a penalty: the archetype gives up critical strikes entirely in exchange for the outsized scaling elsewhere in its kit.

    On/offThis passive is either on or off. Its value is a switch, not a number, and a second source adds nothing.

    • Only applies while the class is your PRIMARY: taking it as a secondary does not restrict you.
    • Precision and Ferocity cannot be allocated at all, and any points already spent are refunded.
  • Retaliation+18% · 25s cooldown

    +18% reflect (5s window, 25s cd)

    Effect
    Reflect +18% of damage stored over 5s back to attacker
    Cooldown
    25s

    How it works

    Triggers: Damage taken, released on your next hit

    Banks a share of the damage you take into a rolling window, then delivers the stored total as true damage on your next landed hit. It is a counter-punch, not a passive reflect: you must connect to spend it.

    Strongest winsTwo sources do not add. Only the single strongest one applies.

    • The bank expires on its own window; taking a hit and then not swinging wastes it.
    • Goes on cooldown once spent.
  • Second Wind+32.5% · below 20% · 15s · 60s cooldown

    +33% heal below 20% HP (60s cd)

    Effect
    Restore +33% HP over 15s when below 20% HP
    Cooldown
    60s

    How it works

    Triggers: When a hit would drop you below the threshold

    Checks your predicted health after the incoming hit, not before, so it can catch a blow that would otherwise have killed you. The heal lands over time rather than instantly.

    DiminishingTwo sources combine as 1−(1−a)(1−b), so each extra source is worth less than the last: it can approach 100% but never reach it.

    • Because the heal is spread over its duration, sustained incoming damage can outpace it.
    • With several sources the threshold, duration and cooldown are averaged rather than summed.
  • Innate Attribute Gain×1.3

    +1 per level

    Per level
    +1

    How it works

    Triggers: Always active

    The workhorse stat passive. It is how races and classes actually differ numerically, and it appears more than three hundred times across the trees. Each entry names one attribute and grants it automatically as you level, with no skill points spent.

    Adds upTwo sources of this passive add together.

    • Two delivery modes: most entries scale as a percentage of your race's base attribute, while entries flagged flat add a fixed amount after percentages are applied.
Human

Versatile and ambitious, humans are known for their adaptability and determination.

Human: passives

  • XP Bonus+12.5%

    +13% XP gain

    Effect
    +13% XP gain on kill

    How it works

    Triggers: On every kill that awards XP

    Multiplies XP at the moment it is awarded, in the same bucket as your Discipline bonus and Luck: all three sum into one multiplier rather than multiplying each other.

    Adds upTwo sources of this passive add together.

  • Health Regen+3%

    +3% HP/5s

    Effect
    +3% HP restored every 5 seconds

    How it works

    Triggers: Ticks out of combat

    Heals a percentage of your maximum health across a five-second window, paid out in per-tick slices rather than one lump.

    DiminishingTwo sources combine as 1−(1−a)(1−b), so each extra source is worth less than the last: it can approach 100% but never reach it.

    • Suppressed entirely while you are in combat: taking or dealing damage stops it, so it never contributes during a fight.
    • Scales off maximum health, so stacking Life Force raises the real healing even though the percentage stays the same.
  • Adrenaline+56% · below 20% · 3s · 45s cooldown

    +56% stamina below 20% stamina (45s cd)

    Effect
    Restore +56% stamina over 3s when below 20% stamina
    Cooldown
    45s

    How it works

    Triggers: When stamina drops below the threshold

    An emergency stamina refill on a cooldown, restoring over a short window rather than instantly.

  • Innate Attribute Gain×1.3

    +1 per level

    Per level
    +1

    How it works

    Triggers: Always active

    The workhorse stat passive. It is how races and classes actually differ numerically, and it appears more than three hundred times across the trees. Each entry names one attribute and grants it automatically as you level, with no skill points spent.

    Adds upTwo sources of this passive add together.

    • Two delivery modes: most entries scale as a percentage of your race's base attribute, while entries flagged flat add a fixed amount after percentages are applied.
Iceborn

Empowered by eternal frost, Iceborn warriors are durable, relentless, and resistant to harm.

Iceborn: passives

  • Health Regen+2.1%

    +2% HP/5s

    Effect
    +2% HP restored every 5 seconds

    How it works

    Triggers: Ticks out of combat

    Heals a percentage of your maximum health across a five-second window, paid out in per-tick slices rather than one lump.

    DiminishingTwo sources combine as 1−(1−a)(1−b), so each extra source is worth less than the last: it can approach 100% but never reach it.

    • Suppressed entirely while you are in combat: taking or dealing damage stops it, so it never contributes during a fight.
    • Scales off maximum health, so stacking Life Force raises the real healing even though the percentage stays the same.
  • Berzerker+14% · below 35%

    +14% damage below 35% HP

    Effect
    +14% bonus damage while below 35% HP

    How it works

    Triggers: While below the health threshold

    The bonus is not a flat cliff at the threshold. It scales linearly from nothing at the threshold up to its full value as you approach zero health. Lower health means strictly more damage.

    Strongest winsTwo sources do not add. Only the single strongest one applies.

  • Innate Attribute Gain×1.14

    +1 per level

    Per level
    +1

    How it works

    Triggers: Always active

    The workhorse stat passive. It is how races and classes actually differ numerically, and it appears more than three hundred times across the trees. Each entry names one attribute and grants it automatically as you level, with no skill points spent.

    Adds upTwo sources of this passive add together.

    • Two delivery modes: most entries scale as a percentage of your race's base attribute, while entries flagged flat add a fixed amount after percentages are applied.
Vastaya

Mysterious and agile, Vastaya are a race of animalistic humanoids with a deep connection to nature.

Vastaya: passives

  • XP Bonus+8.75%

    +9% XP gain

    Effect
    +9% XP gain on kill

    How it works

    Triggers: On every kill that awards XP

    Multiplies XP at the moment it is awarded, in the same bucket as your Discipline bonus and Luck: all three sum into one multiplier rather than multiplying each other.

    Adds upTwo sources of this passive add together.

  • Swiftness0.06 · 5s · max 8 stacks

    +6% speed (8 stacks, 5s)

    Effect
    +6% movement speed per stack
    Stacks
    Up to 8 stacks, each lasting 5s

    How it works

    Triggers: On kill

    Each kill adds a movement-speed stack; stacks expire individually on their own timers, so sustained killing keeps you fast and a lull bleeds the stacks off one by one.

    Strongest winsTwo sources do not add. Only the single strongest one applies.

  • Innate Attribute Gain×0.65

    +1 per level

    Per level
    +1

    How it works

    Triggers: Always active

    The workhorse stat passive. It is how races and classes actually differ numerically, and it appears more than three hundred times across the trees. Each entry names one attribute and grants it automatically as you level, with no skill points spent.

    Adds upTwo sources of this passive add together.

    • Two delivery modes: most entries scale as a percentage of your race's base attribute, while entries flagged flat add a fixed amount after percentages are applied.
Voidborn

Twisted by the Void, Voidborn adapt rapidly, gaining strength through chaos and corruption.

Voidborn: passives

  • Mana Regen+1.4%

    +1% mana/5s

    Effect
    +1% mana restored every 5 seconds

    How it works

    Triggers: Ticks continuously

    Restores a percentage of maximum mana across a five-second window, on the same cadence as health regen.

    DiminishingTwo sources combine as 1−(1−a)(1−b), so each extra source is worth less than the last: it can approach 100% but never reach it.

    • Unlike health regen this is not gated by combat: mana keeps returning while you fight.
  • Charge Rate+35%

    +35% charge rate

    Effect
    +35% special-ability charge rate

    How it works

    Triggers: Whenever signature energy is gained

    Rides on top of your normal signature-energy gain: each time the stat ticks up, this adds a bonus slice of that gain. It accelerates charging rather than generating charge on its own.

    DiminishingTwo sources combine as 1−(1−a)(1−b), so each extra source is worth less than the last: it can approach 100% but never reach it.

    • Does nothing while you are not gaining energy: it is a multiplier on income, not a trickle.
  • Retaliation+18% · 25s cooldown

    +18% reflect (4s window, 25s cd)

    Effect
    Reflect +18% of damage stored over 4s back to attacker
    Cooldown
    25s

    How it works

    Triggers: Damage taken, released on your next hit

    Banks a share of the damage you take into a rolling window, then delivers the stored total as true damage on your next landed hit. It is a counter-punch, not a passive reflect: you must connect to spend it.

    Strongest winsTwo sources do not add. Only the single strongest one applies.

    • The bank expires on its own window; taking a hit and then not swinging wastes it.
    • Goes on cooldown once spent.
  • Innate Attribute Gain×1.14

    +1 per level

    Per level
    +1

    How it works

    Triggers: Always active

    The workhorse stat passive. It is how races and classes actually differ numerically, and it appears more than three hundred times across the trees. Each entry names one attribute and grants it automatically as you level, with no skill points spent.

    Adds upTwo sources of this passive add together.

    • Two delivery modes: most entries scale as a percentage of your race's base attribute, while entries flagged flat add a fixed amount after percentages are applied.
Watcher

Eldritch entities from beyond reality, Watchers wield incomprehensible power but struggle to endure the physical world.

Watcher: passives

  • Mana Regen+2%

    +2% mana/5s

    Effect
    +2% mana restored every 5 seconds

    How it works

    Triggers: Ticks continuously

    Restores a percentage of maximum mana across a five-second window, on the same cadence as health regen.

    DiminishingTwo sources combine as 1−(1−a)(1−b), so each extra source is worth less than the last: it can approach 100% but never reach it.

    • Unlike health regen this is not gated by combat: mana keeps returning while you fight.
  • XP Bonus+7%

    +7% XP gain

    Effect
    +7% XP gain on kill

    How it works

    Triggers: On every kill that awards XP

    Multiplies XP at the moment it is awarded, in the same bucket as your Discipline bonus and Luck: all three sum into one multiplier rather than multiplying each other.

    Adds upTwo sources of this passive add together.

  • Innate Attribute Gain×0.49

    +0 per level

    Per level
    +0

    How it works

    Triggers: Always active

    The workhorse stat passive. It is how races and classes actually differ numerically, and it appears more than three hundred times across the trees. Each entry names one attribute and grants it automatically as you level, with no skill points spent.

    Adds upTwo sources of this passive add together.

    • Two delivery modes: most entries scale as a percentage of your race's base attribute, while entries flagged flat add a fixed amount after percentages are applied.
Wraith

Cursed spirits tethered to the mortal plane, Wraiths excel at swift, lethal strikes and evasion.

Wraith: passives

  • Swiftness0.07 · 5s · max 5 stacks

    +7% speed (5 stacks, 5s)

    Effect
    +7% movement speed per stack
    Stacks
    Up to 5 stacks, each lasting 5s

    How it works

    Triggers: On kill

    Each kill adds a movement-speed stack; stacks expire individually on their own timers, so sustained killing keeps you fast and a lull bleeds the stacks off one by one.

    Strongest winsTwo sources do not add. Only the single strongest one applies.

  • Innate Attribute Gain×0.49

    +0 per level

    Per level
    +0

    How it works

    Triggers: Always active

    The workhorse stat passive. It is how races and classes actually differ numerically, and it appears more than three hundred times across the trees. Each entry names one attribute and grants it automatically as you level, with no skill points spent.

    Adds upTwo sources of this passive add together.

    • Two delivery modes: most entries scale as a percentage of your race's base attribute, while entries flagged flat add a fixed amount after percentages are applied.
Yordle

Whimsical yet dangerous, Yordles rely on agility, trickery, and explosive damage.

Yordle: passives

  • Swiftness0.06 · 5s · max 5 stacks

    +6% speed (5 stacks, 5s)

    Effect
    +6% movement speed per stack
    Stacks
    Up to 5 stacks, each lasting 5s

    How it works

    Triggers: On kill

    Each kill adds a movement-speed stack; stacks expire individually on their own timers, so sustained killing keeps you fast and a lull bleeds the stacks off one by one.

    Strongest winsTwo sources do not add. Only the single strongest one applies.

  • Charge Rate+140%

    +140% charge rate

    Effect
    +140% special-ability charge rate

    How it works

    Triggers: Whenever signature energy is gained

    Rides on top of your normal signature-energy gain: each time the stat ticks up, this adds a bonus slice of that gain. It accelerates charging rather than generating charge on its own.

    DiminishingTwo sources combine as 1−(1−a)(1−b), so each extra source is worth less than the last: it can approach 100% but never reach it.

    • Does nothing while you are not gaining energy: it is a multiplier on income, not a trickle.
  • Innate Attribute Gain×0.78

    +1 per level

    Per level
    +1

    How it works

    Triggers: Always active

    The workhorse stat passive. It is how races and classes actually differ numerically, and it appears more than three hundred times across the trees. Each entry names one attribute and grants it automatically as you level, with no skill points spent.

    Adds upTwo sources of this passive add together.

    • Two delivery modes: most entries scale as a percentage of your race's base attribute, while entries flagged flat add a fixed amount after percentages are applied.

Classes

How classes work

There are 20 classes. Each one defines:

  • Weapons it excels with, and the damage multiplier for each.
  • A role, damage type (Physical / Magic / Hybrid) and range.
  • Passives — always-on effects, plus innate attribute growth.
  • Four abilities, on this server only.

Primary and secondary slots

You carry a primary and a secondary class. This matters more than it looks:

  • Signature passives only fire in the primary slot. A crit-restricted class taken as secondary will not strip crit from your build.
  • Innate attribute growth is halved in the secondary slot.

Innate attribute growth and race_mult_percent

Most classes grant flat attribute growth per level. Some also carry a race multiplier — an extra bonus calculated as a percentage of your race's base value in that attribute, ramping in as you level. A class with race_mult_percent 0.135 on Stamina eventually adds +13.5% of your race's base Stamina. If your race has 0 in that attribute, the bonus does nothing — which is why race and class pairing matters.

Ascension

Class ascension is a straight line, identical for all 20 — no branching:

Base → Elite → Master → Legendary → Exalted

Exalted is the final form. For Mage and Cyberblade, each tier also raises their mastery multiplier: 1.25× → 1.5× → 1.75× → 2.0× → 3.0×.

Classes that cannot crit

Four classes strip Precision and Ferocity from every source — race, skills, augments and Fates alike:

ClassCompensation
MageSorcery Mastery — multiplier on base Sorcery, up to 3× at Exalted
Cyberblade ⚡Strength Mastery — multiplier on base Strength, up to 3× at Exalted
PaladinNone — pays out in sustain, taunts and knockback resistance
VanguardNone — pays out in shielding, taunts and knockback resistance

Scout, Beast Master and Cyberblade are locked. They require the permission endlessleveling.class.<id> and are not selectable by default. The other 17 are open to everyone from the start.


Pick how you fight

The twenty classes

Your class sets the weapons you excel with, your passives, and the four abilities you press in combat on this server.

How classes play on the official Endless Leveling server. Every class has four hotkey abilities, and the automatic passives those abilities replace have been removed so they cannot double up.

Full class reference

AdventurerSkirmisher

A flexible pathfinder who blends martial training with survival instincts.

Abilities

  • Lunge8s

    Dash forward with a driving thrust, damaging everything caught along the lunge corridor.

  • Endurance26s → 18s

    Raise a stamina-fueled shield that absorbs incoming damage for a short window.

  • Siphoning Shot22s → 18s

    Slash out a piercing blade bolt that damages every enemy in its path and siphons stamina from stamina-bearers into your own reserves; stamina beyond your max becomes a shield. Mobs give a flat trickle.

  • Heroic Resolve65s → 45s

    Ultimate. Surge with heroic might, boosting all of your core attributes for the duration.

Base-tier passives

  • XP Bonus+8.75%

    +9% XP gain

    Effect
    +9% XP gain on kill

    How it works

    Triggers: On every kill that awards XP

    Multiplies XP at the moment it is awarded, in the same bucket as your Discipline bonus and Luck: all three sum into one multiplier rather than multiplying each other.

    Adds upTwo sources of this passive add together.

  • Charge Rate+35%

    +35% charge rate

    Effect
    +35% special-ability charge rate

    How it works

    Triggers: Whenever signature energy is gained

    Rides on top of your normal signature-energy gain: each time the stat ticks up, this adds a bonus slice of that gain. It accelerates charging rather than generating charge on its own.

    DiminishingTwo sources combine as 1−(1−a)(1−b), so each extra source is worth less than the last: it can approach 100% but never reach it.

    • Does nothing while you are not gaining energy: it is a multiplier on income, not a trickle.
  • Adrenaline+56% · below 20% · 2s · 30s cooldown

    +56% stamina below 20% stamina (30s cd)

    Effect
    Restore +56% stamina over 2s when below 20% stamina
    Cooldown
    30s

    How it works

    Triggers: When stamina drops below the threshold

    An emergency stamina refill on a cooldown, restoring over a short window rather than instantly.

  • Innate Attribute Gain×0.3

    +0 per level

    Per level
    +0

    How it works

    Triggers: Always active

    The workhorse stat passive. It is how races and classes actually differ numerically, and it appears more than three hundred times across the trees. Each entry names one attribute and grants it automatically as you level, with no skill points spent.

    Adds upTwo sources of this passive add together.

    • Two delivery modes: most entries scale as a percentage of your race's base attribute, while entries flagged flat add a fixed amount after percentages are applied.
  • Innate Attribute Gain×0.49

    +0 per level

    Per level
    +0

    How it works

    Triggers: Always active

    The workhorse stat passive. It is how races and classes actually differ numerically, and it appears more than three hundred times across the trees. Each entry names one attribute and grants it automatically as you level, with no skill points spent.

    Adds upTwo sources of this passive add together.

    • Two delivery modes: most entries scale as a percentage of your race's base attribute, while entries flagged flat add a fixed amount after percentages are applied.

Official server vs base mod

This class has 4 hotkey abilities on the official server and none on the base mod.

ArcanistMage

A master of pure arcane energy who amplifies spell power through disciplined mana control.

Abilities

  • Arcane Orb10s → 6s

    Hurl an orb of raw arcane force that bursts on impact; kills refresh its cooldown via Arcane Momentum.

  • Moonfall14s

    Call a shard of the moon down onto the aim point, cratering everything beneath it.

  • Runic Snare20s → 16s

    Tear open a singularity at the point you aim: it drags every nearby enemy inward for 5.2 seconds, then collapses, rooting everything it hauled in.

  • Final Incantation80s → 60s

    Ultimate. Open a sky portal over the point you aim and bombard the circle with runic fire, finishing in one enormous blast at its centre. Enemies caught burn for 5 seconds.

Base-tier passives

  • Mana Regen+2.1%

    +2% mana/5s

    Effect
    +2% mana restored every 5 seconds

    How it works

    Triggers: Ticks continuously

    Restores a percentage of maximum mana across a five-second window, on the same cadence as health regen.

    DiminishingTwo sources combine as 1−(1−a)(1−b), so each extra source is worth less than the last: it can approach 100% but never reach it.

    • Unlike health regen this is not gated by combat: mana keeps returning while you fight.
  • Arcane Momentum3

    Any kill refunds 3s of Fireball's cooldown

    Effect
    Every kill you secure reduces Fireball's remaining cooldown by 3s

    How it works

    Triggers: On any kill

    Shaves time off the remaining Fireball cooldown on every kill, from any damage source, not only kills landed with Fireball itself.

    Adds upTwo sources of this passive add together.

  • Innate Attribute Gain×0.28

    +0 per level

    Per level
    +0

    How it works

    Triggers: Always active

    The workhorse stat passive. It is how races and classes actually differ numerically, and it appears more than three hundred times across the trees. Each entry names one attribute and grants it automatically as you level, with no skill points spent.

    Adds upTwo sources of this passive add together.

    • Two delivery modes: most entries scale as a percentage of your race's base attribute, while entries flagged flat add a fixed amount after percentages are applied.
  • Innate Attribute Gain×0.84

    +1 per level

    Per level
    +1

    How it works

    Triggers: Always active

    The workhorse stat passive. It is how races and classes actually differ numerically, and it appears more than three hundred times across the trees. Each entry names one attribute and grants it automatically as you level, with no skill points spent.

    Adds upTwo sources of this passive add together.

    • Two delivery modes: most entries scale as a percentage of your race's base attribute, while entries flagged flat add a fixed amount after percentages are applied.

Official server vs base mod

This class has 4 hotkey abilities on the official server and none on the base mod.

Removed by Endless Skills

The automatic version is removed on the official server because a hotkey ability replaces it.

  • Final Incantation0.8 · 40s cooldown
    Cooldown
    40s

    How it works

    Triggers: On a landed hit, once per cooldown

    Adds a burst of bonus damage on a cooldown: part flat, part a share of the hit that triggered it.

    Strongest winsTwo sources do not add. Only the single strongest one applies.

    • Removed on the official server: Endless Skills replaces it with the Arcanist's hotkey Fireball.
    • Arcane Momentum, if the class has it, shortens this cooldown on every kill.
AssassinAssassinDiver

A silent blade master who thrives on opening strikes and brutal finishers.

Abilities

  • Blink10s

    Blink to where you aim, up to 16 blocks, and unleash a spinning slash on arrival.

  • Hunt26s → 18s

    Enter a hunt: gain haste and armor-piercing on your strikes for the window.

  • Bouncing Blade16s → 12s

    Hurl a spinning Mithril dagger that ricochets between nearby enemies, striking the nearest each hop.

  • Thousand Cuts65s → 45s

    Ultimate. Carve a rectangle in front of you with 30 blurring cuts, then a finisher landing the full total.

Base-tier passives

  • Focused Strike40s cooldown

    +100% opener (40s cd)

    Opener
    +100% bonus damage on the first hit after a pause
    True damage
    +100 flat true damage per hit
    Cooldown
    40s

    How it works

    Triggers: First hit after a pause

    Rewards opening rather than sustained swinging: after its cooldown elapses your next landed hit carries bonus damage, part of it as true damage that ignores armour.

    Strongest winsTwo sources do not add. Only the single strongest one applies.

    • A kill refunds most of the remaining cooldown, so it can chain rapidly while you are clearing.
  • Innate Attribute Gain×0.1

    +0 per level

    Per level
    +0

    How it works

    Triggers: Always active

    The workhorse stat passive. It is how races and classes actually differ numerically, and it appears more than three hundred times across the trees. Each entry names one attribute and grants it automatically as you level, with no skill points spent.

    Adds upTwo sources of this passive add together.

    • Two delivery modes: most entries scale as a percentage of your race's base attribute, while entries flagged flat add a fixed amount after percentages are applied.
  • Innate Attribute Gain×0.32, +13.5% of race base

    +0 per level

    Per level
    +0
    Class multiplier
    +14% of race base attribute

    How it works

    Triggers: Always active

    The workhorse stat passive. It is how races and classes actually differ numerically, and it appears more than three hundred times across the trees. Each entry names one attribute and grants it automatically as you level, with no skill points spent.

    Adds upTwo sources of this passive add together.

    • Two delivery modes: most entries scale as a percentage of your race's base attribute, while entries flagged flat add a fixed amount after percentages are applied.
  • Innate Attribute Gain×0.2

    +0 per level

    Per level
    +0

    How it works

    Triggers: Always active

    The workhorse stat passive. It is how races and classes actually differ numerically, and it appears more than three hundred times across the trees. Each entry names one attribute and grants it automatically as you level, with no skill points spent.

    Adds upTwo sources of this passive add together.

    • Two delivery modes: most entries scale as a percentage of your race's base attribute, while entries flagged flat add a fixed amount after percentages are applied.
  • Basestat Debuff−25% (-33.33 flat)

    -25% (-33 flat, min 0)

    Reduction
    -25% of base stat
    Flat offset
    -33
    Floor
    Minimum 0

    How it works

    Triggers: Always active

    A deliberate weakness. The class trades a base stat away to pay for its strengths. Reductions from multiple sources sum before being applied, and a floor stops the stat being driven to nothing.

    Adds upTwo sources of this passive add together.

    • Applied before general percentage bonuses, so it shrinks the base that everything else multiplies.
    • Taking the class as a secondary applies a reduced share of the penalty.

Official server vs base mod

This class has 4 hotkey abilities on the official server and none on the base mod.

BardSupport

A wandering performer who weaves songs of healing and inspiration, bolstering allies through music.

Abilities

  • Exhaust12s → 8s

    Empower your next hit to drain the target's stamina and mark them exhausted.

  • Battle Song15s

    Sing a rallying anthem, buffing yourself and nearby allies within the aura.

  • Sonic Wave14s → 10s

    Loose a piercing sonic wave that damages and slows every enemy along its path.

  • Final Song80s → 60s

    Ultimate. Loose a forward sonic wave that damages, stuns and Weakens everything in front.

Base-tier passives

  • Innate Attribute Gain×1.75

    +2 per level

    Per level
    +2

    How it works

    Triggers: Always active

    The workhorse stat passive. It is how races and classes actually differ numerically, and it appears more than three hundred times across the trees. Each entry names one attribute and grants it automatically as you level, with no skill points spent.

    Adds upTwo sources of this passive add together.

    • Two delivery modes: most entries scale as a percentage of your race's base attribute, while entries flagged flat add a fixed amount after percentages are applied.
  • Innate Attribute Gain×0.54

    +1 per level

    Per level
    +1

    How it works

    Triggers: Always active

    The workhorse stat passive. It is how races and classes actually differ numerically, and it appears more than three hundred times across the trees. Each entry names one attribute and grants it automatically as you level, with no skill points spent.

    Adds upTwo sources of this passive add together.

    • Two delivery modes: most entries scale as a percentage of your race's base attribute, while entries flagged flat add a fixed amount after percentages are applied.

Official server vs base mod

This class has 4 hotkey abilities on the official server and none on the base mod.

Removed by Endless Skills

The automatic version is removed on the official server because a hotkey ability replaces it.

  • Healing Aura

    Party heal aura

    Effect
    Heals the party from mana + stamina
    Scope
    Party-only, radius-scaled
    Self effectiveness
    +25%

    How it works

    Triggers: Pulses on a timer

    Funds a party heal-over-time out of your own mana and stamina: sustaining it costs you resources.

    Strongest winsTwo sources do not add. Only the single strongest one applies.

    • Party members only; unaffiliated players nearby receive nothing.
    • Pauses after you take damage.
    • Your own share is reduced relative to what allies receive.
    • Removed on the official server for both Priest and Bard: Endless Skills replaces it with hotkey healing.
  • Buffing Aura

    Party damage buff

    Effect
    Shares stamina-based bonus damage with the party
    Cap per ally
    +16%
    Self effectiveness
    +25%

    How it works

    Triggers: Pulses on a timer

    Shares a stamina-funded damage buff with the party, folded into each ally's additive bonus-damage bucket, capped per ally.

    Strongest winsTwo sources do not add. Only the single strongest one applies.

    • Removed on the official server for both Bard and Magistrate: Endless Skills owns this effect entirely once installed.
BattleMageBattleMage

A relentless arcane warrior who draws devastating power from the brink of death, blending melee combat with volatile sorcery.

Abilities

  • Leap12s → 8s

    Leap to your target and slam down, blasting the impact zone.

  • Unstable Magic18s

    Detonate a sorcery blast around you and gain a shield scaled to the damage dealt.

  • Arcane Corrosion19s → 15s

    Call down a corrosion field at your target: a burst on impact, then ticking damage that eats through enemy defences, sharpening YOUR strikes while the field keeps burning.

  • Arcane Onslaught80s → 60s

    Ultimate. Loose three arcane slashes; each target hit ramps your sorcery for the fight.

Base-tier passives

  • Health Regen+2.1%

    +2% HP/5s

    Effect
    +2% HP restored every 5 seconds

    How it works

    Triggers: Ticks out of combat

    Heals a percentage of your maximum health across a five-second window, paid out in per-tick slices rather than one lump.

    DiminishingTwo sources combine as 1−(1−a)(1−b), so each extra source is worth less than the last: it can approach 100% but never reach it.

    • Suppressed entirely while you are in combat: taking or dealing damage stops it, so it never contributes during a fight.
    • Scales off maximum health, so stacking Life Force raises the real healing even though the percentage stays the same.
  • Arcane Dominance+4%

    +4% Sorcery from bonus HP

    Effect
    +4% of bonus HP added as Sorcery
    On-hit slow
    reduces target haste by 20% for 2s

    How it works

    Triggers: Always active, plus an on-hit slow

    The magical mirror of Primal Dominance: converts a share of bonus health into Sorcery, and slows what you hit.

    Strongest winsTwo sources do not add. Only the single strongest one applies.

    • Reads BONUS health only: the class's base health does not convert.
  • Innate Attribute Gain×0.6

    +1 per level

    Per level
    +1

    How it works

    Triggers: Always active

    The workhorse stat passive. It is how races and classes actually differ numerically, and it appears more than three hundred times across the trees. Each entry names one attribute and grants it automatically as you level, with no skill points spent.

    Adds upTwo sources of this passive add together.

    • Two delivery modes: most entries scale as a percentage of your race's base attribute, while entries flagged flat add a fixed amount after percentages are applied.
  • Innate Attribute Gain×1.75

    +2 per level

    Per level
    +2

    How it works

    Triggers: Always active

    The workhorse stat passive. It is how races and classes actually differ numerically, and it appears more than three hundred times across the trees. Each entry names one attribute and grants it automatically as you level, with no skill points spent.

    Adds upTwo sources of this passive add together.

    • Two delivery modes: most entries scale as a percentage of your race's base attribute, while entries flagged flat add a fixed amount after percentages are applied.

Official server vs base mod

This class has 4 hotkey abilities on the official server and none on the base mod.

Beast MasterMarksmanSkills

A hunter bonded to a wolf companion: every loosed arrow is answered by fang and claw.

Abilities

  • Dance of Arrows9s → 7s

    Somersault forward, then loose up to 3 homing arrows at distinct enemies as you land.

  • Wolf's Frenzy30s → 22s

    Summon a frenzied wolf for a duration; it savages your target with rapid bites and stores all damage it deals. When the wolf departs, your next strike unleashes the stored total as bonus weapon damage - it rides your full damage pipeline and can crit.

  • Savage Pounce15s → 13s

    Hurl a wolf in a straight line. On impact, the whole pack teleports onto the target and savages it. On a miss, your next attack summons them instead.

  • Call of the Pack80s → 60s

    Howl, summoning a pack of invulnerable wolves for 16 seconds. While the pack hunts, every one of your wolves turns feral-ranged - spitting corruption orbs instead of biting - and deals double damage.

Base-tier passives

  • Innate Attribute Gain×0.11, +21.5% of race base

    +0 per level

    Per level
    +0
    Class multiplier
    +22% of race base attribute

    How it works

    Triggers: Always active

    The workhorse stat passive. It is how races and classes actually differ numerically, and it appears more than three hundred times across the trees. Each entry names one attribute and grants it automatically as you level, with no skill points spent.

    Adds upTwo sources of this passive add together.

    • Two delivery modes: most entries scale as a percentage of your race's base attribute, while entries flagged flat add a fixed amount after percentages are applied.
  • Innate Attribute Gain×0.32, +13.5% of race base

    +0 per level

    Per level
    +0
    Class multiplier
    +14% of race base attribute

    How it works

    Triggers: Always active

    The workhorse stat passive. It is how races and classes actually differ numerically, and it appears more than three hundred times across the trees. Each entry names one attribute and grants it automatically as you level, with no skill points spent.

    Adds upTwo sources of this passive add together.

    • Two delivery modes: most entries scale as a percentage of your race's base attribute, while entries flagged flat add a fixed amount after percentages are applied.
  • Basestat Debuff−25% (-33.33 flat)

    -25% (-33 flat, min 0)

    Reduction
    -25% of base stat
    Flat offset
    -33
    Floor
    Minimum 0

    How it works

    Triggers: Always active

    A deliberate weakness. The class trades a base stat away to pay for its strengths. Reductions from multiple sources sum before being applied, and a floor stops the stat being driven to nothing.

    Adds upTwo sources of this passive add together.

    • Applied before general percentage bonuses, so it shrinks the base that everything else multiplies.
    • Taking the class as a secondary applies a reduced share of the penalty.
  • Basestat Debuff−20%
    Reduction
    -20% of base stat

    How it works

    Triggers: Always active

    A deliberate weakness. The class trades a base stat away to pay for its strengths. Reductions from multiple sources sum before being applied, and a floor stops the stat being driven to nothing.

    Adds upTwo sources of this passive add together.

    • Applied before general percentage bonuses, so it shrinks the base that everything else multiplies.
    • Taking the class as a secondary applies a reduced share of the penalty.
  • Pack Bond

    Every basic attack you land, your wolf bites the same target for a share of the hit

    Always present
    The wolf is out in and out of combat, invulnerable and untargetable, and never leaves your side.
    Shared strikes
    Whenever your basic attack lands, the wolf strikes the same target for a percent of that hit's damage, scaling with rank.
    Inherited power
    The wolf mirrors 100% of your selected augments, excluding Common and Utility tier ones: no roll, guaranteed.

    How it works

    Triggers: On every basic attack

    A permanent wolf that mirrors your basic attacks onto the same target, effectively making every swing land twice.

    On/offThis passive is either on or off. Its value is a switch, not a number, and a second source adds nothing.

    • The wolf is invulnerable and untargetable: it cannot be killed or pulled off you.
    • It inherits your selected augments outright, with no roll, excluding Common and Utility tiers.

Official server vs base mod

This class has 4 hotkey abilities on the official server and none on the base mod.

BrawlerSkirmisherJuggernaut

A fierce fist-fighter who thrives in close-quarters combat, using raw power and relentless aggression to overwhelm opponents.

Abilities

  • Focus Punch18s → 10s

    Dash-punch through your target; recast within 4s to strike again, carrying on to the next enemy if the first one drops.

  • Counter Stance16s → 12s

    Brace for 2.5s, taking far less damage and storing what you absorb. Recast, or let it end, to blink to the nearest enemy and pay it back as one shockwave punch.

  • Phantom Stand18s → 14s

    For 10s you are shadowed by a phantom: a share of all damage you deal is echoed again, and you move faster.

  • Fist Barrage50s → 30s

    Ultimate. Unleash a 3s barrage of punches on foes ahead - the opening hit stuns them, the flurry heavily slows them, and the storm drags them back into your fists.

Base-tier passives

  • Retaliation+40% · 20s cooldown

    +40% reflect (5s window, 20s cd)

    Effect
    Reflect +40% of damage stored over 5s back to attacker
    Cooldown
    20s

    How it works

    Triggers: Damage taken, released on your next hit

    Banks a share of the damage you take into a rolling window, then delivers the stored total as true damage on your next landed hit. It is a counter-punch, not a passive reflect: you must connect to spend it.

    Strongest winsTwo sources do not add. Only the single strongest one applies.

    • The bank expires on its own window; taking a hit and then not swinging wastes it.
    • Goes on cooldown once spent.
  • Berzerker+20% · below 40%

    +20% damage below 40% HP

    Effect
    +20% bonus damage while below 40% HP

    How it works

    Triggers: While below the health threshold

    The bonus is not a flat cliff at the threshold. It scales linearly from nothing at the threshold up to its full value as you approach zero health. Lower health means strictly more damage.

    Strongest winsTwo sources do not add. Only the single strongest one applies.

  • Innate Attribute Gain×1.75

    +2 per level

    Per level
    +2

    How it works

    Triggers: Always active

    The workhorse stat passive. It is how races and classes actually differ numerically, and it appears more than three hundred times across the trees. Each entry names one attribute and grants it automatically as you level, with no skill points spent.

    Adds upTwo sources of this passive add together.

    • Two delivery modes: most entries scale as a percentage of your race's base attribute, while entries flagged flat add a fixed amount after percentages are applied.
  • Innate Attribute Gain×0.6

    +1 per level

    Per level
    +1

    How it works

    Triggers: Always active

    The workhorse stat passive. It is how races and classes actually differ numerically, and it appears more than three hundred times across the trees. Each entry names one attribute and grants it automatically as you level, with no skill points spent.

    Adds upTwo sources of this passive add together.

    • Two delivery modes: most entries scale as a percentage of your race's base attribute, while entries flagged flat add a fixed amount after percentages are applied.

Official server vs base mod

This class has 4 hotkey abilities on the official server and none on the base mod.

CyberbladeSkirmisherSkills

An augmented warrior whose reinforced frame turns raw strength and precision into relentless pressure.

Abilities

  • Vector Wave8s → 4s

    Loose an energy wave in the aimed direction, damaging and slowing every enemy along its path; Beta then strafes the same line, dealing true damage.

  • Impact Arc6s → 4s

    After a brief wind-up, swing your blade in a wide frontal fan, damaging every enemy caught and healing you for a share of the damage dealt; Beta then strafes the same area, dealing true damage.

  • Deflector Dash12s → 8s

    Dash in the aimed direction; Beta projects a deflector shield scaled to your strength and reduces the damage you take while it holds. Deals no damage.

  • Execution Protocol50s → 30s

    Ultimate. Beta dives to the aimed point, stunning enemies; Alpha then dashes in, scooping every enemy in his path, curves up carrying them into the air, and slams the ground for heavy damage and a slow; Beta finishes by strafing the area five times for true damage.

Base-tier passives

  • No Critical Strikes

    Cannot gain Precision or Ferocity

    Critical hits
    Disabled: this archetype never crits.
    Skill points
    Precision and Ferocity cannot be allocated and are refunded.

    How it works

    Triggers: Always active

    A hard trade rather than a penalty: the archetype gives up critical strikes entirely in exchange for the outsized scaling elsewhere in its kit.

    On/offThis passive is either on or off. Its value is a switch, not a number, and a second source adds nothing.

    • Only applies while the class is your PRIMARY: taking it as a secondary does not restrict you.
    • Precision and Ferocity cannot be allocated at all, and any points already spent are refunded.
  • Reinforced Frame0.25

    Life Force skill points are locked and refunded

    Skill points
    Life Force cannot be allocated and is refunded.
    Primary only
    Applies only while this class is your primary class.

    How it works

    Triggers: Always active

    Blocks Life Force investment and refunds any points already spent. Life Force from Fates, augments and gear is unaffected and is kept in full as health.

    On/offThis passive is either on or off. Its value is a switch, not a number, and a second source adds nothing.

    • Primary-class only.
    • It grants no Strength. The Life Force to Strength conversion this passive used to have was removed on 2026-09-03.
  • Twin Pursuit2

    2 skill hits on a target arm an autonomous laser burst

    Arm
    Landing 2 Beta-strafe hits on the same target arms a burst on it.
    Burst
    After a short wind-up Beta fires laser shots on its own clock, each dealing true damage plus a heavy slow, no follow-up needed.
    Primary only
    Beta only advances while Cyberblade is your primary class.

    How it works

    Triggers: Consecutive skill hits on one target

    Paints a target that takes repeated hits, after which the drone fires true-damage lasers on its own clock with no further input. Each armed target also refunds ultimate cooldown.

    • Primary-class only: the drone never paints targets while Cyberblade is your secondary.
    • The ultimate refund is budgeted, so painting many targets at once does not refund without limit.
  • Strength Mastery1.25

    Multiplies your base Strength, deepening as the class ascends: the physical mirror of the Mage's Sorcery Mastery.

    How it works

    Triggers: Always active

    Multiplies base Strength on a per-tier curve that deepens with ascension, reaching roughly triple at Exalted.

    Strongest winsTwo sources do not add. Only the single strongest one applies.

    • Only the highest multiplier applies; a second source adds nothing.
    • Implemented by Endless Skills, and unlike most passives it ships no in-game description card.
  • Innate Attribute Gain×1.08

    +1 per level

    Per level
    +1

    How it works

    Triggers: Always active

    The workhorse stat passive. It is how races and classes actually differ numerically, and it appears more than three hundred times across the trees. Each entry names one attribute and grants it automatically as you level, with no skill points spent.

    Adds upTwo sources of this passive add together.

    • Two delivery modes: most entries scale as a percentage of your race's base attribute, while entries flagged flat add a fixed amount after percentages are applied.

Official server vs base mod

This class has 4 hotkey abilities on the official server and none on the base mod.

DuelistSkirmisher

A mobile duelist who dances between sword and spear strikes.

Abilities

  • Blade Dance5s

    Dash forward, thrusting through everything in your path. Each dash that hits grants a stack of momentum, up to 5, increasing your damage by 4% to 6% per stack for 8 seconds.

  • Blade Slash18s → 14s

    Sweep a 120 degree arc up to 6 blocks in front of you. Each enemy hit, up to 5, grants you a shield that absorbs damage for 5 seconds. The shield per hit scales with your precision and ferocity.

  • Whirling Edge14s → 10s

    Spin your blade in a short ring around you, striking everything caught in it 3 times and slowing them.

  • Bladestorm65s → 45s

    Ultimate. Instantly throw a ring of blades around you, damaging and slowing everything within 5 blocks. Then for 15 seconds, each hit you land hurls another whirling blade, up to 11 more (15 at max rank). Each blade deals bonus damage plus 15% of the hit that triggered it. Grants 44% to 60% haste for the duration.

Base-tier passives

  • Innate Attribute Gain×0.05

    +0 per level

    Per level
    +0

    How it works

    Triggers: Always active

    The workhorse stat passive. It is how races and classes actually differ numerically, and it appears more than three hundred times across the trees. Each entry names one attribute and grants it automatically as you level, with no skill points spent.

    Adds upTwo sources of this passive add together.

    • Two delivery modes: most entries scale as a percentage of your race's base attribute, while entries flagged flat add a fixed amount after percentages are applied.
  • Innate Attribute Gain×0.54

    +1 per level

    Per level
    +1

    How it works

    Triggers: Always active

    The workhorse stat passive. It is how races and classes actually differ numerically, and it appears more than three hundred times across the trees. Each entry names one attribute and grants it automatically as you level, with no skill points spent.

    Adds upTwo sources of this passive add together.

    • Two delivery modes: most entries scale as a percentage of your race's base attribute, while entries flagged flat add a fixed amount after percentages are applied.
  • Innate Attribute Gain×1.05

    +1 per level

    Per level
    +1

    How it works

    Triggers: Always active

    The workhorse stat passive. It is how races and classes actually differ numerically, and it appears more than three hundred times across the trees. Each entry names one attribute and grants it automatically as you level, with no skill points spent.

    Adds upTwo sources of this passive add together.

    • Two delivery modes: most entries scale as a percentage of your race's base attribute, while entries flagged flat add a fixed amount after percentages are applied.

Official server vs base mod

This class has 4 hotkey abilities on the official server and none on the base mod.

Removed by Endless Skills

The automatic version is removed on the official server because a hotkey ability replaces it.

  • Blade Dance5s · max 8 stacks

    +1% haste + +2% damage per stack (8 max)

    Haste
    +1% haste per stack (scales basestat haste)
    Damage
    +2% damage per stack
    Stacks
    Up to 8 stacks, each lasting 5s
    Trigger
    On hit

    How it works

    Triggers: On hit

    Builds stacks that grant both haste and bonus damage as you keep connecting, each stack expiring on its own timer.

    Strongest winsTwo sources do not add. Only the single strongest one applies.

    • Removed on the official server: Endless Skills replaces it with the Duelist's hotkey ability.
JuggernautJuggernaut

A relentless war engine that swings massive blades until nothing stands.

Abilities

  • Crushing Blow6s

    Wind up a heavy triangular slam in front of you, smashing everything caught. Deals a huge bonus if it catches a lone, isolated target.

  • Quake15s

    Slam the ground for a shockwave that scales with your health, forcing everything caught to turn on you.

  • Ground Pound14s → 10s

    Leap up and pound straight down, blasting the impact zone and slowing everything caught.

  • Seismic Wrath80s → 60s

    Ultimate. Front-flip and crash down onto your target (stun 3s), then quake aftershocks for 16s; each target ramps your strength.

Base-tier passives

  • Primal Dominance+4%

    +4% Strength from bonus HP

    Effect
    +4% of bonus HP added as Strength
    On-hit slow
    reduces target haste by 20% for 2s

    How it works

    Triggers: Always active, plus an on-hit slow

    Converts a share of your bonus health into Strength, turning survivability stacking into offence, and slows what you hit.

    Strongest winsTwo sources do not add. Only the single strongest one applies.

    • Reads BONUS health only: the class's base health does not convert.
  • Health Regen+2.8%

    +3% HP/5s

    Effect
    +3% HP restored every 5 seconds

    How it works

    Triggers: Ticks out of combat

    Heals a percentage of your maximum health across a five-second window, paid out in per-tick slices rather than one lump.

    DiminishingTwo sources combine as 1−(1−a)(1−b), so each extra source is worth less than the last: it can approach 100% but never reach it.

    • Suppressed entirely while you are in combat: taking or dealing damage stops it, so it never contributes during a fight.
    • Scales off maximum health, so stacking Life Force raises the real healing even though the percentage stays the same.
  • Knockback Resistance+60%

    +60% knockback resist

    Effect
    +60% reduction to incoming knockback

    How it works

    Triggers: On being hit

    Scales down the knockback impulse applied by an incoming hit.

    DiminishingTwo sources combine as 1−(1−a)(1−b), so each extra source is worth less than the last: it can approach 100% but never reach it.

    • At 100% you are immune to knockback entirely.
  • Innate Attribute Gain×2.1

    +2 per level

    Per level
    +2

    How it works

    Triggers: Always active

    The workhorse stat passive. It is how races and classes actually differ numerically, and it appears more than three hundred times across the trees. Each entry names one attribute and grants it automatically as you level, with no skill points spent.

    Adds upTwo sources of this passive add together.

    • Two delivery modes: most entries scale as a percentage of your race's base attribute, while entries flagged flat add a fixed amount after percentages are applied.
  • Innate Attribute Gain×0.84

    +1 per level

    Per level
    +1

    How it works

    Triggers: Always active

    The workhorse stat passive. It is how races and classes actually differ numerically, and it appears more than three hundred times across the trees. Each entry names one attribute and grants it automatically as you level, with no skill points spent.

    Adds upTwo sources of this passive add together.

    • Two delivery modes: most entries scale as a percentage of your race's base attribute, while entries flagged flat add a fixed amount after percentages are applied.

Official server vs base mod

This class has 4 hotkey abilities on the official server and none on the base mod.

MageMage

A spellcasting prodigy who channels pure arcane force through staves. Forgoes critical strikes (Precision and Ferocity are stripped from its kit), trading them for Sorcery Mastery, a base-Sorcery multiplier that deepens with ascension (up to 3x at Exalted).

Abilities

  • Arcane Bolts8s

    Fan five seeking arcane bolts at your target.

  • Mana Shield28s → 18s

    Raise an arcane barrier fuelled by your own mana pool, siphoning mana from nearby foes.

  • Spell Echo14s → 10s

    Hurl a bolt of arcane flux that bursts on impact, slowly spreading to every enemy in range - each one it reaches is marked, slowed and lightly damaged. Any damage you deal to a marked enemy spreads the echo again, damaging every nearby marked enemy and consuming their marks.

  • Starfall65s → 45s

    Ultimate. Rain a 10s storm of seeking arcane comets over the zone, each bursting with a slow.

Base-tier passives

  • No Critical Strikes

    Cannot gain Precision or Ferocity

    Critical hits
    Disabled: this archetype never crits.
    Skill points
    Precision and Ferocity cannot be allocated and are refunded.

    How it works

    Triggers: Always active

    A hard trade rather than a penalty: the archetype gives up critical strikes entirely in exchange for the outsized scaling elsewhere in its kit.

    On/offThis passive is either on or off. Its value is a switch, not a number, and a second source adds nothing.

    • Only applies while the class is your PRIMARY: taking it as a secondary does not restrict you.
    • Precision and Ferocity cannot be allocated at all, and any points already spent are refunded.
  • Sorcery Mastery1.25

    Base Sorcery ×1.25 (grows with ascension)

    Effect
    Multiplies your base Sorcery by ×1.25
    Scaling
    Deepens with class-path tier, up to ×3 at Exalted
    Stacking
    Adds on top of Forbidden Tome's base-Sorcery bonus
    Trade
    No critical strikes: Precision and Ferocity are stripped from the kit.

    How it works

    Triggers: Always active

    Multiplies base Sorcery, deepening at every ascension tier. This is the payoff the Mage buys with its inability to crit.

    Strongest winsTwo sources do not add. Only the single strongest one applies.

    • Two sources do not add: only the highest multiplier applies.
  • Mana Regen+2.8%

    +3% mana/5s

    Effect
    +3% mana restored every 5 seconds

    How it works

    Triggers: Ticks continuously

    Restores a percentage of maximum mana across a five-second window, on the same cadence as health regen.

    DiminishingTwo sources combine as 1−(1−a)(1−b), so each extra source is worth less than the last: it can approach 100% but never reach it.

    • Unlike health regen this is not gated by combat: mana keeps returning while you fight.
  • Arcane Wisdom0.2 · 5s cooldown

    +20% missing mana on kill (5s cd)

    Effect
    Restore +20% of missing mana
    Trigger
    On kill
    Cooldown
    5s

    How it works

    Triggers: On kill, below a mana threshold

    Restores a share of your MISSING mana rather than a share of maximum, so it returns more the emptier you are.

    Strongest winsTwo sources do not add. Only the single strongest one applies.

    • Does nothing while your mana is above its threshold.
  • Innate Attribute Gain×1.05

    +1 per level

    Per level
    +1

    How it works

    Triggers: Always active

    The workhorse stat passive. It is how races and classes actually differ numerically, and it appears more than three hundred times across the trees. Each entry names one attribute and grants it automatically as you level, with no skill points spent.

    Adds upTwo sources of this passive add together.

    • Two delivery modes: most entries scale as a percentage of your race's base attribute, while entries flagged flat add a fixed amount after percentages are applied.
  • Innate Attribute Gain×0.84

    +1 per level

    Per level
    +1

    How it works

    Triggers: Always active

    The workhorse stat passive. It is how races and classes actually differ numerically, and it appears more than three hundred times across the trees. Each entry names one attribute and grants it automatically as you level, with no skill points spent.

    Adds upTwo sources of this passive add together.

    • Two delivery modes: most entries scale as a percentage of your race's base attribute, while entries flagged flat add a fixed amount after percentages are applied.

Official server vs base mod

This class has 4 hotkey abilities on the official server and none on the base mod.

MagistrateSupport

A divine seer who empowers magic through foresight and blessing, excelling in sustained spellcasting.

Abilities

  • Judgement15s

    Call down a verdict onto the aim point, blasting and burning the zone.

  • Writ of Protection20s → 16s

    Hold court on the spot you stand: for 10s the writ travels with you, warding everyone inside it against the next hit and sharpening their strikes. Step out and it lapses.

  • Binding Verdict16s

    Slam a binding decree onto the aim point: every enemy caught is stunned for 2s and stands condemned, taking heavier hits from everyone.

  • Final Trial80s → 60s

    Ultimate. Channel for 3s, then erupt in a nova with heavy-slow pulses; each target ramps your stamina.

Base-tier passives

  • Innate Attribute Gain×1.75

    +2 per level

    Per level
    +2

    How it works

    Triggers: Always active

    The workhorse stat passive. It is how races and classes actually differ numerically, and it appears more than three hundred times across the trees. Each entry names one attribute and grants it automatically as you level, with no skill points spent.

    Adds upTwo sources of this passive add together.

    • Two delivery modes: most entries scale as a percentage of your race's base attribute, while entries flagged flat add a fixed amount after percentages are applied.
  • Innate Attribute Gain×0.7

    +1 per level

    Per level
    +1

    How it works

    Triggers: Always active

    The workhorse stat passive. It is how races and classes actually differ numerically, and it appears more than three hundred times across the trees. Each entry names one attribute and grants it automatically as you level, with no skill points spent.

    Adds upTwo sources of this passive add together.

    • Two delivery modes: most entries scale as a percentage of your race's base attribute, while entries flagged flat add a fixed amount after percentages are applied.

Official server vs base mod

This class has 4 hotkey abilities on the official server and none on the base mod.

Removed by Endless Skills

The automatic version is removed on the official server because a hotkey ability replaces it.

  • Shielding Aura

    Party shield aura

    Effect
    Shields the party from flat + stamina
    Duration
    10s
    Cooldown
    25s
    Self effectiveness
    +25%

    How it works

    Triggers: Pulses on a timer

    Grants party members an absorb shield funded from your stamina, expiring on its own duration.

    Strongest winsTwo sources do not add. Only the single strongest one applies.

    • Shields from DIFFERENT casters stack on the same ally; a second shield from you refreshes rather than adds.
    • Removed on the official server: Endless Skills replaces it with the Magistrate's hotkey ability.
  • Buffing Aura

    Party damage buff

    Effect
    Shares stamina-based bonus damage with the party
    Cap per ally
    +16%
    Self effectiveness
    +25%

    How it works

    Triggers: Pulses on a timer

    Shares a stamina-funded damage buff with the party, folded into each ally's additive bonus-damage bucket, capped per ally.

    Strongest winsTwo sources do not add. Only the single strongest one applies.

    • Removed on the official server for both Bard and Magistrate: Endless Skills owns this effect entirely once installed.
MarksmanMarksman

An eagle-eyed sharpshooter who controls the fight from afar.

Abilities

  • Arrow Rain20s

    Rain a wave of arrows down over a wide area at range.

  • Volley10s

    Fire a 9-arrow cone in front of you.

  • Phantom Bolts14s → 10s

    For 6s, every hit looses homing bolts within 7 blocks of your target: 25% each to up to two other enemies, 50% to a single other enemy if only one is found, or 50% back onto your target if none are found.

  • BarrageNone

    Ultimate. A pool of up to 5 piercing bolts; each press fires one, and one charge comes back every 7s until the pool is full.

Base-tier passives

  • True Bolts

    Pierces defense (+6% of target max HP)

    Max HP true damage
    +6% of target max HP
    Monster cap
    200 → 2000 (scales with player level)
    Note
    Applies as direct health loss after the hit

    How it works

    Triggers: On every hit

    The ranged counterpart to True Edge, with an extra component scaling off the target's maximum health, which is what makes it bite against large targets rather than falling off.

    Strongest winsTwo sources do not add. Only the single strongest one applies.

    • The max-health portion is capped against monsters, scaling with your level.
    • Applies as direct health loss after the hit resolves.
    • Mutually exclusive with True Edge; True Bolts takes precedence.
  • Swiftness0.04 · 5s · max 8 stacks

    +4% speed (8 stacks, 5s)

    Effect
    +4% movement speed per stack
    Stacks
    Up to 8 stacks, each lasting 5s

    How it works

    Triggers: On kill

    Each kill adds a movement-speed stack; stacks expire individually on their own timers, so sustained killing keeps you fast and a lull bleeds the stacks off one by one.

    Strongest winsTwo sources do not add. Only the single strongest one applies.

  • Charge Rate+17.5%

    +18% charge rate

    Effect
    +18% special-ability charge rate

    How it works

    Triggers: Whenever signature energy is gained

    Rides on top of your normal signature-energy gain: each time the stat ticks up, this adds a bonus slice of that gain. It accelerates charging rather than generating charge on its own.

    DiminishingTwo sources combine as 1−(1−a)(1−b), so each extra source is worth less than the last: it can approach 100% but never reach it.

    • Does nothing while you are not gaining energy: it is a multiplier on income, not a trickle.
  • Innate Attribute Gain×0.11, +21.5% of race base

    +0 per level

    Per level
    +0
    Class multiplier
    +22% of race base attribute

    How it works

    Triggers: Always active

    The workhorse stat passive. It is how races and classes actually differ numerically, and it appears more than three hundred times across the trees. Each entry names one attribute and grants it automatically as you level, with no skill points spent.

    Adds upTwo sources of this passive add together.

    • Two delivery modes: most entries scale as a percentage of your race's base attribute, while entries flagged flat add a fixed amount after percentages are applied.
  • Innate Attribute Gain×0.32, +13.5% of race base

    +0 per level

    Per level
    +0
    Class multiplier
    +14% of race base attribute

    How it works

    Triggers: Always active

    The workhorse stat passive. It is how races and classes actually differ numerically, and it appears more than three hundred times across the trees. Each entry names one attribute and grants it automatically as you level, with no skill points spent.

    Adds upTwo sources of this passive add together.

    • Two delivery modes: most entries scale as a percentage of your race's base attribute, while entries flagged flat add a fixed amount after percentages are applied.
  • Basestat Debuff−25% (-33.33 flat)

    -25% (-33 flat, min 0)

    Reduction
    -25% of base stat
    Flat offset
    -33
    Floor
    Minimum 0

    How it works

    Triggers: Always active

    A deliberate weakness. The class trades a base stat away to pay for its strengths. Reductions from multiple sources sum before being applied, and a floor stops the stat being driven to nothing.

    Adds upTwo sources of this passive add together.

    • Applied before general percentage bonuses, so it shrinks the base that everything else multiplies.
    • Taking the class as a secondary applies a reduced share of the penalty.
  • Basestat Debuff−20%
    Reduction
    -20% of base stat

    How it works

    Triggers: Always active

    A deliberate weakness. The class trades a base stat away to pay for its strengths. Reductions from multiple sources sum before being applied, and a floor stops the stat being driven to nothing.

    Adds upTwo sources of this passive add together.

    • Applied before general percentage bonuses, so it shrinks the base that everything else multiplies.
    • Taking the class as a secondary applies a reduced share of the penalty.

Official server vs base mod

This class has 4 hotkey abilities on the official server and none on the base mod.

NecromancerBattlemage

A dark spellcaster who channels forbidden arcane force through staves.

Abilities

  • Army of the Dead28s → 20s

    Raise a pack of skeletal minions that fight for you; the fewer that live, the harder you hit.

  • Cursed Skull28s → 20s

    Summon cursed skulls that spit corruption orbs at your enemies.

  • Recall Summons8s

    Recall all of your active summons back to you.

  • Dread Praetorian90s → 60s

    Ultimate. Blast the aim point from the sky, then raise a towering Dread Praetorian (30s).

Base-tier passives

  • Innate Attribute Gain×1.57

    +2 per level

    Per level
    +2

    How it works

    Triggers: Always active

    The workhorse stat passive. It is how races and classes actually differ numerically, and it appears more than three hundred times across the trees. Each entry names one attribute and grants it automatically as you level, with no skill points spent.

    Adds upTwo sources of this passive add together.

    • Two delivery modes: most entries scale as a percentage of your race's base attribute, while entries flagged flat add a fixed amount after percentages are applied.
  • Innate Attribute Gain×1.05

    +1 per level

    Per level
    +1

    How it works

    Triggers: Always active

    The workhorse stat passive. It is how races and classes actually differ numerically, and it appears more than three hundred times across the trees. Each entry names one attribute and grants it automatically as you level, with no skill points spent.

    Adds upTwo sources of this passive add together.

    • Two delivery modes: most entries scale as a percentage of your race's base attribute, while entries flagged flat add a fixed amount after percentages are applied.
  • Innate Attribute Gain×0.6

    +1 per level

    Per level
    +1

    How it works

    Triggers: Always active

    The workhorse stat passive. It is how races and classes actually differ numerically, and it appears more than three hundred times across the trees. Each entry names one attribute and grants it automatically as you level, with no skill points spent.

    Adds upTwo sources of this passive add together.

    • Two delivery modes: most entries scale as a percentage of your race's base attribute, while entries flagged flat add a fixed amount after percentages are applied.

Official server vs base mod

This class has 4 hotkey abilities on the official server and none on the base mod.

Removed by Endless Skills

The automatic version is removed on the official server because a hotkey ability replaces it.

  • Army of the Dead

    Undead allies (up to 2)

    Base summons
    1
    Cap
    Up to 2 summons
    Trigger
    On hit
    Lifetime
    20s each
    Cooldown
    20s per summon
    Inheritance
    +40% of your stats

    How it works

    Triggers: On hit, spawning summons over time

    Builds a standing skeleton escort as you fight. The summons inherit a share of your stats, leash to you, and expire on their own timers, and losing one temporarily raises your own damage, so an incomplete army is not purely a loss.

    Strongest winsTwo sources do not add. Only the single strongest one applies.

    • Removed on the official server: Endless Skills replaces it with the Necromancer's hotkey summon abilities.
PaladinVanguard

A holy warrior who shields allies and channels divine healing through every strike. Forgoes critical strikes; precision and ferocity are stripped from its kit.

Abilities

  • Crippling Strike10s

    Swing a wide crippling arc that stuns everything it catches (2s).

  • Consecrated Ground24s → 16s

    Consecrate the ground where you aim. Allies inside take less damage and are mended, and keep the protection for 3s after stepping out; enemies inside are dragged down and take heavier hits.

  • Unbreakable Aegis18s

    Plant a giant shield in front of you that deflects incoming projectiles. Allies sheltering beside or behind you take reduced damage while it stands.

  • Divine Colossus65s → 45s

    Ultimate. Grow into a colossus for 15s (+50% base life force); allies near you take 20% less damage and gain adaptive damage scaled from your max HP and bonus stamina.

Base-tier passives

  • No Critical Strikes

    Cannot gain Precision or Ferocity

    Critical hits
    Disabled: this archetype never crits.
    Skill points
    Precision and Ferocity cannot be allocated and are refunded.

    How it works

    Triggers: Always active

    A hard trade rather than a penalty: the archetype gives up critical strikes entirely in exchange for the outsized scaling elsewhere in its kit.

    On/offThis passive is either on or off. Its value is a switch, not a number, and a second source adds nothing.

    • Only applies while the class is your PRIMARY: taking it as a secondary does not restrict you.
    • Precision and Ferocity cannot be allocated at all, and any points already spent are refunded.
  • Healing Touch0.02 · 8 radius

    +2% heal on hit

    Heal
    +2% of source stat
    Self effectiveness
    +25%

    How it works

    Triggers: Chance on hit, once per internal cooldown

    A chance-based burst heal that splits between you and the lowest-health allies nearby, so it self-directs toward whoever needs it most.

    • Your own share is reduced relative to what allies receive.
  • Knockback Resistance+80%

    +80% knockback resist

    Effect
    +80% reduction to incoming knockback

    How it works

    Triggers: On being hit

    Scales down the knockback impulse applied by an incoming hit.

    DiminishingTwo sources combine as 1−(1−a)(1−b), so each extra source is worth less than the last: it can approach 100% but never reach it.

    • At 100% you are immune to knockback entirely.
  • Innate Attribute Gain×0.6

    +1 per level

    Per level
    +1

    How it works

    Triggers: Always active

    The workhorse stat passive. It is how races and classes actually differ numerically, and it appears more than three hundred times across the trees. Each entry names one attribute and grants it automatically as you level, with no skill points spent.

    Adds upTwo sources of this passive add together.

    • Two delivery modes: most entries scale as a percentage of your race's base attribute, while entries flagged flat add a fixed amount after percentages are applied.
  • Innate Attribute Gain×1.57

    +2 per level

    Per level
    +2

    How it works

    Triggers: Always active

    The workhorse stat passive. It is how races and classes actually differ numerically, and it appears more than three hundred times across the trees. Each entry names one attribute and grants it automatically as you level, with no skill points spent.

    Adds upTwo sources of this passive add together.

    • Two delivery modes: most entries scale as a percentage of your race's base attribute, while entries flagged flat add a fixed amount after percentages are applied.

Official server vs base mod

This class has 4 hotkey abilities on the official server and none on the base mod.

Removed by Endless Skills

The automatic version is removed on the official server because a hotkey ability replaces it.

  • Taunt Aura

    Taunt enemies in 10m every 10s

    Effect
    Pulses taunt to enemies within 10m
    Interval
    Pulse every 10s
    Duration
    3s per taunt

    How it works

    Triggers: Pulses on a timer

    Repeatedly taunts enemies in radius, pulling them off allies without any input from you.

    Strongest winsTwo sources do not add. Only the single strongest one applies.

    • Removed on the official server for both Paladin and Vanguard: Endless Skills replaces it with a hotkey taunt, which is far easier to aim but must be pressed.
PriestSupport

A divine seer who empowers magic through foresight and blessing, excelling in sustained spellcasting.

Abilities

  • Heal8s

    Mend yourself and up to two nearby allies.

  • Healing Zone26s → 18s

    Plant a healing zone that pulses restoration to allies every 2s for 12s.

  • Holy Grounds22s → 18s

    Consecrate the ground ahead: enemies inside are blasted on cast and slowed while they stand in it; allies inside are blessed with bonus haste.

  • Holy Fire50s → 30s

    Ultimate. Drop a giant holy meteor that blasts and burns the zone (5s).

Base-tier passives

  • Healing Touch0.3 · 8 radius

    +30% heal on hit

    Heal
    +30% of source stat
    Targets
    Split between you + 2 lowest-HP allies
    Trigger
    +50% chance on hit, once per 2000ms
    Self effectiveness
    +25%

    How it works

    Triggers: Chance on hit, once per internal cooldown

    A chance-based burst heal that splits between you and the lowest-health allies nearby, so it self-directs toward whoever needs it most.

    • Your own share is reduced relative to what allies receive.
  • Innate Attribute Gain×1.75

    +2 per level

    Per level
    +2

    How it works

    Triggers: Always active

    The workhorse stat passive. It is how races and classes actually differ numerically, and it appears more than three hundred times across the trees. Each entry names one attribute and grants it automatically as you level, with no skill points spent.

    Adds upTwo sources of this passive add together.

    • Two delivery modes: most entries scale as a percentage of your race's base attribute, while entries flagged flat add a fixed amount after percentages are applied.
  • Innate Attribute Gain×0.7

    +1 per level

    Per level
    +1

    How it works

    Triggers: Always active

    The workhorse stat passive. It is how races and classes actually differ numerically, and it appears more than three hundred times across the trees. Each entry names one attribute and grants it automatically as you level, with no skill points spent.

    Adds upTwo sources of this passive add together.

    • Two delivery modes: most entries scale as a percentage of your race's base attribute, while entries flagged flat add a fixed amount after percentages are applied.

Official server vs base mod

This class has 4 hotkey abilities on the official server and none on the base mod.

Removed by Endless Skills

The automatic version is removed on the official server because a hotkey ability replaces it.

  • Healing Aura

    Party heal aura

    Effect
    Heals the party from mana + stamina
    Scope
    Party-only, radius-scaled
    Self effectiveness
    +25%

    How it works

    Triggers: Pulses on a timer

    Funds a party heal-over-time out of your own mana and stamina: sustaining it costs you resources.

    Strongest winsTwo sources do not add. Only the single strongest one applies.

    • Party members only; unaffiliated players nearby receive nothing.
    • Pauses after you take damage.
    • Your own share is reduced relative to what allies receive.
    • Removed on the official server for both Priest and Bard: Endless Skills replaces it with hotkey healing.
ReaperSkirmisherBattleMage

A grim harvester who reaps body and soul alike, weaving physical reach and dark sorcery through every sweep of the scythe.

Abilities

  • Reaping Slash10s

    Rip a fast triple-slash flurry (X then a vertical finisher) through the enemies in front.

  • Harvest Hook17s → 13s

    Hurl a barbed blood-web in a line, catching every foe it crosses and hauling them back to you - each grants a stack of Bloodlust.

  • Blood Rend15s

    Whirl a blood-soaked AoE, healing for a share of the damage dealt.

  • Death's Harvest95s → 75s

    Ultimate. Trail a 12s blood-drain aura that heals you and thickens as it feeds, then bursts for everything it drained.

Base-tier passives

  • Reaping Edge2 · +4% Strength · +4% Sorcery · 5s · max 8 stacks

    Back-loaded bleed (max 8): weak while building, brutal at max stacks

    Stacks
    Each hit adds 1 stack (max 8)
    Damage per stack
    2 +4% of Strength +4% of Sorcery each tick
    Ramp (below max)
    Ticks below 8 stacks deal 33% damage while building up
    Max stacks payoff
    At 8 stacks the bleed deals 1.3x damage
    Ticks
    Every 1s for 5s, refreshed on hit (resets to 1 stack when it falls off)
    Lifesteal
    Heals 2% of each tick's damage
    Reaper's Might
    Stack a target to 8 to gain +8% base Strength & Sorcery, and spread max stacks to your other bleeding targets

    How it works

    Triggers: On hit, building stacks

    Deliberately back-loaded. Ticks below maximum stacks are heavily reduced, so the bleed is weak while it builds and disproportionately strong once capped. Committing to one target beats spreading damage around.

    • Letting the bleed fall off resets it to a single stack; the ramp must be paid again.
    • Reaching max stacks also grants a temporary Strength and Sorcery boost and spreads max stacks to your other bleeding targets.
  • Innate Attribute Gain×0.31

    +0 per level

    Per level
    +0

    How it works

    Triggers: Always active

    The workhorse stat passive. It is how races and classes actually differ numerically, and it appears more than three hundred times across the trees. Each entry names one attribute and grants it automatically as you level, with no skill points spent.

    Adds upTwo sources of this passive add together.

    • Two delivery modes: most entries scale as a percentage of your race's base attribute, while entries flagged flat add a fixed amount after percentages are applied.
  • Innate Attribute Gain×0.31

    +0 per level

    Per level
    +0

    How it works

    Triggers: Always active

    The workhorse stat passive. It is how races and classes actually differ numerically, and it appears more than three hundred times across the trees. Each entry names one attribute and grants it automatically as you level, with no skill points spent.

    Adds upTwo sources of this passive add together.

    • Two delivery modes: most entries scale as a percentage of your race's base attribute, while entries flagged flat add a fixed amount after percentages are applied.
  • Innate Attribute Gain×1.57

    +2 per level

    Per level
    +2

    How it works

    Triggers: Always active

    The workhorse stat passive. It is how races and classes actually differ numerically, and it appears more than three hundred times across the trees. Each entry names one attribute and grants it automatically as you level, with no skill points spent.

    Adds upTwo sources of this passive add together.

    • Two delivery modes: most entries scale as a percentage of your race's base attribute, while entries flagged flat add a fixed amount after percentages are applied.

Official server vs base mod

This class has 4 hotkey abilities on the official server and none on the base mod.

ScoutSpecialistSkills

A swift trapper who fuels darts and traps with raw stamina: poison, blindness, and explosive mushrooms.

Abilities

  • Stunning Dart14s → 10s

    Throw a sorcery-tipped dart that stuns the first enemy it strikes.

  • Move Quick20s → 16s

    Break into a sprint, gaining haste for the duration; the sprint shatters the instant you take damage.

  • Toxic Dart0s

    Passive. Always active: your bow and crossbow hits poison the target for sorcery damage over time.

  • Noxious TrapNone

    Ultimate. Hurl a giant spinning Boomshroom up to 10 blocks (auto-aims at your target). Direct hits detonate instantly; otherwise it plants as a mine that arms and explodes on the first enemy to step near it.

Base-tier passives

  • Innate Attribute Gain×1.3, +13.5% of race base

    +1 per level

    Per level
    +1
    Class multiplier
    +14% of race base attribute

    How it works

    Triggers: Always active

    The workhorse stat passive. It is how races and classes actually differ numerically, and it appears more than three hundred times across the trees. Each entry names one attribute and grants it automatically as you level, with no skill points spent.

    Adds upTwo sources of this passive add together.

    • Two delivery modes: most entries scale as a percentage of your race's base attribute, while entries flagged flat add a fixed amount after percentages are applied.
  • Innate Attribute Gain×0.55, +13.5% of race base

    +1 per level

    Per level
    +1
    Class multiplier
    +14% of race base attribute

    How it works

    Triggers: Always active

    The workhorse stat passive. It is how races and classes actually differ numerically, and it appears more than three hundred times across the trees. Each entry names one attribute and grants it automatically as you level, with no skill points spent.

    Adds upTwo sources of this passive add together.

    • Two delivery modes: most entries scale as a percentage of your race's base attribute, while entries flagged flat add a fixed amount after percentages are applied.
  • Innate Attribute Gain×0.3

    +0 per level

    Per level
    +0

    How it works

    Triggers: Always active

    The workhorse stat passive. It is how races and classes actually differ numerically, and it appears more than three hundred times across the trees. Each entry names one attribute and grants it automatically as you level, with no skill points spent.

    Adds upTwo sources of this passive add together.

    • Two delivery modes: most entries scale as a percentage of your race's base attribute, while entries flagged flat add a fixed amount after percentages are applied.
  • Innate Attribute Gain×0.05, +21.5% of race base

    +0 per level

    Per level
    +0
    Class multiplier
    +22% of race base attribute

    How it works

    Triggers: Always active

    The workhorse stat passive. It is how races and classes actually differ numerically, and it appears more than three hundred times across the trees. Each entry names one attribute and grants it automatically as you level, with no skill points spent.

    Adds upTwo sources of this passive add together.

    • Two delivery modes: most entries scale as a percentage of your race's base attribute, while entries flagged flat add a fixed amount after percentages are applied.
  • Basestat Debuff−25% (-33.33 flat)

    -25% (-33 flat, min 0)

    Reduction
    -25% of base stat
    Flat offset
    -33
    Floor
    Minimum 0

    How it works

    Triggers: Always active

    A deliberate weakness. The class trades a base stat away to pay for its strengths. Reductions from multiple sources sum before being applied, and a floor stops the stat being driven to nothing.

    Adds upTwo sources of this passive add together.

    • Applied before general percentage bonuses, so it shrinks the base that everything else multiplies.
    • Taking the class as a secondary applies a reduced share of the penalty.
  • Basestat Debuff−20%
    Reduction
    -20% of base stat

    How it works

    Triggers: Always active

    A deliberate weakness. The class trades a base stat away to pay for its strengths. Reductions from multiple sources sum before being applied, and a floor stops the stat being driven to nothing.

    Adds upTwo sources of this passive add together.

    • Applied before general percentage bonuses, so it shrinks the base that everything else multiplies.
    • Taking the class as a secondary applies a reduced share of the penalty.

Official server vs base mod

This class has 4 hotkey abilities on the official server and none on the base mod.

SlayerSkirmisher

A relentless slayer who excels at taking down powerful foes with a mix of strength and precision.

Abilities

  • Spinning Slash16s → 8s

    Spin for 1.2 seconds, striking all enemies within 4.5 blocks every 0.2 seconds. Each strike that hits grants 1 stack of Sunder, up to 6. Sunder grants 4% armor penetration per stack and lasts 6 seconds.

  • Shatter18s → 14s

    Slam the ground, damaging all enemies within 8 blocks and breaking their armor. Affected enemies take 6% to 10% increased damage from all sources for 6 seconds.

  • Culling Sweep18s → 14s

    Dash to the nearest enemy in front of you, then cleave a 180 degree arc up to 7 blocks, damaging and slowing everything hit by 50% for 2 seconds. Consumes all Sunder stacks, dealing 12% increased damage per stack consumed, up to 72%. The armor penetration itself is not consumed.

  • Endless Cleave65s → 45s

    For 12 seconds, each hit you deal also launches a blade wave in front of you, dealing 25% of that hit's damage to every enemy it passes through. Spinning Slash strikes trigger it.

Base-tier passives

  • True Edge7

    Pierces defense (+10% of every hit)

    Bonus true damage
    +10% of pre-defense damage on EVERY hit: basic attacks and abilities alike
    Note
    Ignores armor and defense entirely; only level difference reduces it

    How it works

    Triggers: On every hit

    Converts part of every hit into true damage, which ignores armour and defence completely. Applies to abilities as well as basic attacks.

    Strongest winsTwo sources do not add. Only the single strongest one applies.

    • Only the level difference between you and the target reduces it: no amount of armour does.
    • Against monsters the true portion is capped, and that cap scales with your level.
    • Mutually exclusive with True Bolts; if a build somehow has both, True Bolts wins.
  • Innate Attribute Gain×0.54

    +1 per level

    Per level
    +1

    How it works

    Triggers: Always active

    The workhorse stat passive. It is how races and classes actually differ numerically, and it appears more than three hundred times across the trees. Each entry names one attribute and grants it automatically as you level, with no skill points spent.

    Adds upTwo sources of this passive add together.

    • Two delivery modes: most entries scale as a percentage of your race's base attribute, while entries flagged flat add a fixed amount after percentages are applied.
  • Innate Attribute Gain×1.57

    +2 per level

    Per level
    +2

    How it works

    Triggers: Always active

    The workhorse stat passive. It is how races and classes actually differ numerically, and it appears more than three hundred times across the trees. Each entry names one attribute and grants it automatically as you level, with no skill points spent.

    Adds upTwo sources of this passive add together.

    • Two delivery modes: most entries scale as a percentage of your race's base attribute, while entries flagged flat add a fixed amount after percentages are applied.
  • Innate Attribute Gain×0.15

    +0 per level

    Per level
    +0

    How it works

    Triggers: Always active

    The workhorse stat passive. It is how races and classes actually differ numerically, and it appears more than three hundred times across the trees. Each entry names one attribute and grants it automatically as you level, with no skill points spent.

    Adds upTwo sources of this passive add together.

    • Two delivery modes: most entries scale as a percentage of your race's base attribute, while entries flagged flat add a fixed amount after percentages are applied.
  • Relentless Momentum0.6

    Each landing Spinning Slash tick cuts 0.6s from Slash and Forward Slash

    Momentum
    Each Spinning Slash damage tick that connects shaves 0.6s off both Slash and Forward Slash; up to 6 ticks per spin.
    Connect to gain
    Ticks that hit nothing give nothing: the spin must land.
    Slayer only
    Only active while Slayer is your primary class.

    How it works

    Triggers: On each Spinning Slash tick that connects

    Turns sustained contact into cooldown: every tick of the spin that actually hits shortens both Slash and Forward Slash.

    Strongest winsTwo sources do not add. Only the single strongest one applies.

    • Ticks that hit nothing give nothing: whiffing the spin returns no cooldown at all.
    • Primary-class only.
    • Two sources do not add; the largest reduction applies.

Official server vs base mod

This class has 4 hotkey abilities on the official server and none on the base mod.

VanguardVanguard

A stalwart line-holder that drives forward with crushing blows. Forgoes critical strikes; precision and ferocity are stripped from its kit.

Abilities

  • Devastating Slam12s → 8s

    Smash the ground with everything you have, cracking the earth around you and throwing every enemy caught into the air.

  • Taunt13s

    Taunt nearby enemies, forcing them to target you.

  • Intercept18s

    Leap to an ally and take part of every hit meant for them, or land alone and turn the damage you take back into health.

  • Seismic Bastion80s → 60s

    Ultimate. Slam down with an AoE taunt and colossus form (15s); each attacker adds defense (cap 6).

Base-tier passives

  • No Critical Strikes

    Cannot gain Precision or Ferocity

    Critical hits
    Disabled: this archetype never crits.
    Skill points
    Precision and Ferocity cannot be allocated and are refunded.

    How it works

    Triggers: Always active

    A hard trade rather than a penalty: the archetype gives up critical strikes entirely in exchange for the outsized scaling elsewhere in its kit.

    On/offThis passive is either on or off. Its value is a switch, not a number, and a second source adds nothing.

    • Only applies while the class is your PRIMARY: taking it as a secondary does not restrict you.
    • Precision and Ferocity cannot be allocated at all, and any points already spent are refunded.
  • Absorb+35% · 25s cooldown

    +35% damage reduction (25s cd)

    Effect
    Absorbs +35% of incoming damage from one large hit
    Cooldown
    25s

    How it works

    Triggers: On taking damage, once per cooldown

    Cuts a percentage off one incoming hit, then goes on cooldown. Because it fires on the first qualifying hit rather than the biggest one, it is most valuable against slow heavy attacks.

    Strongest winsTwo sources do not add. Only the single strongest one applies.

  • Knockback Resistance+80%

    +80% knockback resist

    Effect
    +80% reduction to incoming knockback

    How it works

    Triggers: On being hit

    Scales down the knockback impulse applied by an incoming hit.

    DiminishingTwo sources combine as 1−(1−a)(1−b), so each extra source is worth less than the last: it can approach 100% but never reach it.

    • At 100% you are immune to knockback entirely.
  • Innate Attribute Gain×0.6

    +1 per level

    Per level
    +1

    How it works

    Triggers: Always active

    The workhorse stat passive. It is how races and classes actually differ numerically, and it appears more than three hundred times across the trees. Each entry names one attribute and grants it automatically as you level, with no skill points spent.

    Adds upTwo sources of this passive add together.

    • Two delivery modes: most entries scale as a percentage of your race's base attribute, while entries flagged flat add a fixed amount after percentages are applied.
  • Innate Attribute Gain×1.57

    +2 per level

    Per level
    +2

    How it works

    Triggers: Always active

    The workhorse stat passive. It is how races and classes actually differ numerically, and it appears more than three hundred times across the trees. Each entry names one attribute and grants it automatically as you level, with no skill points spent.

    Adds upTwo sources of this passive add together.

    • Two delivery modes: most entries scale as a percentage of your race's base attribute, while entries flagged flat add a fixed amount after percentages are applied.

Official server vs base mod

This class has 4 hotkey abilities on the official server and none on the base mod.

Removed by Endless Skills

The automatic version is removed on the official server because a hotkey ability replaces it.

  • Taunt Aura

    Taunt enemies in 10m every 10s

    Effect
    Pulses taunt to enemies within 10m
    Interval
    Pulse every 10s
    Duration
    3s per taunt

    How it works

    Triggers: Pulses on a timer

    Repeatedly taunts enemies in radius, pulling them off allies without any input from you.

    Strongest winsTwo sources do not add. Only the single strongest one applies.

    • Removed on the official server for both Paladin and Vanguard: Endless Skills replaces it with a hotkey taunt, which is far easier to aim but must be pressed.

⚡ What Endless Skills changes

Everything in this section is exclusive to the Endless Leveling Server. On a server running only Endless Leveling Core, none of it exists.

It adds 80 active abilities

Every one of the 20 classes gains four abilities on hotkeys. Without Endless Skills, classes are passive stat-and-weapon identities — you never press an ability button.

It adds three classes

Scout, Beast Master and Cyberblade ship with Endless Skills, and each is permission-gated behind endlessleveling.class.<id>. They are not part of the base 17.

It disables some class passives

Where a new hotkey ability reproduces what an old passive did automatically, Endless Skills strips the passive so the effect does not fire twice. Eight classes are affected:

ClassPassive removedReplaced by
ArcanistFinal IncantationFinal Incantation (ultimate)
BardHealing Aura, Buffing AuraBattle Song
DuelistBlade DanceBlade Dance (ability)
MagistrateShielding Aura, Buffing AuraShield Aura
NecromancerArmy of the DeadArmy of the Dead, Cursed Skull
PaladinTaunt AuraTaunt
PriestHealing AuraHealing Zone
VanguardTaunt AuraTaunt

Endless Skills also lists Undead Marksman for removal, but no Necromancer tier actually carries that passive, so nothing is stripped — the directive sits there ready in case it is ever attached.

This is a runtime layer, not an edit to the class definitions. The passives are still written in Endless Leveling Core's class files and come straight back if Endless Skills is removed.

The per-class breakdowns below are generated from the mod files themselves, so if this table and a class card ever disagree, trust the card.

It adds a new passive

Mage — Spellweaver. Every landed hit refunds 1 second from every ability cooldown currently running, gated to once per 0.1s. Core ships the engine for this passive but never assigns it to a class on its own; only Endless Skills wires it to Mage.


🛠️ Every number on this page is the shipped default. Server owners can retune class passive overrides through class_overhauls.json, so a different server running the same addons may not match exactly.