Realms of EldermyrField Guide
Field GuideClasses
Choose once, keep it

The 7 Paths

A path decides four things: which skills you may learn, which move [Z] fires, which tool that move grows on, and how fast your stats climb. Every hero starts on the same line at level 1.

The roster

The 7 paths

6 specialists and one generalist. A path is chosen once, at hero creation, and cannot be changed. To play another, roll another hero.

KnightHolds the line

The wall the rest of the party stands behind. Grows more health and more armour than anyone, and is the only hero who can put themself between a friend and what is coming.

[Z] Shield Wall. Haul every nearby foe onto your shield and take far less from all of them for a few seconds. The only move in the realm that puts you between a friend and what is coming for them.

A better Shield buys a wider pull, a longer stand, a deeper cut. It is the only thing a signature grows on.

Only a Knight may learn
BulwarkBloodlustWhirlwind

AssassinEnds fights

Fast, sharp and fragile. Crits more often than anyone alive and hits harder for it, on the understanding that very little has to go wrong before it is over.

[Z] Shadowstep. Vanish. Your next strike cannot fail to crit, lands far harder than an honest one, and leaves venom in the wound.

A better Venom buys a harder strike, and real venom on it. It is the only thing a signature grows on.

Only a Assassin may learn
WhirlwindExecutionerLifedrain

ArcherOpens fights

Quick feet, a hard opening shot and a habit of not being where the blow lands. Trades a little health for crit, evasion and speed.

[Z] Hunter's Mark. Mark your quarry. Every arrow you loose bends toward it and every one of them crits, until it falls or the mark fades.

A better Quiver buys more marks, held longer, and a stronger seek. It is the only thing a signature grows on.

Only a Archer may learn
EvasionHunter's EyeSteady Aim

MageRaw power

The deepest well of mana in the realm and the damage to spend it on. Everything goes into the spell and almost nothing into the body.

[Z] Detonate. Mark a foe and give it a moment to understand. It bursts for a share of every wound it has already taken, and everything standing near it shares the blast.

A better Orb buys a bigger blast, and more stored damage released. It is the only thing a signature grows on.

Only a Mage may learn
Arcane FontChargeChain

NecromancerCommands an army

Never fights alone. Deep mana and a sturdier frame than the other casters, because you are usually standing behind something that used to be an enemy.

[Z] Raise the Fallen. Open the ground for a while. Anything you kill while it stands open gets back up on your side, as long as you have room for it.

A better Grave Idol buys more risen, tougher, standing longer. It is the only thing a signature grows on.

Only a Necromancer may learn
Arcane FontDominateSummon ThrallLegionPlagueUndying

PriestKeeps others alive

The reason a party comes home. Deep mana and real staying power, bought with the smallest swing in the realm.

[Z] Group Heal. A pulse of light off your own body. It mends every friend caught in it, other heroes included, and you with them. A better tome carries it further.

A better Tome buys a stronger heal, carried further. It is the only thing a signature grows on.

Only a Priest may learn
Arcane FontAbsolutionTithe

FreebladeEvery road at once

No master, no mastery, and no door closed. Learns anything in the tree and can pick up any other hero’s tool, at the price of never growing quite as fast as someone who chose.

[Z] Ultimate. The adaptive one: an explosion, and at the same instant the arrow fan, the elemental wave or the whirlwind, depending on what you are holding. Alone among the seven it is a tree ability - learn it with a skill point, and rank it up.

It can carry any of the other six tools, and draws 60% of what a specialist draws from the same item.

Every gated skill in the tree, and it is the only path that sees them all
BulwarkBloodlustWhirlwindExecutionerLifedrainEvasionHunter's EyeSteady AimArcane FontChargeChainDominateSummon ThrallLegionPlagueUndyingAbsolutionTitheUltimate
Level 1

Where every hero begins

StatEvery hero, level 1What it does
Max healththe pool everything else protects30the pool everything else protects
Powerbefore any weapon4before any weapon
Defensebefore any armor1before any armor
Manaspells and signatures spend it100spells and signatures spend it
Crit chancea crit deals double damage0%a crit deals double damage
Evasionthe chance a blow simply misses0%the chance a blow simply misses
Move speedhow fast you cross the ground1.6how fast you cross the ground
Attack speedhow much faster you swing0%how much faster you swing
Health mendedhealth you get back every second, in a fight as much as out of one0.3/shealth you get back every second, in a fight as much as out of one
Mana recoveredmana you get back every second32/smana you get back every second

Identical for all 7 paths, on purpose: every growth row resolves to zero at level 1. What differs from minute one is the kit and the tree, not the numbers.

The rates

How fast each one grows

What each path gains per level, and where that leaves it. Pick a level to compare them at.

Max healthat level 50the pool everything else protects
  • Knight +11 per level 569
  • Priest +10 per level 520
  • Necromancer +9 per level 471
  • Archer +7 per level 373
  • Freeblade +7 per level 373
  • Assassin +6 per level 324
  • Mage +6 per level 324
Powerat level 50before any weapon
  • Assassin +2 per level and +1 every 3 levels 118
  • Mage +2 per level and +1 every 3 levels 118
  • Knight +2 per level 102
  • Archer +2 per level 102
  • Necromancer +2 per level 102
  • Freeblade +2 per level and -1 every 6 levels 94
  • Priest +2 per level and -1 every 3 levels 86
Defenseat level 50before any armor
  • Knight +1 per level and +1 every 4 levels 62
  • Archer +1 per level 50
  • Necromancer +1 per level 50
  • Priest +1 per level 50
  • Mage +1 per level and -1 every 12 levels 46
  • Freeblade +1 per level and -1 every 12 levels 46
  • Assassin +1 per level and -1 every 6 levels 42
Manaat level 50spells and signatures spend it
  • Mage +1 per level 149
  • Necromancer +1 per level 149
  • Priest +1 per level 149
  • Knight, Assassin, Archer, Freeblade flat, no growth 100
Crit chanceat level 50everyone is capped at 60%
  • Assassin +5% every 8 levels 30%
  • Archer +5% every 12 levels 20%
  • Knight, Mage, Necromancer, Priest, Freeblade flat, no growth 0%
Evasionat level 50everyone is capped at 40%
  • Archer +3% every 12 levels 12%
  • Knight, Assassin, Mage, Necromancer, Priest, Freeblade flat, no growth 0%
Move speedat level 50everyone is capped at 2.8
  • Assassin +0.10 every 20 levels 1.8
  • Archer +0.10 every 20 levels 1.8
  • Knight, Mage, Necromancer, Priest, Freeblade flat, no growth 1.6
Attack speedat level 50everyone is capped at 40%
  • Assassin +4% every 20 levels 8%
  • Archer +4% every 20 levels 8%
  • Knight, Mage, Necromancer, Priest, Freeblade flat, no growth 0%
Health mendedat level 50health you get back every second, in a fight as much as out of one
  • Knight +0.20/s every 3 levels and +0.10/s every 2 levels 5.9/s
  • Priest +0.20/s every 3 levels and +0.10/s every 3 levels 5.1/s
  • Necromancer +0.20/s every 3 levels and +0.10/s every 6 levels 4.3/s
  • Archer +0.20/s every 3 levels and -0.10/s every 6 levels 2.7/s
  • Freeblade +0.20/s every 3 levels and -0.10/s every 6 levels 2.7/s
  • Assassin +0.20/s every 3 levels and -0.10/s every 3 levels 1.9/s
  • Mage +0.20/s every 3 levels and -0.10/s every 3 levels 1.9/s
Mana recoveredat level 50mana you get back every second
  • Priest +1.6/s every 2 levels 70/s
  • Mage +1.6/s every 3 levels 58/s
  • Necromancer +1.6/s every 3 levels 58/s
  • Knight -1.6/s every 6 levels 19/s
  • Assassin -1.6/s every 6 levels 19/s
  • Freeblade -1.6/s every 6 levels 19/s
  • Archer flat, no growth 32/s

Growth curve only: no gear, no skill points, no elixirs. Crit and evasion run through the same ceiling a spent skill point does, so a class shortens the road to a cap and never lifts it.

Your big move

Signatures and the tool they grow on

[Z] is the signature key for everyone, and what it fires depends on your path. 6 of the 7 are innate: no rank, no unlock, no skill point. They scale on the third equipment slot instead, the tool your class carries, so your big move grows by finding gear rather than by spending points.

Someone else's tool equips and does nothing, exactly as someone else's weapon is simply a weapon. It still sells. Tools drop from bosses, and the rung follows the level you killed at.

Carried toolSignature scale
A starter1.00x, so every signature reads at its authored strength for a brand new hero.
The best rung, the Aegis of the Unbroken2.84x to the class it belongs to.
The same item, on a Freeblade2.10x. Broad rather than strong.
PathSignature on [Z]CarriesStarts with
Knight Shield Wallgrows on a Shield, from a Cracked Shield Shield Cracked Shield
Assassin Shadowstepgrows on a Venom, from a Weak Venom Venom Weak Venom
Archer Hunter's Markgrows on a Quiver, from a Frayed Quiver Quiver Frayed Quiver
Mage Detonategrows on a Orb, from a Dull Orb Orb Dull Orb
Necromancer Raise the Fallengrows on a Grave Idol, from a Chipped Idol Grave Idol Chipped Idol
Priest Group Healgrows on a Tome, from a Worn Tome Tome Worn Tome
Freeblade Ultimategrows on a Oddments, from a Cracked Shield Oddments Cracked Shield
The skill panel

Who can learn what

Two skill points a level, spent in one tree. Most of it is open to everybody. These are the rows that are not.

SkillWho can learn it
Open to every path6 rows
Might
+2 Power (all weapons)
Everyone
Vigor
+10 Max HP
Everyone
Guard
+1 Defense
Everyone
Battle Focus
Restore HP instantly. 50 mana.
Everyone
Precision
+5% critical hit (deals 2× damage)
Everyone
Swift
+Speed & faster attacks
Everyone
Locked to a path19 rows
Bulwark
Flat damage reduction from every hit
Knight, Freeblade
Bloodlust
Deal more damage the lower your HP
Knight, Freeblade
Whirlwind
Melee spin, needs a blade. 30 mana.
Knight, Assassin, Freeblade
Executioner
+12% damage to enemies below 30% HP
Assassin, Freeblade
Lifedrain
Heal for a % of damage you deal
Assassin, Freeblade
Evasion
Chance to evade hits; cheaper dodge-rolls
Archer, Freeblade
Hunter's Eye
More damage to foes near full health
Archer, Freeblade
Steady Aim
More damage the longer you hold position
Archer, Freeblade
Arcane Font
Cheaper spells, every cast costs less mana
Mage, Necromancer, Priest, Freeblade
Charge
Spells hit harder the fuller your mana
Mage, Freeblade
Chain
Bolts jump to a second target
Mage, Freeblade
Dominate
A mage’s art, bring a Dread warlord OR an Elite foe below 25% HP, then [E] to bind its will to yours.
Necromancer, Freeblade
Summon Thrall Necromancer, Freeblade
Legion
Raise one more at a time
Necromancer, Freeblade
Plague
Your risen spread venom on hit
Necromancer, Freeblade
Undying
Your risen are tougher and hit harder
Necromancer, Freeblade
Absolution
Your heals also cleanse poison, chill and burning
Priest, Freeblade
Tithe
A slice of the damage your allies deal heals them
Priest, Freeblade
Ultimate Freeblade

A row you cannot buy is hidden from your skill panel rather than greyed out, so the tree you see is the tree you have. The Freeblade sees all of it.