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Classes & Builds

The eight paths of Nightmist and how to grow into them.

Your class decides how you fight, what you can learn, and how tough you are. Four classes are pure martial fighters that never touch mana; the other four wield spells. Here is how they stack up, and where to spend the stat points you earn along the way.

At a glance

ClassRoleToughnessResourcePrimary stat
BerserkerMelee damageHighest HPStamina onlySTR
FighterMelee all-rounderHigh HPStamina onlySTR
RangerRanged / hybridSturdyStamina onlyDEX
ThiefStealth / burstSturdyStamina onlyDEX
PaladinMelee + healingHigh HPMana (WIS)STR / WIS
ClericHealer / supportMedium HPMana (WIS)WIS
DruidNature hybridLow HPMana (WIS)WIS
MageSpell damageLowest HPMana (INT)INT
Tip: New player? Fighter and Paladin are the most forgiving — plenty of HP, simple to play, and the Paladin can even heal itself. Cleric is the easiest way to always find a group.

The martial classes

Fighter — the dependable warrior

Steady HP growth and the ability to use any weapon. Fighters are among the most durable classes in the game — no magic to manage, just a deep health pool and the versatility to wield whatever they find. A superb first character.

Berserker — raw fury

The highest HP and biggest hits in the game. Berserk unleashes a flurry of blows that hit harder and can land critical hits, while Smite is an execution strike — land it and the target dies on the spot (better odds with higherDexterity), miss and it only scratches. Rage trades defence for even more power. High risk, high reward.

Ranger — the hunter

A ranged specialist whose arrows scale with DEX. Dual Shot and Rapid Fire rain damage, Hypnotise softens a dangerous enemy's aim, and Track lets you follow other players. Excellent in a party for wearing down tough monsters.

Thief — shadow and daggers

A rogue built around positioning. Covert hides you in plain sight, Steal Gold lifts coin from a target, and Assassinate spends all your stamina for a devastating burst that can drop a weakened foe outright. Rewarding once you learn the timing.

The spellcasters

Mage — arcane artillery

The largest mana pool and pure spell damage, from a level-1 Shock up through Flame, Blast, Beam, and the mighty Devastate. A tier of armour "sphere" buffs helps offset the lowest HP in the game — positioning and mana management are everything.

Cleric — the lifeline

The best healer in Nightmist. Heal, Aid, and Divine Restoration form three tiers of mending, Circle of Healing mends the whole party at once, and a suite of blessings buffs your allies. Cleanse removes poison and other afflictions.

Druid — nature's hand

A versatile hybrid. Morph shifts you into an animal form for extra HP, Grasping Vines walls off a doorway, Camouflage hides you, and nature spells deal damage. It heals too — flexible, but the most complex class to master.

Paladin — the holy warrior

Melee muscle wrapped around divine magic. It fights in the front line like a Fighter but can heal itself and allies and cast strength and speed blessings. You juggle both stamina and mana, making it more self-sufficient than a pure warrior.

Spending your stat points

You earn a stat point to spend at levels 3, 10, 15, 25, and 30. Each point raises one stat by +1, up to the maximum your race allows. Spend them from the Stats panel (or with /statup <stat>).

The reliable plan is to pour points into your primary stat first — STR for warriors, DEX for Rangers and Thieves, INT for Mages, WIS for Cleric, Druid, and Paladin. After that, CON for more HP per level, or DEX to hit more often and get hit less. See Races & Stats for exactly what each stat does.

Tip: Because stats are capped per race, your race sets your ceiling — pick one whose caps favour your class's primary stat if you want to min-max.

Keep reading

Classes & Builds — Nightmist Legacy