DARKSPIRETHE ARCHIVUM
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    Build Your Champion

    Classes

    Compare the six classes, the permanent weapon configuration each one carries, and the starter kit it begins with.

    Your class fixes your legal weapon configuration for life. It is not a starting direction. No character ever equips another class’s weapon family. Choose it deliberately.

    Everything else stays open. Any class may bind any Discipline, use any support gem, and chase any damage school inside its own weapon matrix.

    The permanent weapon rule

    ClassMain handOff-handLegal configurations
    FighterOne-handed swordShieldSword and shield
    BruteTwo-handed axeNoneTwo-handed axe
    RogueDaggerDaggerDual daggers
    RangerBowQuiverBow and quiver
    ArcanistWandTalismanWand and talisman
    SpellbladeScepterShield or talismanScepter and shield, scepter and talisman

    The Brute holds no off-hand at all. The axe uses both hands.

    The Spellblade is the only class with two legal configurations. Both are complete build paths, and only the shield line unlocks the two shield gems.

    A talisman is its own item slot. It is never a shield, and it never satisfies a shield condition, a block condition, or a shield gem.

    The hub tolerates an incomplete loadout, so you can swap one hand at a time. Map entry refuses one.

    Class roster

    ClassRoleStarter gemAttributes (STR / DEX / INT)Recommended Discipline
    FighterBalanced weapon userSteel Tempest20 / 12 / 10Armor
    BruteSlow heavy hitterHeadsman’s Arc28 / 8 / 6Physical
    RogueFast evasive strikerFan of Blades8 / 26 / 8Critical
    RangerAgile projectile hybridBroadhead Volley8 / 22 / 12Projectile
    ArcanistElemental casterFalling Star6 / 8 / 28Fire
    SpellbladeArmored battle casterRunic Sweep18 / 6 / 18Spell

    Every class starts with exactly 42 attribute points, one skill gem, and its starter equipment at item level 10. There are no pouch grants. Every other gem arrives through a global drop or a player trade.

    The recommended Discipline is a suggestion on the character-creation screen. It restricts nothing. Every panel is available to every class from level 1.

    Your own ten-gem matrix

    Each class owns ten matrix gems: one single-target gem and one area gem in each of physical, fire, cold, lightning, and chaos. Every matrix gem requires character level 1, deals 100% of its listed school, and stays inactive until your hands form your class’s complete legal configuration.

    • The Fighter and the shield Spellblade also use Shield Stun and Shield Charge.
    • The Fighter, Brute, Rogue, and Spellblade also use the melee shouts Vanguard’s Cry and Ruin Cry. The Brute alone uses Bloodwake Roar, which needs a two-handed axe.
    • Every class uses the six auras. One aura runs at a time.

    Read your class guide for the full matrix table.

    Starting attributes

    Strength raises life and supports melee physical damage. Dexterity supports evasion, accuracy, and attack speed. Intelligence raises mana and energy shield.

    The starting spread makes the starter kit legal. Attributes then grow through gear and through the attribute pairs inside your Disciplines, not through automatic points at each level.

    Choosing well

    Choose for the fight you want to run for the whole character.

    • Fighter carries the widest defensive base. The shield gives armour, a second set of resistance slots, and the two shield gems.
    • Brute trades every off-hand benefit for the largest weapon in the game.
    • Rogue averages two daggers into one profile and pays for speed with exposure.
    • Ranger fights at range and gets its defense from distance and evasion.
    • Arcanist casts pure spells and defends with energy shield.
    • Spellblade is the one class that chooses its off-hand, and it can change that choice later.

    If you are unsure, start with Fighter. Its configuration answers the most problems without a plan.