Classes and class talents
Six classes, eighteen specs, 432 talents. Pick a class, level it to 50 by fighting, and spend 51 points across three World of Warcraft-style talent trees - tank, heal or deal damage, with an ultimate at the bottom of every tree.
Every account on Olympus fights as a class. Your class decides your combat style, gives you a signature resource that fills as you fight and fires on its own, and opens three talent trees - your specs - where you choose what kind of fighter you are: a damage dealer, a tank, a healer or a support.


The six classes
| Class | Style | Signature (fills as you fight, fires automatically) |
|---|---|---|
| Warrior | Melee | Guard fills from hits dealt and taken; full Guard throws up Bulwark - a shield and a slam around you. Warriors also taunt nearby monsters. |
| Berserker | Melee | Rage fills from hits and crits; full Rage starts an 8-second Frenzy - double attack speed and echo strikes. Takes more damage than anyone. |
| Mage | Magic | Mana fills from every hit; a full bar surges into Arcane Nova around your target. Keeps only half its armour. |
| Ranger | Ranged | Focus starts full and pays for empowered shots - Piercing Shot - and refills over time and on kills. +2 range. |
| Necromancer | Magic and summons | Fights beside summoned undead, heals the team with Mending and shields with Bone Ward. |
| Templar (new) | Melee and holy magic | Holy Power - five charges - builds as you hit and are hit; full Holy Power casts Word of Glory, healing you and the most wounded ally. Every hit heals you a little. |
Fight in your class's style: off-style damage is only a fifth of normal.
Pick or change class with ::classselect. Your first class is free; each extra class costs a Class Scroll. Switching back to a class you already own is free, and every class keeps its own level and talents.
Class level
Your class levels from 1 to 50 by dealing damage as that class - every point of damage you see is a point of class xp, abilities, summons and ultimates included. Level 50 takes about as long as one combat skill to 99.

Each level adds a little power in your style (more at every 5th and 10th level), and at levels 20 and 40 every class learns a stronger signature ability - Warrior's Fortify and Quake, the Berserker's Cleave and Bloodlust, the Mage's Chain Lightning and Meteor, the Ranger's Multishot and Rain of Arrows, the Templar's Judgement and Consecration. Necromancers raise the dead from level 10 and gain an extra summon at 30 and 50.
Talents: three trees, 51 points
::ctalents opens your talents: one tree at a time, with a tab for each of your three specs.


- You get one point per class level - 51 at level 50 - and can spend them in any of your three trees.
- Each tree has nine rows. Every row needs 5 more points spent in that tree, so the bottom row - the ultimate - needs 40. That leaves about 11 points to dip into another tree.
- A talent with an arrow into it needs the one above maxed first.
- Hover a talent to read exactly what it does now and what its next rank adds.
Your main spec
The tree with the most points (at least 11) is your main spec, and it changes your role. A tank main spec makes you hit harder in melee and take less damage, and taunts monsters onto you; a healer's makes you heal. Below 11 points in every tree you keep your class's default profile.
Ultimates
The talent at the bottom of every tree is a signature ability with its own animation and effects. Ultimates fire on their own - like your resource, there's no hotkey.
Resetting
There is no unlearning single talents - you reset the whole class. The first reset costs 1M Dracma, then 2.5M, 5M and 10M; every 3 days without a reset brings the price one step back down. If you had talents in the old system, those points have already come back to you for free.
The eighteen specs
| Class | Spec | Role | What it's about | Ultimate |
|---|---|---|---|---|
| Warrior | Protection | Tank | The boss wall | Unbreakable - once every 90s a killing blow is stopped: 6 seconds you can't drop below 1 HP, half damage taken, everything nearby taunted onto you |
| Warrior | Arms | Damage | Two-handed bleeds and executes | Bladestorm - full Guard spins you through everything around you, and you can move |
| Warrior | Vanguard | Support | Shouts and auras for the group | Banner of Olympus - a banner that makes allies take less, hit harder and regenerate |
| Berserker | Fury | Damage | Dual-wield frenzy speed | Ravager - in Frenzy every 5th hit is a leaping splash, and kills extend Frenzy |
| Berserker | Carnage | Damage | The biggest single hits | Deathblow - every Frenzy opens with a guaranteed 700% crit |
| Berserker | Bloodrage | Damage | Bleeds and self-sustain | Blood God - dropping below half HP detonates every bleed and heals you for each |
| Mage | Fire | Damage | Ignites and crit chains | Cataclysm - Meteor falls as three, and the ground burns |
| Mage | Frost | Damage | Freezes and shatters | Absolute Zero - Nova becomes a ring of ice that freezes, then shatters |
| Mage | Arcane | Damage | The mana engine | Singularity - every surge opens a void that holds enemies and burns them |
| Ranger | Marksmanship | Damage | One arrow, one kill | Deadeye - every 30s a guaranteed 400% crit that pierces the enemy behind |
| Ranger | Survival | Damage | Poisons, snares, explosives | Firestorm Volley - Rain of Arrows becomes exploding fire |
| Ranger | Beast Mastery | Damage | You and a beast companion | Call of the Wild - a second beast joins, and both enrage every minute |
| Necromancer | Soulbinder | Healer | Mending and Bone Ward | Sanctum of Souls - consecrated ground that heals, restores prayer and shields allies |
| Necromancer | Legion | Support | The undead army | Army of the Damned - six skeletons rise; your summons explode when they fall |
| Necromancer | Bloodbound | Tank | A death-knight tank | Dancing Rune Weapon - a spectral weapon fights beside you, and Death Strike heals twice |
| Templar | Holy | Healer | The light-bringer | Light of Dawn - full Holy Power heals every ally nearby, with a halo on the most wounded |
| Templar | Crusader | Damage | The two-handed zealot | Hammer of the Heavens - every Judgement drops a hammer that heals you per enemy hit |
| Templar | Oathkeeper | Tank | The holy tank | Avatar of Light - at low HP you take wing: healing, less damage taken, holy splash |
The damage specs deal the most and survive the least - Arcane, Marksmanship, Fire and Carnage top single-target damage, and Fire, Arms and Survival clear packs fastest. The bruisers (Fury, Bloodrage, Crusader) trade a little damage for a lot more staying power. Tanks and healers deal less but are far harder to kill.
Templars: healing other players
The Templar is a holy bruiser - less damage than a pure damage class, more punishment than a pure tank, and it heals as it fights. Its heals find the most wounded ally on their own.
With Holy as your main spec, right-click another player for Heal: you follow them, cast any heal that's off cooldown, and every weapon swing between spells heals them a little. Lay on Hands only fires through Heal when they drop below 25%. In PvP areas Attack stays available.
Rangers: the Stable
Beast Mastery Rangers fight with a companion beast. Put 5 points into Beast Mastery and open the Stable - the button on your class hub, or ::stable:

There are 21 beasts in seven families - wolves and cats (Ferocity), bears, scorpions and the crocodile (Tenacity), spiders and raptors (Cunning) - and each family fights differently: the wolf's howl, the cat's rake, the scorpion's sting, the spider's web, the raptor's screech, the crocodile's death roll. A fallen beast comes back after 30 seconds. Call of the Wild lets you choose a second.
Commands
| Command | Opens |
|---|---|
::class | The class hub - Overview, Stats, Level and Talents |
::ctalents | Your class talents |
::classselect | Choose Your Path |
::classstats | Your live damage, defence and crit modifiers |
::level | Your class level and its bonuses |
::stable | The Stable (Beast Mastery Rangers) |
Not to be confused with ::talents - the account-wide talent trees every character shares.