Search Help Files


You searched for Subclass


1. subclass cmd command
Syntax: subclass add <new subclass>
subclass switch <subclass>
subclass list
subclass all

subclass add <new subclass>

The cost to add a new subclass is 5000 questpoints and 25000 gold. Your
first subclass can be added once you reach level 50, the second at 100, and
the final at Hero. When you add a subclass, it will automatically be
activated (switched into) and targeted. Skill and spell proficiencies are
set to 50% upon adding the subclass.

subclass switch <subclass>

When you switch into a different subclass, it will become active. All other
subclasses for the full class become inactive and you cannot use or practice
their skills and spells. There is a 6 hour cooldown into switch into a
different subclass (each main class has its own cooldown).

The syntax 'subclass switch check' will tell you the time left until you
can switch subclasses.

subclass list

This syntax lists all of your classes and subclasses, their levels,
experience, subclass type, and status (such as active or currently being
targeted). The class highlighted in red is the class you are currently
targeting (gaining experience for).

subclass all

This syntax lists all possible classes and subclasses. Those highlighted in
red are classes you currently have.


2. diabolist subclass
Necromancers bent on doing more damage may find the teachings of the
Diabolist calling them. Their research has led them to master new methods
of inflicting pain on others and not even their allies are safe if it can
help the Diabolist. Diabolists are skilled at the use of fire and disease
on others, as well as manipulating the life force of their pets ‑ even
stealing the life from their pets when it suits them.

‑‑‑ Diabolist Spells ‑‑‑
L. 1: Pentacle
L. 3: Boil blood
L. 5: Killsurge
L. 7: Sacrifice
L. 10: Wretched Boils


3. elementalist subclass
Combining magic with nature, Elementalists draw immense power from their
knowledge of the world around. Their deepened understanding allows them to
imbue weapons with greater magical damage, call upon lightning storms in the
midst of a fight, use elemental harm to their advantage, and summon a
fearsome ally to their side in warfare.

‑‑‑ Elementalist Spells ‑‑‑

L. 1: Elemental Shield
L. 3: Chain Lightning
L. 5: Elemental Erosion
L. 7: Greater Elemental
L. 10: Imbue


4. battlemage subclass mage
Rumor has it that BattleMages are the fiercest of all spellcasters, and
rightfully so. Powerful enough to mute their foe and deliver extra damage
with their spells, they are also known to find further magical strength from
within during a fight. Their ability to harness a fiery blockade of magic
can stop projectiles dead in their tracks.

‑‑‑ BattleMage Spells ‑‑‑
L. 1: Battle Finesse
L. 3: Silence
L. 5: Wall of Fire
L. 7: Inner Fire
L. 10: Magical Smite


5. planewalker subclass
Planewalkers are masters of manipulating time and space. Their magical
capabilities allow them to be transported into targeted rooms throughout the
realm. Their understanding of the world has granted them the ability to
directly summon themselves to a multitude of designated points throughout
the world, with the help of special magical orbs. Characterized by a
greater understanding of dimensional reality, Planewalkers can depart battle
without experience loss, all the while harnessing magic to move between
dimensions in order to outwit their enemies during a fight.

‑‑‑ Planewalker Spells ‑‑‑
L. 1: Step
L. 3: Envision
L. 5: Beacon
L. 7: Reality Shift
L. 10: Interdimensional


6. priest subclass
Becoming a Priest means adhering fully to their divine calling. Priests
are able to reveal information about their targets that no one else is
capable of. Aided by a divine power, they have been granted an increased
healing spell for themselves and their group. More wizened priests have
been known to increase their own mana capacity, making themselves a very
desirable ally in any given setting.

‑‑‑ Priest Spells ‑‑‑
L. 1: Divine Revelation
L. 3: Holy Light
L. 5: Circle of Spirituality
L. 7: Holy Ward
L. 10: Divine Hymn


7. shaman subclass
Shamans are mystical healers in touch with the natural realm. With
unmatched power to mend the wounds of both familiars and players alike,
shamans are deeply entrusted at the very front lines of a battle. Their
demonstrated mystical prowess also allows them to halt the movement of their
targets and identify key weaknesses within their enemies. When the time
comes, Shamans can call upon a great magic to temporarily boost their health
at the cost of their magic.

‑‑‑ Shaman Spells ‑‑‑
L. 1: Sense Weakness
L. 3: Trance
L. 5: Spiritual Balance
L. 7: Spirit Animal
L. 10: Mystic Surge


8. druid subclass
Druids draw their strength, and more than a little magical energy, from
nature itself. Their close relationship to nature gives them a close
relationship to animals and the ability to conjure companions made of the
elements. Druids also have a special relationship with staves and wands, as
they are usually made of wood, and are able to carve runes into those items,
giving them new abilities.

‑‑‑ Druid Spells ‑‑‑
L. 1: Nature's Friend
L. 3: Ice Drake
L. 5: Fire Drake
L. 7: Spirit Mend
L. 10: Carve Rune


9. sage subclass
A Sage is one who is able to quickly turn life experience into ability.
They are able to size up a foe and quickly determine what its weaknesses
are. Similarly, they can cast magic to increase another's proficiency, no
matter where the other's skills lie. It is rumored that Sages have a
special place in their hearts for rune magic.

‑‑‑ Sage Spells ‑‑‑
L. 1: Enlightenment
L. 3: Sense Weakness
L. 5: Sage Aura
L. 7: Elemental Enchantment
L. 10: Enchant Rune


10. herbalist subclass
The Herbalist is able to work wonders with plants. As such, they are
much more proficient than most at brewing potions, being both more
successful at brewing than most, but also able to make more potent potions.
Anyone who brews potions will tell you that locating the best ingredients is
key to making a good potion, and Herbalists are especially talented at
finding ingredients.

‑‑‑ Herbalist Spells ‑‑‑
L. 1: Potion Mastery
L. 3: Green Blessing
L. 5: Magical Extraction
L. 7: Herbal Healing
L. 10: Salve


11. psiblade subclass
The Psiblade has developed mind powers specifically to damage foes. They
are able to increase the effectiveness of their weapons by increasing their
strength with mental energy as well as using the power of concentration to
increase the accuracy of their weapon's blows. Often, someone facing a
Psiblade in battle will become so mentally fatigued that they will lose the
ability to cast spells, or they hit themselves with their weapon rather than
the Psiblade.

‑‑‑ Psiblade Spells ‑‑‑
L. 1: Psychic Weapon
L. 3: Counter
L. 5: Thought Invasion
L. 7: Transmute Life
L. 10: Psychic Mantra


12. mentalist subclass
The Mentalist has an extraordinary memory and the ability to observe
minute details. The combination of these abilities allows them to recall to
more locations than others. In combat, the Mentalist can convince the
weak‑minded to do less damage than they might otherwise. Even more
dangerous for the Mentalist's foes is the fact that the Mentalist can
carefully observe its foes and use those details to more effectively fight
in the future.

‑‑‑ Mentalist Spells ‑‑‑
L. 1: Mental Acuity
L. 3: Cripple
L. 5: Brainstorm
L. 7: Enemy Sympathy
L. 10: Study Foe


13. telekinetic subclass
A Telekinetic uses their mind powers to move objects in the world, even
down to nearly atomic levels. Telekinetics can translate their abilities
into unseen weapons, remove their foes equipment, and even repair their
equipment without tools.

‑‑‑ Telekinetic Spells ‑‑‑
L. 1: Lobotomy
L. 3: Mental Submission
L. 5: Atom Rearrangement
L. 7: Move
L. 10: Mind Hand


14. charmer subclass
The Charmer has developed an unnatural ability to get what they want from
others. Shopkeepers find themselves wanting to give the best deals to
Charmers, even giving them things for free. Oddly enough, the shopkeepers
themselves can't tell you why they do it. Outside of shops, Charmers also
find it possible to convince others to do their bidding, even convincing
their enemies not to hit them as hard.

‑‑‑ Charmer Spells ‑‑‑
L. 1: Charm Person
L. 3: Charisma
L. 5: Convince
L. 7: Winning Smile
L. 10: Glamour


15. trickster subclass
As the name implies, the Trickster plays with their enemies' minds. Using
their skills, the Trickster can cause others to hallucinate, have waking
nightmares, or convince them that they want to give up cherished
possessions. Spellcasters facing off against a Trickster may find that they
are unable to vocalize their spells and all those who face off against a
Trickster may find that it feels like there is more than one.

‑‑‑ Trickster ‑‑‑
L. 1: Silence
L. 3: Hallucination
L. 5: Nightmares
L. 7: Convince
L. 10: Duplicity


16. mirage subclass
The Mirage can make others see images that are so real, they can
physically interact with the world. Foes facing a Mirage in combat might
instead find themselves facing 10 Mirages or some nightmarish creature.
Even worse for the foe, they may find that their own attacks are inflicting
damage on themselves.

‑‑‑ Mirage Spells ‑‑‑
L. 1: Advanced Mirroring
L. 3: Wink
L. 5: Mirage Aura
L. 7: Mirage
L. 10: Change


17. sniper subclass
The advantage that Snipers have over their enemies is that their enemies
don't even see the Sniper before an arrow ends up between their eyes. The
Sniper's experience and keen eyesight allow them to spot targets before
being spotted, hit critical targets from a distance, and even shoot arrows
around corners. They even have an uncanny ability to coax more damage out
of their arrows, though how they do so is a closely held secret.

‑‑‑ Sniper Skills ‑‑‑
L. 1: Sharpshooter
L. 3: Advanced Shoot
L. 5: Perfect Aim
L. 7: Reactive Arrows
L. 10: Ambush


18. beastmaster subclass
Beastmasters have developed a special bond with animals. Their knowledge
of animals allows them to give aid, helping the animal to heal faster than
it normally would. Through the bond, the animals become quite loyal to the
Beastmaster, making them willing to stand between an attacker and their
master, defending or attacking on command. The animals will even sacrifice
their own health if it will aid the Beastmaster.

‑‑‑ Beastmaster Skills ‑‑‑
L. 1: Nurture
L. 3: Familiar Loyalty
L. 5: Tame Beast
L. 7: Stampede
L. 10: Spirit Bond


19. scout subclass
The Scout is the master of seeing without being seen. They are skilled
hunters who have an uncanny ability to read others and how aggressive they
might be towards strangers. Having spent years out in the open, watching
and tracking others, Scouts developed the ability to quickly find, and
remember, their way around open locations.

‑‑‑ Scout Skills ‑‑‑
L. 1: Heighten
L. 3: Hawkeye
L. 5: Reconnaissance
L. 7: Cartography
L. 10: Erase Tracks


20. bonecollector subclass collector
BoneCollectors have taken a special interest in the bones left behind by
the dead. Their studies of bone have given them the ability to control bone
from a distance, turning the bones of the dead into weapons or making the
living lose control of theirs. The BoneCollector can even harden the bones
of his allies, making them that much harder to harm.

‑‑‑ BoneCollector Spells ‑‑‑
L. 1: Bone Shiver
L. 3: Bone Shard
L. 5: Bone Graft
L. 7: Bone Harden
L. 10: Life Siphon


21. voodooist subclass
Necromancers are already known for using (some might say "reusing") the
dead for their own purposes. Voodooists, however, have found even more
creative uses for the dead. The vindictive Voodooist has even been known to
bring back an enemy just to kill it again. And again. All the while
drawing the life out of their enemies and using it to restore themselves.
Cross Voodooists with care or you may find yourself being beaten with your
own arm.

‑‑‑ Voodooist Spells ‑‑‑
L. 1: Focus Death
L. 3: Circle of Life
L. 5: Circle of Death
L. 7: Spirit Magnet
L. 10: Voodoo


22. venomist subclass
The Venomist fights dirty, very dirty. The Venomist is skilled in what
ails you, especially poisons. Be very wary of the Venomist, because he
doesn't have to be near you to deliver his toxic brews, and he laughs at
those who think they are immune to his particular talents.

‑‑‑ Venomist Spells ‑‑‑
L. 1: Blood Poison
L. 3: Toxic Scourge
L. 5: Insidious Malady
L. 7: Gale of Poison
L. 10: Fortify Health


23. ninja subclass
Like the ninjas of old, the Ninja is a master of disguise and adept at
getting out of tight spots. The Ninja relies on the skills passed down
through generations of masters. Skilled in close up combat, they may
just as well put a throwing star through your heart before you even know he
is there, and if a Ninja is hunting you, don't tarry in dark corners as
they are known for their ability to see in the dark.

‑‑‑ Ninja Skills ‑‑‑
L. 1: Advanced Throw
L. 3: Vanish
L. 5: Blindfold Training
L. 7: Convince
L. 10: Advanced Envenom


24. assassin subclass
The Assassin is skilled in a myriad of methods of ending someone's life.
He has studied anatomy, poisons, and fighting styles over the course of
years in order to become the fearsome killer. He may not attain perfection,
but that doesn't mean you won't be dead.

‑‑‑ Assassin Skills ‑‑‑
L. 1: Entrapment
L. 3: Pressure Point
L. 5: Calculated Hit
L. 7: Advanced Blackjack
L. 10: Drug


25. spy subclass
Try as you might to hide, the Spy will find you and will unconver things
about you that you didn't want known. You have a favorite combat technique?
The Spy knows. He might even be willing to prove it to you. Don't worry,
the Spy is willing to share knowledge, especially when it benefits himself.

‑‑‑ Spy Skills ‑‑‑
L. 1: Spy
L. 3: Spyglass
L. 5: Motion Sensor
L. 7: Provoke
L. 10: Copycat


26. gladiator subclass
The Gladiator is used to fighting to the death in close quarters for the
entertainment of others. Make no mistake, the Gladiator knows the stakes,
and will use any means necessary to stay alive. And while the goal of the
Gladiator is to stay alive, he will gladly take payment from those who enjoy
the show.

‑‑‑ Gladiator Skills ‑‑‑
L. 1: Fame
L. 3: Eyejab
L. 5: Shove
L. 7: Strangle
L. 10: Knockout


27. mercenary subclass
The Mercenary takes no pleasure in killing, but he does take pleasure in
getting paid. And since time is money, the Mercenary will waste no time
tracking you down and ending your life. Try as you might, hiding from a
Mercenary is almost impossible. Surviving once found is even harder.

‑‑‑ Mercenary Skills ‑‑‑
L. 1: Hunt
L. 3: Battle Finesse
L. 5: Greed
L. 7: Polish
L. 10: Contracted Killer


28. barbarian subclass
The Barbarian needs no reward for killing and doesn't fight for causes.
He fights for the love of the kill. The Barbarian will rush headlong into
battle, painted in fierce colors and crying out in rage. Then he gets
serious. Only after vanquishing a foe will the toll on the Barbarian's body
become evident, but the Barbarian has learned how to heal his body... with
the bodies of his slain foes.

‑‑‑ Barbarian Skills ‑‑‑
L. 1: Barbaric Appetite
L. 3: Warpaint
L. 5: Battle Finesse
L. 7: Warsong
L. 10: Warcry


29. occultist subclass
Occultists specialize in the study of magic and how to dispel it, or on
the opposite end of the spectrum, how to strengthen it.

‑‑‑ Occultist Skills ‑‑‑
L. 1: Spirit Drain
L. 3: Master Meditation
L. 5: Dispel Magic Greater
L. 7: Fortify Magic
L. 10: Fortify Mind


30. whitewitch subclass
The WhiteWitch specializes in healing, curative magics, and pain relief,
as well as thwarting the effects of death.

‑‑‑ WhiteWitch Skills ‑‑‑
L. 1: Tree of life
L. 3: Heal
L. 5: Light ballast
L. 7: Miracle
L. 10: Death guard


31. dreamwitch subclass
DreamWitches focus on effecting the unconscious, especially influencing
the sleeping mind. They can give night terrors to their enemies, and
improve the quality of sleep for their friends. They are also skilled in
forcing their foes to fall asleep against their will.

‑‑‑ DreamWitch Skills ‑‑‑
L. 1: Symbol of Sleep
L. 3: Night Terrors
L. 5: Moonbeam
L. 7: Poppydust
L. 10: Dreamcatcher


32. disciple subclass
Among Monks, the Disciples are the most committed to training their body
and mind, allowing them to master the art of meditation, healing, and
unarmed combat. Through their extensive training, they are able to reach a
physical state which allows them to return from the edge of death through
sheer force of will.

‑‑‑ Disciple Skills ‑‑‑
L. 1: Master Meditation
L. 3: Flurry of Blows
L. 5: Master Unarmed Combat
L. 7: Sphere of Healing
L. 10: Feign Death


33. zealot subclass
The Zealot is an offensive‑styled Monk whose sole mission is to vanquish
the enemies of the gods and spread and defend their deity's beliefs.
Because of their high level of devotion, they are able to directly call upon
the gods to receive favors that lend them strength in combat.

‑‑‑ Zealot Skills ‑‑‑
L. 1: Gods Favor
L. 3: Gods Mercy
L. 5: Gods Hand
L. 7: Gods Sacrifice
L. 10: Gods Fury


34. defender subclass
The Defender is a defensive‑styled Monk whose main priority is to protect
its group members and survive the most formidable enemies and perilous
situations. Defenders are often the most sought out to assist in completing
a dangerous mission.

‑‑‑ Defender Skills ‑‑‑
L. 1: Rescue
L. 3: Hyperbody
L. 5: Shield Rush
L. 7: Shield Block
L. 10: Steel Skin