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Understanding the Classes

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This wonderful piece of insight was provided by mutantmagnet. One of Spellborn's longest and most respected community members.


Introduction Edit

I was getting a bit tired of trying to get a sense of what each class does by reading their abilities and decided to make short summaries detailing each archetype and subclass. While making this primer I realized how it helped me better understand each class in context of the others so I decided to repost my work here.

So if you are still tying to fingure out which class suits your tastes then reading here would be a good start in wrapping your head around the details of each class.


The Archetypes Edit

There are two types of classifications for classes. The first listed here is the archetype class. This class embodies the core features of the classes related to it. As you level up you are restricted to your archetype skills. At level 50 you can perform various deeds for NPCs to unlock each skill from other archetypes. So when you think of what class to pick keep in mind if you are dedicated enough to playing the game you can get things that they would be lacking in. Also keep in mind that in my overview of archetypes I listed things people can commonly understand. Each archetype has certain abilities that are unbelievably good and role defining for the archetype.


Warriors Edit

What do Warriors offer that the other archetypes don't?

  • Only archetype with access to a small number of attacks that completely ignore any natural defences an opponent has, which hit for heavy damage.
  • Warriors have a lot of attacks where damage is dependent on their physique being greater than their targets'.
  • Warriors also have the ability to greatly increase their running speed as long as they keep connecting with their attacks. Missing certain attacks reduces your movement speed.
  • Warriors have a large number of abilities that manipulates the running speed of enemies in the warrior's favor.
  • Only archetype with access to the disarm effect which prevents a player from using any melee attacks.


Spellcasters Edit

What do Spellcasters offer that the other archetypes don't?

  • A decent number of heals. The other archetypes have only one heal each.
  • A large number of attacks where damage is dependent on their morale being greater than the target's.
  • Access to a decent number of attacks that amplify damage as long as you keep connecting with your attacks. Missing these attacks reduces your damage.
  • None of their multitarget skills are capped. The other archetypes are usually capped to two or four targets.
  • Greatest number of abilities with tradeoffs than the other archetypes, and in a decent amount. They are tradeoffs like giving allies a debuff while trying to offset that gain with coinciding buffs.
  • Decent number of skills designed to be anti melee in a variety of ways.
  • Largest number of ranged abilities ranged abilities augmented with various secondary effects.
  • The majority of their ranged skills are spells, so they don't suffer the minimum range penalty and resistances against these spells have to match the correct spell affinity and there are three affinities.


Rogues Edit

What do Rogues offer that the other archetypes don't?

  • Only archetype with a decent number of attacks that deal greater damage if you can hit their backside.
  • A large number of attacks where damage is dependent on their concentration being greater than the target's.
  • Large number of abilities that increase their attack speed as long as they keep connecting with these attacks. Missing with these attacks reduces your attack speed.
  • Decent number of ranged abilities which have the highest damage potential compared to the other archetypes.
  • All their ranged skills are penalized with a minimum range clause.
  • Access to a wide variety of skills that allows you to weaken defence against all of the attack types, but the majority of skills require you to be in melee range.
  • Only archetype with access to the blind effect which prevents a player from using any ranged attacks.
  • Decent variety of abilities designed to lower the attack speed of your opposition.


The Subclasses Edit

The following is about the second classification which is the subclass. Subclass abilities are restricted. This doesn't guarantee that what makes a subclass unique won't be made available to other subclasses due to raising the level cap or balance changes, but it's reasonable to believe the general flavor of the class won't change much from what it initially starts out with for a very long time.


Warrior Subclasses Edit

Adepts Edit

What differentiates Adepts from the other warrior subclasses?

  • Has a decent number of attacks where damage is dependent on their concentration being greater than the targets.
  • Large number of skills which increase their attack speed as long as they keep connecting with their attacks. Missing such attacks reduces their speed.
  • Only warrior class with access to the silence effect.
  • Only class out of the 9 that can hit multiple targets with the disarm or blind effect.
  • Decent number of heals but the majority is designed to help the adept only unlike the bloodwarrior.
  • Makes usage of a small number of skills designed to reduce the running speed of multiple opponets.
  • All ranged attacks are teleportations.
  • Only warrior to not have party buffs. Instead has largest variety of enemy debuffs.
  • Specializes in defense against melee and ranged attacks.
  • If it is disarmed or blinded it still has a large variety of skills that allows it to keep on attacking, unlike the other warriors who are more weapon dependent.


Blood Warriors Edit

What differentiates Blood Warriors from the other warrior subclasses?

  • Can form various types of blood links with other characters. Forming blood hooks allows linked characters to feel the same pain the bloodwarrior is feeling. Forming blood bonds allows linked characters to redistribute some of their pain to the bloodwarrior instead.
  • Properly managing links is important because a variety of healing effects, buffs and debuffs you put on yourself can be shared with linked characters.
  • A decent variety of skills also come with their own specific drawback requiring you to do something detrimental to your bloodwarrior with the hope of gaining better benefits.
  • Compared to all 9 subclasses bloodwarriors have higher than average hitpoints while the other warriors both have lower than average hitpoints.
  • Largest variety of group buffs.
  • Blood Warriors have a decent number of abilities that greatly increase their running speed as long as they keep connecting with their attacks. Missing certain attacks reduces your movement speed.


Wrathguards Edit

What differentiates Wrathguards from the other warrior subclasses?

  • Push a button and hit multiple enemies. Only a few wrathguard specific skills are designed to hit one target.
  • The majority of multi target skills have a higher target hit cap unlike the other 5 non-mages.
  • No heals unlike the other warriors. Restricted to the one heal available in its archetype.
  • Large number of skills where damage is dependent on their morale being greater than the targets.
  • Large amount of skills which greatly increase their damage as long as they keep connecting with their attacks. Missing such attacks reduces their damage.
  • Their abilities get more powerful as the number of allies or enemies, that are in their range to affect, increases.
  • They have a large variety of ways of increasing/lowering the damage of friendlies/enemies.
  • Only class of the 9 that can manipulate friends and enemies by teleoporting them to its location.
  • Decent number of skills that completely ignore any natural defenses.


Spellcaster Subclasses Edit

Ancestral Mages Edit

What differentiates Ancestral Mages from the other spellcaster subclasses?

  • Ancestral Mages make use of a pet. The majority of skills require you to harm your pet or put it in jeoperdy to perform various tasks.
  • All of your teleportation skills involve forcing characters to get close to your pet or to get your pet to come to you.
  • Decent number of skills designed to lower the base damage of a player regardless of them using spells, range or melee.
  • Small number of attacks where damage is dependent on their morale being greater than the targets.
  • A large number of skills which greatly increase their damage as long as they keep connecting with their attacks. Missing such attacks reduces your damage.
  • Greater amount of group buffs than the other casters.


Rune Mages Edit

What differentiates Rune Mages from the other spellcaster subclasses?

  • Rune Mages can draw runes which act as an AOE that stays active for a period of time. The other casters barely have any persistent spells.
  • Uses a decent number of AOEs with DOT effects.
  • Small number of attacks where damage is dependent on their physique being greater than their targets'.
  • Decent number of abilities that greatly increase their running speed as long as they keep connecting with their attacks. Missing these attacks reduces their movement speed.
  • Compared to all 9 classes Runemages definitely have higher than average hit points unlike the other mages who probably have average health.
  • Decent variety of skills designed to hamper movement ranging from effects that directly manipulate movement to effects that force opponents to think about how much they want to move and where they should be moving.


Void Seers Edit

What differentiates Void Seers from the other spellcaster subclasses?

  • The only caster with access to the silence effect which prevents a caster from using spells (small number of abilities).
  • Only caster with access to doom effect which reduces the effectiveness of healing (decent number of abilities).
  • Specializes in heavy damage to single targets.
  • Makes usage of reflection effects, which redirects part of the damage a target receives in a small variety of ways.
  • Decent variety of abilities designed to reduce opponents' natural defences against all types of spells.


Rogue Subclasses Edit

Death Hands Edit

What differentiates Death Hands from the other rogue subclasses?

  • The only rogue with access to the acid effect which reduces an opponent's resistances as they receive more damage and can damage a healer if it tries to heal that person.
  • Decent variety of skills which lowers important stats of an enemy as they receive more damage.
  • Decent variety of skills which lowers important stats of an enemy as they try to move.
  • Largest amount of heals with the greatest amount of variety of all the rogues.
  • Deathhands can use poisons which are actived by a large number of abilities. The effects of poisons remain unknown for now.
  • Only rogue with abilities that don't have obvious drawbacks that need to be managed so the good effects outweight the bad effects. The other rogues have a small number of skills with conditional drawbacks.
  • Compared to all 9 subclasses Deathhands probably have average hit points unlike the other rogues who definitely have lower than average health.
  • Only rogue that can't teleport.
  • Specializes with DOTs.


Skinshifters Edit

What differentiates Skinshifters from the other rogue subclasses?

  • The only rogue with access to the silence effect which prevents spells from being casted.
  • The only rogue with access to the doom effect which reduces the strength of healing.
  • The only rogue with access to the disarm effect which prevents a player from using melee skills.
  • Specializes in heavy damage to a single target.
  • Greatest control of all 9 classes in teleporting to specific locations.
  • Barely has any ranged skills. The other rogues have a lot more ranged abilities.
  • Skinshifter have a small number of attacks where damage is dependent on their concentration being greater than the target's.
  • Decent number of abilities that greatly increase their attack speed as long as they keep connecting with their attacks. Missing with these attacks reduces their attack speed.


Tricksters Edit

What differentiates Tricksters from the other rogue subclasses?

  • Tricksters make usage of gadgets which augment their combat abilities with additional effects after being thrown. The effects of gadgets are unknown.
  • Because of gadgets, tricksters have the largest amount of ranged abilities with the most precise attack arc out of all 9 subclasses.
  • Only rogue that can't increase their damage if they position themselves behind their opponent. Limited to whatever their archetype gives them.
  • Tricksters don't have any heals unlike the other rogues. Restricted to the one heal available by their archetype.
  • Decent number of skills designed to hamper the movement of the opposition.
  • Have a variety of skills that makes it difficult for the opposition to touch them or even harm them that well, especially with melee or ranged attacks.

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