Characters, classes and locking
How does the three-class system work?
You pick two classes at creation and level them together from 1. Your third slot unlocks at level 10 in the Loadouts tab (most players Origin back to town to grab it). Your second and third classes swap freely for the life of the character. Only your primary locks.
What locks at level 11, and can I change my primary before then?
Nothing locks until 11, including your primary. In any city, press N, open Loadouts, and switch to any class your race allows. At 11 your primary class, race, and deity lock permanently, to the character rather than to each loadout. If you rolled the wrong primary and you are still under 11, fix it now instead of waiting on a level-50 token.
How do I get a new primary later?
Level a trio to 50 and you get a free Primary Class Unlock Token, once. After that there are class-unlock quests in the
Plane of Sky, and the shop sells tokens for 1,500 Aridium (about $15). More free paths are planned.
Are any primary classes a bad pick?
No, every combo can clear all the content. Since the primary is what locks, pick one you will enjoy maining. Monk is the safest anchor and strong from level 1, Shadow Knight handles hard solo content, Necromancer if you want a caster. Run the combo through the
Forge before you lock it.
How many loadouts and characters do I get?
Three loadout slots at launch (more are 500 Aridium each), edit-only, no delete. One character per world server across eight servers. AAs sit in one shared pool across every loadout.
Do my AAs and gear carry across loadouts?
AAs yes, one character-wide pool: buy an AA on a class and it works in every loadout with that class. Gear parks in equipment storage when you swap and returns when you swap the class back in. There is no character transfer, and equipped gear attunes to you.
Deities, race and faction
Does my deity choice matter?
It sets your starting faction across the world (who is kill-on-sight and who sells to you) and gates some deity-locked items. It locks at 11 with your race and primary, though a Deity Token to change it later is confirmed. Type /faction to see your standing list.
Is agnostic the safe pick?
It dodges the enemies a deity makes but locks you out of every deity-specific item and perk. The best-value picks players land on are Bristlebane and Solusek Ro. Innoruuk on a human is a sleeper, since it lets you walk into most cities without being kill-on-sight. Avoid Veeshan on a bard.
Is there a best starting race?
Iksar is the durability pick: a +35 AC racial that bypasses the armor-class soft cap everyone else hits, plus regen. Ogres get frontal stun immunity, at the cost of not fitting through half the doorways in the game without a shrink. Race locks at 11 with your primary.
A vendor will not sell to me. How do I fix faction?
That is faction. Raise it by killing a group's enemies and doing their turn-ins (Crushbone orcs build Storm Guard faction as you farm, gnoll fangs go to Captain Tillin in South Qeynos). To buy right now, swap to a Rogue loadout and Sneak, or use an Enchanter illusion, then buy. This works for any race and class, so it is the standard way to buy off-faction spells.
Leveling and difficulty
What is the fastest way to level?
Killing, not questing. Find mobs your level and clear them. The fastest 1 to 10 is a monk paired with a pet caster: the pet tanks, the nuke pulls at range, and monk damage closes it out. Full routes are in the
leveling guide.
Which difficulty should I level at?
D0 if you have a snare, D1 if you do not. D0 mobs flee at low health and D1 mobs do not, so without a snare you spend the whole session chasing runners. Each tier up is +20% XP and better-plussed drops, so D2 is worth it once your trio can handle mobs with extra classes. Save D4 for gear farming.
Where should I level at 40 and up?
Sol B carries the mid-40s, and Lower Guk to about 45 is fine if you still want its drops. At 46 the community moves to Plane of Hate and Plane of Fear trash, where the XP and the planar gear you need at 50 come out of the same kills.
How long does 1 to 50 take?
About 50 hours at a normal pace, a week to a week and a half semi-casual with detours, and around six hours for a route-memorized speed run.
Does sitting still help mana regen?
No. You med at full speed standing up.
Instances and raids
How do I make my own instance?
Use the difficulty button in the bottom-right, the one with the difficulty number, not the layer button. Click Create Instance, pick difficulty, choose solo or multiplayer, and choose respawning or non-respawning. Non-respawning is for a clean full clear.
I click Create Instance and nothing happens.
You still have a previous instance open. Alt+Z, find the red Quit Instance button, quit it, then create. If you have none open, /pick works as a fallback.
How does my group get in?
Form the party before you create the multiplayer instance. Members trying to join a running instance can get bounced to their home city. Group instances hold three, maybe four; raid instances hold eight.
How do raid lockouts work?
Raid bosses do not spawn in the open world. You queue their instances through the Voidling NPC. Your first kill of each boss per week gives full loot, and after that you can return once a day for one bonus piece. The weekly lockout resets Tuesday, and you can do all of it solo.
Are the raid bosses hard, and where do people start?
Master Yael is the entry point, and players are killing him solo in the low 40s, including at the top difficulty. Vox, Nagafen, and the plane gods scale up from there. One quirk: Nagafen flees at D2, so bring a snare. See the
raid guides.
Does higher difficulty drop rarer loot?
It drops better versions of the same loot, not rarer loot. Higher difficulty raises the plus-tier and merge value of what drops and raises your XP. Each tier doubles merge value, so a D4 drop is worth sixteen D0 drops toward +10. The four instance tiers are Awakened, Adaptive, Fused, and Refined, D1 through D4.
Spells and songs
When and where do I get my spells?
Key class-defining spells auto-grant for free as you level, up to level 20. After 20 you buy the rest from vendors, which do not stock the auto-granted ones, so you will not end up with duplicates. You can scribe any spell at any level, so pre-buy the next ten levels and they are ready the moment you hit the level.
How do I learn a spell I bought?
Right-click it in your inventory to scribe it into your book, then memorize what you want onto your gem bar from the spells tab. The main spell hub is New Seb in North Ro; for off-faction vendors, use the Rogue Sneak trick.
How does Symphonic Aura work on a bard?
It auto-plays songs from your bottom gem slots and blocks hand-casting its own category while it runs, with an error naming what is blocked. Single-target nukes and utility go on your manual melody. At one rank, plain melody is often smoother. You can still charm while it is running, since charm is a separate hand-cast.
AAs, stances and skills
How do AAs work and which should I grab first?
AA experience comes in parallel with regular experience, into one character-wide pool, and scales with the gap between your level and what you kill, so the 10 to 25 stretch pays far better than sitting at 50. Grab stun resistance (Steadfast Will), extra spell gems (Mnemonic Retention), Quick Buff, and your crit lines first. Bards want Symphonic Aura first. There is no respec. Full detail in the
AA guide.
Some abilities got auto-added and I cannot put them on my bar.
Disciplines and invocations are granted automatically at their level rather than bought, so if you cannot find a trainer for something in the patch notes, you already have it. Auto-skill checkboxes also reset off every time you change loadouts, so re-toggle kick, bash, and the rest in Actions after a swap.
What do the stances do, and which should I run?
One at a time. Offensive boosts autoattack and is the sustained default, Striker boosts special and skill attacks and is a burn stance for deleting a priority target, and Berserker gives about 100% haste and halves ability reuse at the cost of 20% self-damage. Rogues and monks live in Striker. Berserker suits Shadow Knights and Paladins because the reuse cut shaves big cooldowns like Smite, Lay on Hands, and Harm Touch.
What does Cleave do?
It is a Warrior bar attack on a 12-second cooldown that hits up to three enemies in front of you, costs nothing, and can crit. Its damage comes off your weapon's raw damage, so a big two-hander cleaves far harder than dual-wielding (see
weapon ratios). Cleave and Frenzy both now reduce Rampage's cooldown.
Gear, loot and travel
My gear disappeared when I switched loadouts.
It is parked in equipment storage, not deleted. That storage is what carries your gear across loadout swaps. You can use any weapon your three classes can hold, and mixing gear across the trio is part of the point. The one exception is Monk, which wants hand-to-hand or monk weapons to keep the unarmed bonus.
What are the any-slots for?
Two slots that take any item type and give stats only, with two build-arounds: a rogue can backstab from a dagger in an any-slot, which frees the main hand, and a haste two-hander in an any-slot gives you its haste while you dual wield. A spare shield or chest in there is raw AC.
How do I sell fast and set up loot filters?
The advanced loot window has a Sell All button and per-item filters (loot, automerge, store, sell). Set upgrade items to automerge and junk to autosell and you stop going back to town. The destroy button above your bags sells at vendor price from anywhere, but upgraded items return nothing, so never destroy something you put motes into.
How does fast travel work?
Through rituals. Level a Wizard or Druid to about 25 and their ports, gate, and bind carry across every loadout you run afterward, and gate lands in your Rituals tab as you acquire it, so it works before 25. Bind at camp, Origin back to town to sell and buy (about every 18 minutes), gate back. Gather Party pulls your whole group to you every six hours, and the docks translocators move you between Qeynos and Freeport with no port at all.
Death, money, the shop and misc
What happens when I die?
No corpse runs and no XP loss. You respawn with all your gear and a little rez sickness, choosing the zone safe spot or your bind, and a Cleric, Paladin, or Shaman can rez you where you fell. If you get stuck, type /rewind.
How much money will I need?
Spells are the main platinum sink. Buying every spell for all three classes to 50 still leaves you around 10,000 platinum spare, so money stops being a constraint fairly early. Coin has no weight and rolls up into platinum on its own.
Does haste speed up my casting?
No. Haste speeds melee swings only, which is why Enchanter haste does nothing for a pure caster and everything for a melee build.
Are epic quests in?
The Paladin line is, and Soulfire is completable; Shadow Knights get the equivalent through the Torrid Corruptor line. See the
Soulfire and
Torrid Corruptor guides. One trap on the paladin line: a couple of steps need the NPC to open your letter before you hand in the next item, and doing it out of order voids the step.
Can I earn shop unlocks without paying?
Yes. Race, class, and deity unlocks all have Untapped Potential achievement paths, and your first class to 50 grants a free token plus a one-time storage bundle. The paid path just exists at launch before the full earn path does. The AA potion works out to about a dollar per point and does not compound, so skip it unless a first character is rushing one class-defining ability.
Known issues at launch
Do weapon procs work?
Yes. Procs were broken through most of beta and were fixed on July 14, so bring back any proc gear you benched. The one to watch is Spellblade, whose proc rate still feels low, so test it before you build around it.
Is stun-lock still unlimited?
No. A diminishing-returns system for stuns, mezzes, and fears was in the game but not working, and it ships fixed, so repeated stuns of the same type should get shorter and eventually stop within a fight.
Does gearing my pet add damage?
No. Pet gear does not raise attack and pet Stamina does not raise HP, because pets appear to have a damage cap tied to their level. Do not spend gear on a pet expecting more damage. Spell-upgrade tooltips also often show old numbers even though the upgrade works, so trust the combat log.