Realms of Eldermyr / field guide
Field guideClasses
Choose once, keep it

The 7 Paths

A path decides 6 things: which skills you may learn, which move [Space] fires, which tool that move grows on, which weapon families it may hold, where your stats start, and how fast they climb.

The roster

The 7 paths

6 specialists and one generalist. A path is chosen once, at hero creation, and cannot be changed. To play another, roll another hero.

KnightKnightHolds the line · Melee

The wall the rest of the party stands behind. Grows more health and more armor than anyone, and is the only hero who can put themself between a friend and what is coming.

[Space] Shield Wall. Pull nearby enemies onto your shield and take far less damage for a few seconds. It pulls them off your friends too. Your tree can rank it up.

Always: Unmoved. You are harder to shove or pull, and harder again every level. By the cap nothing moves you at all.

Opens with a Copper Sword, 16 damage, this path’s own.

A better Shield buys a wider pull, a longer stand, a deeper cut. It is the only thing a signature grows on. The whole shield ladder, in real numbers.

At level 25
Attack28Defense7Health680Mana195Vitality31Wisdom16Speed38Dexterity56Crit0%Evasion0%
Copper SwordShieldShield Wall
AssassinAssassinEnds fights · Melee

Fast, sharp and fragile. Crits more often than anyone alive and hits harder for it, on the understanding that very little has to go wrong before it is over.

[Space] Shadowstep. Vanish, and your next strike is a guaranteed crit that hits far harder and leaves poison in the wound. Your tree can rank it up.

Always: Momentum. With a blade in hand, every hit you land makes the next one hit harder. Taking a hit yourself loses some of it.

Opens with a Copper Dagger, 10 damage, this path’s own.

A better Venom buys a harder strike, and real venom on it. It is the only thing a signature grows on. The whole venom ladder, in real numbers.

At level 25
Attack45Defense2Health540Mana210Vitality11Wisdom16Speed43Dexterity81Crit15%Evasion0%
Copper DaggerVenomShadowstep
ArcherArcherOpens fights · Ranged

Quick feet, a hard opening shot and a habit of not being where the blow lands. Trades a little health for crit, evasion and speed.

[Space] Heavy Shaft. One huge shot straight ahead. A better quiver drives it clean through a whole line of enemies. Your tree can rank it up.

Always: Quarry Marks. With a bow in hand, your shots mark what they hit, and every mark on the same target does more damage.

Opens with a Copper Bow, 12 damage, this path’s own.

A better Quiver buys more marks, held longer, and a stronger seek. It is the only thing a signature grows on. The whole quiver ladder, in real numbers.

At level 25
Attack54Defense3Health520Mana215Vitality15Wisdom20Speed42Dexterity71Crit10%Evasion12%
Copper BowQuiverHeavy Shaft
MageMageRaw power · Magic

The hardest-hitting caster in the realm, with deep mana to spend on it. Everything goes into the spell and almost nothing into the body.

[Space] Detonate. A full ring of your own shots bursts outward from where you point. A better orb makes each one hit harder. Your tree can rank it up.

Always: Heat. With an elemental staff in hand, casting builds Heat, and Heat adds your weapon’s element to every spell.

Opens with an Ash Staff, 8 damage, this path’s own.

Cannot hold Rods. Every other weapon in the realm equips.

A better Orb buys a harder burst from every bolt. It is the only thing a signature grows on. The whole orb ladder, in real numbers.

At level 25
Attack48Defense2Health470Mana270Vitality11Wisdom31Speed38Dexterity61Crit0%Evasion0%
Ash StaffOrbDetonate
NecromancerNecromancerCommands an army · Magic

Never fights alone. Anything you kill gets back up and fights for you, with no button to press. Deep mana and a sturdier frame than the other casters.

[Space] Soul Drain. Drain the life out of every enemy where you are pointing, and some of it comes back to you as health. A better idol widens the area and heals more. Your tree can rank it up.

Always: Harvest. Anything that dies near you gives you back health and mana, and it gives more the stronger you grow.

Opens with an Ash Staff, 8 damage, this path’s own.

A better Grave Idol buys more risen, tougher and standing longer, a wider and harder drain, and more health back from it. It is the only thing a signature grows on. The whole grave idol ladder, in real numbers.

At level 25
Attack45Defense3Health480Mana265Vitality26Wisdom28Speed38Dexterity61Crit0%Evasion0%
Ash StaffGrave IdolSoul Drain
PriestPriestKeeps others alive · Magic

The reason a party comes home. The deepest mana pool in the realm and the fastest refill, spent keeping everyone else standing.

[Space] Group Heal. A pulse of light that heals every friend near you, other heroes included, and you with them. A better tome reaches further. Your tree can rank it up.

Always: Kept Alive. No single hit takes more than three quarters of your health. Below half, a killing blow leaves you on 1, every 60 seconds or every 15 seconds once trained.

Opens with an Olivewood Rod, 22 damage, this path’s own.

Cannot hold Staffs. Every other weapon in the realm equips.

A better Tome buys a stronger heal, carried further. It is the only thing a signature grows on. The whole tome ladder, in real numbers.

At level 25
Attack39Defense3Health450Mana285Vitality30Wisdom39Speed39Dexterity56Crit0%Evasion0%
Olivewood RodTomeGroup Heal
FreebladeFreebladeEvery road at once · Melee

No master, no mastery, and no door closed. Learns anything in the tree and can pick up any other hero’s tool, though a borrowed tool never gives quite what it gives its owner.

[Space] Ultimate. An explosion that changes with what you are holding, adding a fan of shots, an elemental wave or a whirlwind. Skill points rank it up. Your tree can rank it up.

Always: Borrowed Craft. You use any tool you carry like the hero it was made for, and hold a wizard’s Heat at half strength.

Opens with a Copper Sword, 16 damage, this path’s own.

It can carry any of the other 6 tools, and draws 60% of what a specialist draws from the same item. What each one does, worst to best.

At level 25
Attack32Defense4Health560Mana225Vitality15Wisdom16Speed38Dexterity66Crit0%Evasion0%
Copper SwordOddmentsUltimate
Level 1

Where every hero begins

StatKnightAssassinArcherMageNecromancerPriestFreeblade
Attack911119999
Defense1000000
Health200150150100100125150
Mana100125100150150175100
Vitality3333663
Wisdom20202023202320
Speed37404037373737
Dexterity21282623232124
Crit0%0%0%0%0%0%0%
Evasion0%0%0%0%0%0%0%

What each path starts with. A path opens ahead on the stats it is built around and behind on the ones it is not, so the spread starts before your first level: attack, defense, health, mana, vitality, wisdom, speed and dexterity already differ.

The rates

How fast each one grows

What each path gains per level, and where that leaves it. Pick a level to compare them at.

Attackat level 25before any weapon
  • Archer +1.79 per level 54
  • Mage +1.63 per level 48
  • Assassin +1 per level, and +1.48 per level from level 5 45
  • Necromancer +1 per level, and +1.6 per level from level 6 45
  • Priest +1 per level, and +1.3 per level from level 6 39
  • Freeblade +1 per level from level 3 32
  • Knight +0.79 per level 28
Defenseat level 25taken off every blow that lands on you
  • Knight +1 every 4 levels 7
  • Freeblade +1 every 6 levels 4
  • Archer +1 every 8 levels 3
  • Necromancer +1 every 7 levels 3
  • Priest +1 every 7 levels 3
  • Assassin +1 every 10 levels 2
  • Mage +1 every 10 levels 2
Healthat level 25the pool everything else protects
  • Knight +17 per level, and +21 per level from level 8 680
  • Freeblade +14 per level, and +18.11 per level from level 8 560
  • Assassin +13.17 per level, and +17.28 per level from level 8 540
  • Archer +12.33 per level, and +16.44 per level from level 8 520
  • Necromancer +12.83 per level, and +16.83 per level from level 8 480
  • Mage +12.33 per level, and +16.44 per level from level 8 470
  • Priest +10.5 per level, and +14.56 per level from level 8 450
Manaat level 25spells and signatures spend it
  • Priest +4 per level and +1 every 2 levels and +1 every 12 levels 285
  • Mage +5 per level 270
  • Necromancer +4 per level and +1 every 2 levels and +1 every 4 levels and +1 every 24 levels 265
  • Freeblade +5 per level and +1 every 6 levels and +1 every 24 levels 225
  • Archer +4 per level and +1 every 2 levels and +1 every 4 levels and +1 every 24 levels 215
  • Assassin +3 per level and +1 every 2 levels and +1 every 24 levels 210
  • Knight +3 per level and +1 every 2 levels and +1 every 3 levels and +1 every 8 levels 195
Vitalityat level 25health you get back over time, in a fight as much as out of one
  • Knight +2 every 3 levels and +1 every 2 levels 31
  • Priest +2 every 3 levels and +1 every 3 levels 30
  • Necromancer +2 every 3 levels and +1 every 6 levels 26
  • Archer +2 every 3 levels and -1 every 6 levels 15
  • Freeblade +2 every 3 levels and -1 every 6 levels 15
  • Assassin +2 every 3 levels and -1 every 3 levels 11
  • Mage +2 every 3 levels and -1 every 3 levels 11
Wisdomat level 25mana you get back over time
  • Priest +1 every 1.5 levels 39
  • Mage +1 every 3 levels 31
  • Necromancer +1 every 3 levels 28
  • Knight -1 every 6 levels 16
  • Assassin -1 every 6 levels 16
  • Freeblade -1 every 6 levels 16
  • Archer flat, no growth 20
Speedat level 25everyone is capped at 64
  • Assassin +3 by level 25 43
  • Archer +2 by level 25 42
  • Priest +2 by level 25 39
  • Mage +1 by level 25 38
  • Necromancer +1 by level 25 38
  • Freeblade +1 by level 25 38
  • Knight +1 by level 25 38
Dexterityat level 25levelling alone tops out at 81, and gear and skill points carry you past it
  • Assassin +2 per level and +1 every 5 levels and +1 every 24 levels 81
  • Archer +1 per level and +1 every 2 levels and +1 every 3 levels and +1 every 24 levels 71
  • Freeblade +1 per level and +1 every 2 levels and +1 every 4 levels 66
  • Mage +1 per level and +1 every 2 levels and +1 every 12 levels 61
  • Necromancer +1 per level and +1 every 2 levels and +1 every 12 levels 61
  • Knight +1 per level and +1 every 3 levels and +1 every 8 levels 56
  • Priest +1 per level and +1 every 3 levels and +1 every 8 levels 56
Critat level 25everyone is capped at 30%
  • Assassin +2.5% every 4 levels 15%
  • Archer +2.5% every 6 levels 10%
  • Knight, Mage, Necromancer, Priest, Freeblade flat, no growth 0%
Evasionat level 25everyone is capped at 40%
  • Archer +3% every 6 levels 12%
  • Knight, Assassin, Mage, Necromancer, Priest, Freeblade flat, no growth 0%

Growth curve only: no gear, no skill points, no Potions drunk. Crit and evasion have the same cap for every class; a class only gets there sooner.

What you may hold

Proficiency, and what a weapon asks for

The one gate on every weapon in the realm, the free perks for pushing past it, and the short list of things a path may never hold.

You have 3 proficiencies, one per fighting style, and they are the only thing any weapon asks of you. Deal damage with a style and that style’s proficiency climbs, so the way to hold a better sword is to keep swinging a sword. Nothing here costs a skill point, and no path is locked out of a style: a Mage who spends a week with a bow will hold better bows than an Archer who never picks one up.

Push one past what your weapon needs and it starts paying on its own. Each style hands you 3 perks on the way up, and the whole roster is here.

PerkWhat it doesReached at
Cleavewider, longer swings, and a wider thrown bladeMelee 10
Momentummelee kills refund 14 staminaMelee 18
Executioner's Edge+25% melee damage vs foes below 30% HealthMelee 24
Ricochetarrows bounce to a second target for 60% damageRanged 10
Steady Drawfaster arrows, +1 pierceRanged 18
Double Nock12% free 2nd arrow, and marked KILLS erupt in a Deadeye burst: AoE (scales with Marks) that spreads Marks to nearby foesRanged 24
Seeker Boltyour casts bend toward the nearest foe, one true boltMagic 10
Attunementspells cost 20% lessMagic 18
Overloadbolts splash 40% damage around the markMagic 24

Free, and permanent. There is nothing to buy and no point to spend: reach the number and the perk is yours.

PathCannot hold
MageRods
PriestStaffs

Everything else in the realm equips for everyone, at the proficiency it asks for. A weapon outside your style is not wasted either: it swings just as hard in your hands as in anyone else’s, it simply scores its own style’s proficiency.

Your big move

Signatures and the tool they grow on

[Space] is the signature key for everyone, and your path decides what it fires. All 7 fire from level 1: no unlock, no skill point, nothing to buy first. Every path also carries a skill in its own tree that makes its signature hit harder. Your signature grows on one thing only, the tool in your third equipment slot, so your big move gets bigger by finding gear, not by spending points. Tools drop from bosses, and they follow the level you beat.

A brand new hero’s starter tool fires the signature at 1.00x, the baseline every figure on this page is measured against. The best tool in the realm, The Unbroken Shield, fires it at 2.84x for the Knight it belongs to, and at 2.10x for a Freeblade, who borrows every tool broadly rather than deeply. Another path’s tool does nothing equipped, and it still sells. A weapon is the other way round: any path may swing any weapon it has the proficiency for, with 2 exceptions in the whole realm, named below. What every tool does, worst to best, in tiles, seconds and percentages, is on the Items page.

PathSignature on [Space]CarriesStarts with
Knight Shield Wallgrows on a Shield, from a Cracked Shield Shield Cracked Shield
Assassin Shadowstepgrows on a Venom, from a Weak Venom Venom Weak Venom
Archer Heavy Shaftgrows on a Quiver, from a Frayed Quiver Quiver Frayed Quiver
Mage Detonategrows on an Orb, from a Dull Orb Orb Dull Orb
Necromancer Soul Draingrows on a Grave Idol, from a Chipped Idol Grave Idol Chipped Idol
Priest Group Healgrows on a Tome, from a Worn Tome Tome Worn Tome
Freeblade Ultimategrows on an Oddments, from a Cracked Shield Oddments Cracked Shield
The skill panel

Who can learn what

2 skill points a level, spent in one tree. Almost every skill belongs to a path, so what you can buy is what your path does.

A row your path cannot buy does not appear in your skill panel at all. Click a skill to jump to what it does.

Every one of them

Every skill

36 skills in the whole realm. What each one does, and who may buy it.

Pain ToleranceKnight, Freeblade
Every hit that lands on you is cut down
BloodlustKnight, Freeblade
Deal more damage the lower your health falls
WhirlwindKnight, Assassin, Freeblade
Every third melee hit, you spin and strike everything around you.
Shield WallKnight, Freeblade
Your ultimate stands longer and blocks more
ThornmailKnight, Freeblade
Whoever hits you in melee takes some of it back
Shield LineKnight, Freeblade
More armour the more of them are crowding you
ExecutionerAssassin, Freeblade
Finish off what is already hurt
ShadowstepAssassin, Freeblade
Your ultimate strike lands harder and the cast costs less
MomentumAssassin, Freeblade
Hold more stacks, and lose fewer of them when hit
SlipperyAssassin, Freeblade
Dodge rolls cost less and carry farther
AmbushAssassin, Freeblade
Your opening blow on an untouched foe may crit
Hunter's EyeArcher, Freeblade
More damage to foes near full health
Steady AimArcher, Freeblade
More damage the longer you hold position
EvasionArcher, Freeblade
Slip blows entirely
Heavy ShaftArcher, Freeblade
Your ultimate arrow drives through more of them, harder
Long DrawArcher, Freeblade
More bow range, but only when you stand still
Barbed ArrowsArcher, Freeblade
Your arrows leave a bleed behind
Arcane FontMage, Necromancer, Priest, Freeblade
Every spell you cast costs less mana
ChargeMage, Freeblade
Spells hit harder the fuller your mana
ChainMage, Freeblade
Bolts jump to a second target
DetonateMage, Freeblade
More bolts in your ultimate circle
OverheatMage, Freeblade
Heat climbs faster and takes longer to fade
Arcane HomingMage, Freeblade
Your bolts steer gently toward a foe near their path
DominateNecromancer, Freeblade
Summon ThrallNecromancer, Freeblade
Call your dominated warlords to fight beside you. 40 mana, 7.5s cooldown.
LegionNecromancer, Freeblade
Raise one more at a time
PlagueNecromancer, Freeblade
Your risen spread venom on hit
UndyingNecromancer, Freeblade
Your risen are tougher and hit harder
LifestealNecromancer, Freeblade
Some of the damage you deal comes back as healing
Signature PowerNecromancer, Freeblade
Your signature move lands harder with every rank.
AbsolutionPriest, Freeblade
Your heals also cleanse poison, chill and burning
TithePriest, Freeblade
A slice of the damage your allies deal heals them
Group HealPriest, Freeblade
Your ultimate pulse heals more and reaches farther
Last MercyPriest, Freeblade
Being kept alive comes back sooner
CensurePriest, Freeblade
Foes your bolts strike hit softer for a moment
Inner LightPriest

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