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Embershroud is in development. Numbers on this wiki are preliminary and will change during the playtest.

Classes

Embershroud has three classes, each with its own weapons, skills and way of staying alive.

Your class is the decision that shapes how you survive. Your offence you build yourself, out of gear and skills.

Every class can wear Plate, Leather or Silk, and each family carries its own defensive stat that scales with item level.

The signature defensive layer is class-exclusive, and armor does not transfer it:

  • Guard belongs to the Vanguard
  • Evasion belongs to the Hunter
  • Barrier belongs to the Arcanist

A Vanguard in Silk gets Silk’s base stats. It does not get Barrier.

Playable in the closed alpha.

The armored frontline - absorbs punishment and retaliates. Every closed-alpha Vanguard starts with a Sword or Axe and a Shield.

Guard is the Vanguard’s class-exclusive layer: a flat absorption buffer generated by its own skills. While the Shield is equipped, every hostile hit absorbed by Guard sustains Momentum’s combat rhythm. Pip generation and the short Counter Ready window have their own cooldown, so sustained pressure keeps your tempo going without multiplying the payout.

Vanguards also get +2% to maximum elemental resistances, reaching 82% where other classes reach 80%.

Three Vanguard skills - Bastion Wave, Unbroken Line and Shieldwake - require a Shield.

You can still enter combat after unequipping it; those skills become inactive. The Skills screen dims the icon under a Shield warning and the HUD mirrors it.

Your skill assignments and Battle Plan stay intact. The Battle Plan keeps its configured priority, records the ineligible skill, and moves to the next eligible one. If nothing qualifies, your character uses its default attack.

Strong againstPhysical swarms (high Armor soaks many small hits); heavy elemental encounters
Needs investment againstBurst magic damage - there is no Barrier to absorb a spell burst
Shore up withHP affixes

Phase 2.

The sharpshooter. Hunters use Bows paired with a Quiver, wearing Leather for Evasion.

Hunters survive through a three-outcome dodge: a hit can Miss entirely, land as a Glancing Hit (half damage, spread over 2 seconds), or land in full. The mechanics are on Combat Basics.

Hunters specialise in Marking targets and Executing wounded enemies.

Strong againstSingle heavy hitters and bosses
Needs investment againstLarge packs (many dodge rolls means many concurrent damage-over-time effects); spells, which Evasion does not apply to
Shore up withResistance and HP affixes

Phase 2.

The spell-weaving controller. Arcanists wield Wands with a Tome off-hand, or a Staff, and wear Silk for Barrier.

Barrier is a separate damage-absorb pool displayed above your HP. Damage hits Barrier first; when it breaks, HP takes over. It recharges after a short delay without taking damage.

Against a single boss you live off the recharge window between attacks. Against packs, the Arcanist’s area strength creates more openings. Killing an enemy restores a small amount of Barrier instantly, bypassing the delay.

Arcanists specialise in Chaining spells between targets and leaving persistent Zone effects on the ground.

Strong againstSpell-heavy encounters; multi-target fights
Needs investment againstPure physical damage - no Evasion and no Guard
Shore up withArmor and HP affixes

Every character equips 4 skills, one per role:

SlotRoleWhat it is for
1Core LoopYour bread-and-butter. Always firing, always useful.
2PressureBurst or heavy sustained output.
3Control / FieldCrowd control, ground effects, debuffs.
4SurvivalDefensive cooldown, heal or escape.

You unlock skills by levelling and hitting milestones; they do not drop as loot.

  • Iron Sweep - Core Loop
  • Bastion Wave or Iron Verdict - Pressure
  • Shieldwake - Control / Field
  • Oathcall or Unbroken Line - Survival

You have one complete four-role loadout by level 5, and the second Pressure choice at level 8.

Skills carry tags such as Attack, Spell, Melee, Projectile, Burst, Sustain, Guard, Barrier, Mark, Execute, Chain and Area. Tags drive eligibility, Battle Plan logic and interactions.

Most tags describe behaviour and do not scale damage. The closed alpha ships Attack Damage as its damage-scaling tag, so 20% increased Attack Damage boosts every Attack-tagged skill.

Loot tables are weighted toward your class’s primary defensive layer. A Vanguard sees more Armor and Guard; a Hunter more Evasion; an Arcanist more Barrier.

General and off-class defensive affixes - HP, Resistance, cross-class layers - still drop.

Offensive affixes (damage, crit, elemental) and Resistance affixes are class-neutral.