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.
Armor and class mechanics
Section titled “Armor and class mechanics”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.
Vanguard
Section titled “Vanguard”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%.
The Shield requirement
Section titled “The Shield requirement”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 against | Physical swarms (high Armor soaks many small hits); heavy elemental encounters |
| Needs investment against | Burst magic damage - there is no Barrier to absorb a spell burst |
| Shore up with | HP affixes |
Hunter
Section titled “Hunter”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 against | Single heavy hitters and bosses |
| Needs investment against | Large packs (many dodge rolls means many concurrent damage-over-time effects); spells, which Evasion does not apply to |
| Shore up with | Resistance and HP affixes |
Arcanist
Section titled “Arcanist”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 against | Spell-heavy encounters; multi-target fights |
| Needs investment against | Pure physical damage - no Evasion and no Guard |
| Shore up with | Armor and HP affixes |
Skills
Section titled “Skills”Every character equips 4 skills, one per role:
| Slot | Role | What it is for |
|---|---|---|
| 1 | Core Loop | Your bread-and-butter. Always firing, always useful. |
| 2 | Pressure | Burst or heavy sustained output. |
| 3 | Control / Field | Crowd control, ground effects, debuffs. |
| 4 | Survival | Defensive cooldown, heal or escape. |
You unlock skills by levelling and hitting milestones; they do not drop as loot.
Closed-alpha Vanguard roster
Section titled “Closed-alpha Vanguard roster”- 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.
Skill tags
Section titled “Skill tags”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.
Class-aligned loot
Section titled “Class-aligned loot”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.
Where to go next
Section titled “Where to go next”- Combat Basics - the mitigation math behind each defensive layer
- Battle Plan - deciding when your skills fire
- Items & Affixes - where the rest of your power lives