Berserker
Base Stats
Signature Ability
!rage
1 adventure cooldown
Enter a frenzy to deal +50% physical damage on your next Fight action. Best used right before committing to a fight on a tough encounter.
Party Synergies
- Cleric (!bless) amplifies XP for the whole party โ pair with a Berserker to maximize XP-per-kill efficiency.
- Bard (!music) adds a gold multiplier on top of a Berserker's high kill rate.
- Warden (!fortify) reduces incoming damage, letting the Berserker's burst offense shine without fear of a wipe.
Progression Milestones
Playstyle
The Berserker is the purest damage dealer in Wyrmhole. You excel when encounters are against Earth-element enemies, where your class bonus stacks with !rage for massive burst damage. In parties, you're the DPS core โ let your supports handle XP and gold bonuses while you obliterate the encounter. Avoid Talk-heavy strategies; your CHA is too low to be reliable.
Lore
They say the first Berserkers were forged in the earthquake that split the Iron Mountains. Survivors of the cataclysm found their rage had crystallized into something primal โ a resonance with the earth itself. When a Berserker enters the frenzy, the ground trembles. Their fury isn't blind; it's geological. Each strike carries the weight of stone, and the deeper their rebirths, the closer they become to the tectonic forces that birthed them. Veterans of the path whisper of Berserkers so deeply reborn that their rage no longer ends โ it simply becomes the mountain.
Wizard
Base Stats
Signature Ability
!focus
1 adventure cooldown
Focus arcane energies to amplify your next Magic action by +25% damage. Best committed before casting against a Fire-weak enemy.
Party Synergies
- Cleric (!bless) + Wizard = excellent XP stacking; the Wizard's INT scales Magic damage while the Cleric multiplies the XP reward.
- Scholar (!lecture) adds a 5% XP bonus on top โ ideal for a Wizard-Scholar duo for efficient leveling.
- Ranger pets can apply passive multipliers that stack with !focus's damage boost.
Progression Milestones
Playstyle
The Wizard mirrors the Berserker but for the Magic action. You shine against Fire-element enemies with !focus active. In mixed parties, coordinate with healers and XP supports โ your role is to maximize damage output while they handle the party buffs. Avoid Fight-heavy encounters where your ATT is too low to contribute.
Lore
The Arcane Colleges burned to ash when the Wyrmhole first opened. Their towers, built to channel starlight, became conduits for something far older and hungrier. The survivors rebuilt their art from the ruins โ fire-scarred scholars who learned that true power comes not from memorized incantations but from understanding the raw grammar of reality. A Wizard's focus is not meditation; it's the act of compressing a wildfire into a single syllable. At deep rebirths, they say the boundary between Wizard and spell dissolves entirely. The most powerful practitioners don't cast fire โ they remember being it.
Cleric
Base Stats
Signature Ability
!bless
1 adventure cooldown
Invoke divine favor to grant the entire party a bonus XP multiplier for this encounter. Stacks with all other XP bonuses.
Party Synergies
- Cleric + Scholar (!lecture) = double XP buff; a pair of these can dramatically accelerate leveling for an entire party.
- Cleric + Berserker = high kill rate with amplified XP per kill โ the most efficient grinding duo.
- Cleric's LCK boost synergizes with Ranger's pet passive multipliers for well-rounded reward scaling.
Progression Milestones
Playstyle
The Cleric is the backbone of any serious leveling group. Your primary value is !bless โ use it every single encounter. You're not a damage dealer; let your ATT/INT players handle combat while you ensure the entire party earns more XP from every fight. Prioritize Light-element encounters for your own class bonus.
Lore
Before the Wyrmhole, the gods spoke clearly. After, their voices became static โ fragmented signals through a torn dimension. The Clerics are those who learned to listen anyway. They pray not from faith but from discipline, sifting divine signal from void noise. Their blessings don't heal wounds so much as remind the body what wholeness felt like. In battle, a Cleric's prayer creates a pocket of ordered reality in the chaos โ allies within it fight harder, think clearer, and earn more from their victories. The deepest-reborn Clerics claim they no longer pray to the gods. They pray to the light itself, and it answers.
Bard
Base Stats
Signature Ability
!music
1 adventure cooldown
Play a rallying tune to grant the entire party a +10% gold reward multiplier for this encounter. Stacks with other multipliers.
Party Synergies
- Bard + Berserker = high kill rate with bonus gold per kill โ optimal for gold farming runs.
- Bard + Cleric = XP and gold both boosted simultaneously โ the classic 'farming duo.'
- Bard's CHA means Talk actions are reliable โ useful in encounters where fighting is unfavorable.
Progression Milestones
Playstyle
The Bard is the gold farmer's best friend. Always use !music โ it costs nothing and gives the whole party free gold. Your CHA makes you surprisingly capable in Talk encounters. In solo play, Bard is strong in non-combat situations; in parties, you're the economic engine that funds enchants, repairs, and buildings.
Lore
In the age before the Wyrmhole, Bards were entertainers. After, they became something more dangerous: diplomats of the impossible. When a dragon can be talked into surrendering its hoard, when a lich can be persuaded to release its phylactery, the silver-tongued ones are responsible. Their music isn't just pleasant โ it resonates at frequencies that alter perception. A Bard's melody can make a monster forget why it was fighting, or make an ally believe they're invincible long enough for it to become true. The greatest Bards never draw a weapon. They don't need to.
Ranger
Base Stats
Signature Ability
!pet
Per summon
Summon your active pet companion to apply its passive bonus multiplier to the current encounter's XP and gold rewards. Higher rarity pets give stronger multipliers.
Party Synergies
- Ranger + Cleric = pet multiplier stacks on top of !bless XP bonus โ one of the highest XP yields in the game.
- Ranger + Bard = pet multiplier + !music gold bonus = strong dual reward stacking.
- A rare or legendary pet dramatically amplifies the impact of any party composition.
Progression Milestones
Playstyle
The Ranger's strength lies in passive power โ your pets multiply rewards without consuming action slots. Invest in pet hunting (!pet hunt) early and often. In party play, you contribute multiplicative bonuses on top of other supports. Don't neglect your CHA for Talk actions โ against Water-element enemies, you hit your class bonus.
Lore
The wilds between the Wyrmhole rifts belong to the Rangers. While other adventurers see monsters as obstacles, Rangers see ecosystems โ predator and prey, migration patterns, elemental territories. Their bond with captured beasts isn't sentimentality; it's a pact written in shared survival. A Ranger's pet fights not out of loyalty but out of the deep animal understanding that together, they are apex. At higher rebirths, the boundary between Ranger and wilderness blurs. The forest doesn't just hide them โ it moves for them.
Tinkerer
Base Stats
Signature Ability
!forge
Daily cooldown
Combine two backpack items into a single soul-bound device with combined stats. The resulting item is untradeable but extremely powerful.
Party Synergies
- Tinkerer pairs well with Artificer โ one forges devices while the other crafts rings/charms, creating a self-sufficient crafting duo.
- Any party benefits from having a Tinkerer convert duplicate loot into powerful soul-bound gear instead of selling it.
- Tinkerer's DEX stat makes Dexterity-based encounter bonuses more consistent.
Progression Milestones
Playstyle
The Tinkerer sacrifices combat versatility for crafting power. You'll often sit on a middle-of-the-road ATT stat, but your gear efficiency vastly exceeds other classes. Use !forge whenever you have two items of the same type โ never sell when you can forge. In Dark-element encounters, your class bonus applies, but your primary identity is the workshop, not the battlefield.
Lore
When the Wyrmhole shattered the laws of physics, the Tinkerers thrived. Where others saw catastrophe, they saw raw materials. They haunt the wreckage of fallen civilizations, salvaging impossible alloys and binding dark-element energies into devices that shouldn't work but do. A Tinkerer's forge doesn't just combine metal โ it fuses the essence of items together, creating soul-bound devices that no one else can wield. Their creations are ugly, dangerous, and devastatingly effective. Ask a Tinkerer how their latest invention works and they'll just laugh.
Artificer
Base Stats
Signature Ability
!tinker
Short cooldown (hours)
Craft a ring or charm with bonus stats on a short cooldown. Also passively reduces Guild Town building costs for your server.
Party Synergies
- Artificer + Tinkerer = the crafting powerhouse duo โ one forges, one tinkers, generating a constant stream of gear.
- Artificer's Town cost reduction is a server-wide benefit โ guilds with an active Artificer build towns faster.
- Rings and charms from !tinker can be equipped by any party member, indirectly boosting everyone.
Progression Milestones
Playstyle
The Artificer is a force multiplier for your entire guild, not just your own character. Your !tinker cooldown is short enough to run constantly โ make it a habit. The Town cost reduction is invisible but cumulative; servers with an active Artificer unlock Guild Town bonuses significantly faster. In combat, lean on INT and LCK for reliable Magic and Pray actions.
Lore
If Tinkerers are demolition artists, Artificers are architects. They see the underlying structure of things โ the invisible lattice of enchantment that holds magical items together. Their craft operates on shorter cycles: rapid-fire rings, charms, and wards produced in a fraction of the time it takes other crafters. More importantly, they understand buildings. An Artificer's true power isn't their trinkets โ it's the towns they raise. Their presence reduces construction costs, turning a struggling guild into a fortified settlement. The greatest Artificers don't build walls. They build civilizations.
Warden
Base Stats
Signature Ability
!fortify
1 adventure cooldown
Cast a massive damage shield over the entire party, reducing incoming monster attack damage for this encounter. Prevents wipes on boss encounters.
Party Synergies
- Warden + Berserker = the classic tank-DPS combo; Warden absorbs damage while Berserker bursts with !rage.
- Warden is essential for Gauntlet runs โ !fortify on difficult floors can be the difference between extracting and losing 50% of the bonus pool.
- Warden + Cleric = the safest duo in the game; fortify prevents wipes while bless multiplies XP.
Progression Milestones
Playstyle
The Warden is the defensive anchor of any group. Your value is highest in Gauntlet mode and boss encounters where a single wipe is costly. Always use !fortify before a high-threat encounter. In solo play, you won't hit as hard as damage classes, but you're far more consistent โ your DEX and damage reduction prevent the gold-drain of gear repairs.
Lore
The first Wardens were soldiers who survived the initial Wyrmhole incursion by sheer stubbornness. They stood in the gap between the rift and the fleeing civilians, absorbing punishment that would have shattered anyone else. Their fortify ability isn't magical โ it's geological. They root themselves into the earth and become unmovable, extending that stability to everyone behind them. In a party, the Warden is the reason everyone else gets to be heroic. They absorb the dragon's fire so the Berserker can charge. They hold the line so the Wizard can cast. They don't seek glory. They are the shield that makes glory possible.
Scholar
Base Stats
Signature Ability
!lecture
1 adventure cooldown
Deliver a battlefield lecture granting the entire party an additional +5% XP bonus for this encounter. Stacks with Cleric's !bless.
Party Synergies
- Scholar + Cleric = the best XP duo โ !lecture and !bless both apply, creating double XP boosts for every party member.
- Scholar + Bard = XP + gold buffs simultaneously โ a balanced dual-support setup.
- Scholar's LCK stat makes Pray actions reliable, useful as a combat fallback against non-Air enemies.
Progression Milestones
Playstyle
The Scholar is a Cleric variant optimized for XP acceleration. If you want to level your entire guild server as fast as possible, a Scholar-Cleric pair is unmatched. Like the Cleric, use !lecture every single encounter without fail. In solo play, Scholar is slower to progress โ you're a party class first. Your INT gives you a reasonable Magic fallback when your Air class bonus doesn't apply.
Lore
The Scholars emerged from the Lorekeeper vaults โ underground libraries that survived the Wyrmhole by being too boring for monsters to invade. While the world burned, they catalogued the burning. Their lecture ability seems mundane โ who wants a history lesson mid-combat? โ but the knowledge they impart has practical weight. Understanding a monster's anatomy, knowing the geologic fault lines in a cavern wall, recognizing the resonance frequency of a magical barrier โ these translate directly into XP. A Scholar's party doesn't just win; they learn why they won, and carry that edge into every future fight.
Psychic
Prestige Class โ Locked Behind Deep Rebirths
The Psychic cannot be selected at Level 10 like other classes. It unlocks only after accumulating many rebirths. The exact threshold is intentionally undocumented โ it is a reward for dedicated long-term play. When unlocked, the !class menu will show it as an option.
Base Stats
Balanced across all stats โ the Psychic has no weak points.
Signature Ability
!insight
2 adventure cooldown
Bend the mind of the enemy to expose their elemental weak point. The next action โ regardless of type โ is treated as if it perfectly counters the enemy's element, applying the full 18% elemental advantage bonus.
Party Synergies
- A Psychic using !insight before a Berserker's !rage creates the highest single-encounter damage ceiling in the game.
- Psychic's balanced stats make it viable as any action type โ it can fill any hole in a party composition.
- The 2-adventure cooldown is long โ use !insight on the hardest encounters (bosses, Gauntlet deep floors, Crucible).
Progression Milestones
Playstyle
The Psychic is the ultimate generalist โ perfectly balanced stats mean no encounter type is a weakness. !insight removes the last remaining limitation (elemental mismatch) from any action type. Veterans who reach this class have already internalized the game's systems; the Psychic rewards that mastery with a versatile toolkit that can adapt to any situation. Save !insight for the encounters where the elemental mismatch would have been most punishing.
Lore
No one chooses to become a Psychic. The Wyrmhole chooses them. Deep rebirths โ the act of dying and returning so many times that the boundary between self and void becomes porous โ sometimes awaken something dormant. A sixth sense. A whisper from the other side of the rift. Psychics don't see the future; they see the present more completely than anyone else. In combat, their insight exposes the hidden weakness in any encounter โ the cracked scale, the hesitation before a charge, the exact angle where a monster's guard fails. They are rare, unsettling, and devastatingly effective. Other adventurers respect them. Very few trust them.