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.
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.
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.
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.
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.
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.
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.
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.
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.
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.