The Ten Archetypes

A class is a starting point, not a sentence. At level 100 you take up a second one without losing the first. But every road still begins with a single choice of how you mean to survive Dark Hope.

Warrior

Warrior — Skills & Spells
  • 1Parry
  • 4Dodge
  • 5Kick
  • 7Enhanced Damage
  • 8Rescue
  • 9Shield Block
  • 12Stun
  • 15Disarm
  • 17Hack
  • 19Dual
  • 20Bash Door
  • 22Second Attack
  • 23Whirlwind
  • 31Third Attack
  • 32Berserk
  • 40Fast Healing
  • 45Battle Cry
  • 50Fourth Attack
  • 55Trip
  • 58Counter
  • 71Smash
The line that does not break
Strength HP 11–15 / level No mana pool

No archetype takes more punishment or hands more of it back. The Warrior carries the deepest combat tree in the game. By the time the attacks stack up, one swing has become four, and disarm, smash, and berserk have turned a corridor fight into a rout. What it lacks in tricks, it makes up in raw, dependable attrition.

Second → Fourth Attack Berserk Shield Block Trip

Squire

Squire — Skills & Spells
  • 1Dodge
  • 4Kick
  • 12Shield Block
  • 13Enhanced Damage
  • 15Fast Healing
  • 16Strike
  • 20Stun
  • 22Focus
  • 24Second Attack
  • 27Bandage
  • 30Hack
  • 31Rescue
  • 35Dual
  • 40Third Attack
  • 44Fury
  • 48Mount
  • 50Campfire
  • 54Tactics
  • 59Dirt Kicking
  • 61Deflect Attack
  • 64Trip
  • 68Mend
  • 73Thrust
  • 80Joust
Untested, unbroken, unafraid of the saddle
Strength HP 5–14 / level No mana pool

The Squire is a more refined craftsman of the combative arts than just a mere warrior, it's the only martial path that puts you on a mount and hands you a lance. Tactics, dirt kicking, and deflect attack reward a fighter who thinks about the field instead of just standing in it.

Mount Joust Tactics Deflect Attack

Mage

Mage — Skills & Spells
  • 2Continual Light
  • 2Dodge
  • 3Armor
  • 4Invis
  • 5Burning Hands
  • 5Refresh
  • 6Infravision
  • 7Fly
  • 8Blindness
  • 9Shocking Grasp
  • 10Create Spring
  • 11Detect Invis
  • 12Detect Magic
  • 13Faerie Fire
  • 14Faerie Fog
  • 15Identify
  • 17Weaken
  • 19Meditate
  • 20Colour Spray
  • 21Control Weather
  • 22Lightning Bolt
  • 23Curse
  • 24Plague
  • 25Fireball
  • 27Giant Strength
  • 29Sleep
  • 30Charm Person
  • 31Teleport
  • 32Cone of Silence
  • 33Energy Drain
  • 34Shield
  • 35Locate Object
  • 40Stone Skin
  • 45Cone of Cold
  • 46Meteor Swarm
  • 55Dispel Magic
  • 62Wizard Eye
  • 65Portal
  • 67Nexus
  • 71Acid Blast
  • 75Enchant Weapon
  • 81Pass Door
  • 88Create Altar
Power that outpaces the body carrying it
Intelligence HP 6–8 / level Mana 4 / level

The Mage's body is an afterthought to its mind. Thinnest hit points of any archetype, and the widest arcane library to compensate; whether it's meteor swarm and fireball for damage, teleport and portal for travel, or enchant weapon and identify for everyone who never learned to cast a thing themselves.

Meteor Swarm Teleport Stone Skin Enchant Weapon

Cleric

Cleric — Skills & Spells
  • 1Armor
  • 1Cause Light
  • 2Dodge
  • 3Cure Light
  • 4Refresh
  • 5Create Water
  • 6Continual Light
  • 6Faerie Fire
  • 7Create Food
  • 8Infravision
  • 9Detect Magic
  • 10Cause Serious
  • 11Identify
  • 12Fly
  • 13Cure Disease
  • 13Cure Serious
  • 14Faerie Fog
  • 15Cure Blindness
  • 16Earthquake
  • 17Cause Critical
  • 18Cure Poison
  • 18Detect Invis
  • 19Detect Hidden
  • 20Bless
  • 20Cure Critical
  • 21Blindness
  • 22Harm
  • 23Control Weather
  • 24Curse
  • 25Call Lightning
  • 26Dispel Evil
  • 27Dispel Good
  • 30Heal
  • 31Locate Object
  • 33Protection Evil
  • 35Portal
  • 36Flamestrike
  • 37Protection Good
  • 38Meditate
  • 41Remove Curse
  • 45Mass Invis
  • 46Holy Wrath
  • 47Regenerate
  • 48Improved Refuge
  • 53Dispel Magic
  • 61Mass Heal
  • 62Mend
  • 70Mass Vortex Lift
  • 71Godly Wrath
  • 72Summon
  • 73Sanctuary
  • 80Improved Healing
A prayer that keeps others standing
Wisdom HP 7–10 / level Mana 4 / level

The full cure ladder runs from a scraped knee to mass heal, and that's before bless, sanctuary, and dispel evil enter a fight. The Cleric doesn't need to out-damage anyone, a group with one standing behind it simply doesn't die the way a group without one does.

Mass Heal Sanctuary Dispel Evil Flamestrike

Druid

Druid — Skills & Spells
  • 1Armor
  • 1Cause Light
  • 2Cure Light
  • 2Dodge
  • 4Refresh
  • 5Create Water
  • 6Continual Light
  • 6Faerie Fire
  • 7Create Food
  • 8Infravision
  • 9Detect Magic
  • 10Cause Serious
  • 11Cure Serious
  • 12Fly
  • 13Shocking Grasp
  • 14Faerie Fog
  • 16Detect Invis
  • 17Ivy Vines
  • 18Cure Critical
  • 19Detect Hidden
  • 21Blindness
  • 21Lightning Bolt
  • 23Barkskin
  • 24Curse
  • 26Identify
  • 28Invoke Totem
  • 30Fireball
  • 31Locate Object
  • 33Spirit Wind
  • 37Meditate
  • 40Heal
  • 42Portal
  • 47Oaken Armor
  • 48Dispel Magic
  • 51Cone of Cold
  • 53Regenerate
  • 57Campfire
  • 60Track
  • 65Improved Refuge
  • 71Earth Blast
  • 72Summon
  • 74Brew
  • 75Nexus
  • 78Rose Thorns
The forest keeps its own accounts
Wisdom HP 7–10 / level Mana 2 / level

As much a master of the natural world as they are the arcane one, the Druids brew potions, invoke beasts of the totem, and bend the power of the forest itself to their will; track and campfire round it out as the archetype most at home outside a city wall.

Earth Blast Barkskin Track Spirit Wind

Sage

Sage — Skills & Spells
  • 1Armor
  • 3Dodge
  • 4Chill Touch
  • 4Refresh
  • 5Create Water
  • 6Create Food
  • 7Cure Light
  • 9Detect Magic
  • 12Detect Hidden
  • 13Detect Invis
  • 16Faerie Fire
  • 17Continual Light
  • 18Flaming Pen
  • 21Cure Critical
  • 22Infravision
  • 23Giant Strength
  • 26Curse
  • 27Mind Flare
  • 28Blindness
  • 29Identify
  • 30Poison
  • 31Control Weather
  • 32Meditate
  • 33Call Lightning
  • 34Create Spring
  • 35Gothic Word
  • 38Fly
  • 39Cure Poison
  • 41Heal
  • 42Charm Person
  • 45Bless
  • 46Faerie Fog
  • 48Cone of Cold
  • 52Locate Object
  • 56Invis
  • 58Improved Refuge
  • 60Dispel Magic
  • 65Remove Curse
  • 70Deadly Word
  • 72Regenerate
  • 77Summon
  • 84Vortex Lift
  • 88Scribe
A little of every book on the shelf
Wisdom HP 7–10 / level Mana 4 / level

The Sage never chose between the divine and the arcane, so its list holds both: cure and bless sit next to charm person and cone of cold, with gothic word and deadly word as the archetype's own invention. What it gives up in specialization, it earns back in never being caught without an answer.

Deadly Word Charm Person Cure Critical Scribe

Psionicist

Psionicist — Skills & Spells
  • 3Ballistic Attack
  • 6Lend Health
  • 8Mind Thrust
  • 9Cell Adjustment
  • 10Adrenaline Control
  • 10Levitation
  • 11Share Strength
  • 12Shadow Form
  • 14Enhanced Strength
  • 15Invis
  • 16Inflict Pain
  • 17Psychic Healing
  • 18Mental Barrier
  • 19Meditate
  • 20Flesh Armor
  • 21Agitation
  • 22Awe
  • 24Identify
  • 25Inertial Barrier
  • 30Psionic Blast
  • 32Control Flames
  • 35Ego Whip
  • 37Teleport
  • 38Heighten Senses
  • 40Displacement
  • 41Thought Shield
  • 43Combat Mind
  • 47Aura Sight
  • 50Biofeedback
  • 51Portal
  • 52Project Force
  • 53Energy Containment
  • 54Wizard Eye
  • 55Domination
  • 57Intellect Fortress
  • 62Death Field
  • 71Detonate
  • 77Ectoplasmic Form
  • 80Disintegrate
  • 85Ultrablast
The mind as its own weapon
Wisdom HP 6–9 / level Mana 2 / level

No prayers, no spellbook, the Psionicist's power comes from discipline alone, and its skill list shares almost nothing with any other caster's. Mind thrust and ego whip open a fight; domination and disintegrate end one. Fragile, singular, and entirely its own tradition.

Domination Disintegrate Ultrablast Biofeedback

Bard

Bard — Skills & Spells
  • 1Dodge
  • 4Parry
  • 5Kick
  • 8Detect Magic
  • 10Armor
  • 15Hide
  • 17Sneak
  • 18Enhanced Damage
  • 19Hack
  • 20Shield Block
  • 21Cure Serious
  • 22Giant Strength
  • 25Peek
  • 30Steal
  • 31Pick Lock
  • 32Ballad of Force
  • 35Song of Comfort
  • 37Whirlwind
  • 39Weaken
  • 40Identify
  • 43Second Attack
  • 44Song of Protection
  • 50Heal
  • 52Giant Strength
  • 65Haggle
  • 72Chords of Destruction
  • 75Nexus
  • 80Enhance Armor
Half rogue, half hymn
Dexterity HP 7–12 / level Mana 3 / level

Nobody else's skill list looks like this one: shield block and whirlwind beside hide and pick lock, with a run of unique songs: ballad of force, chords of destruction, song of protection, all layered over the top. A little of everyone else's kit, tuned by an archetype that refuses to specialize.

Ballad of Force Steal Whirlwind Song of Protection

Thief

Thief — Skills & Spells
  • 1Dodge
  • 5Lunge
  • 8Snare
  • 9Hide
  • 10Disarm
  • 10Sneak
  • 11Untangle
  • 12Backstab
  • 15Enhanced Damage
  • 17Dual
  • 18Peek
  • 20Steal
  • 21Pick Lock
  • 22Second Attack
  • 24Parry
  • 25Hack
  • 27Fast Healing
  • 30Circle
  • 35Third Attack
  • 40Poison Weapon
  • 50Quickstrike
  • 55Venom Weapon
  • 69Dragons Blood
  • 80Enhanced Backstab
Already gone before the fight starts
Dexterity HP 8–13 / level No mana pool

Backstab is the opener that makes every other archetype nervous, and sneak, hide, and circle mean the Thief chooses when the fight begins, and often when it ends. Poison weapon and dual wield keep the pressure on once the element of surprise is spent.

Backstab Circle Poison Weapon Steal

Warlock

Warlock — Skills & Spells
  • 2Dodge
  • 5Parry
  • 6Kick
  • 8Unholy Armor
  • 11Burning Hands
  • 12Detect Good
  • 13Detect Evil
  • 18Shocking Grasp
  • 20Enhanced Damage
  • 21Lightning Bolt
  • 23Blindness
  • 25Second Attack
  • 27Raise Hell
  • 30Disarm
  • 32Identify
  • 35Hack
  • 39Energy Drain
  • 43Eyes of The Dead
  • 47Warp Flesh
  • 49Locate Object
  • 50Conversion
  • 54Shield of Souls
  • 57Dispel Magic
  • 61Burning Blood
  • 64Resurrect
  • 67Energy Spike
  • 70Soul Drain
  • 75Dimensional Gateway
  • 80Hell Trip
  • 85Shadow Cells
  • 86Wall of Bones
A blade dipped in something darker
Intelligence HP 6–9 / level Mana 4 / level

The only archetype that fights and curses in the same breath. Parry and second attack sit on the same list as unholy armor, warp flesh, and raise hell. Its combat edge is rougher than a Warrior's, but nothing else can drain an enemy's energy and resurrect a fallen foe within the same skill tree.

Raise Hell Energy Drain Dimensional Gateway Resurrect
Beyond Level 100

A class is where you start, not where you stop

Dual-classing means the archetype above is only ever your first commitment. At level 100 you take up a second class in full, and past level 200 the specialization trees stop caring what your class list ever promised you. Nobody stays exactly one thing in Dark Hope for long.