Realms of EldermyrField Guide
Field GuideClasses
Choose once, keep it

The 7 Paths

A path decides 6 things: which skills you may learn, which move [Z] fires, which tool that move grows on, which weapon families it may hold, where your stats start, and how fast they climb.

The roster

The 7 paths

6 specialists and one generalist. A path is chosen once, at hero creation, and cannot be changed. To play another, roll another hero.

KnightHolds the line

The wall the rest of the party stands behind. Grows more health and more armour than anyone, and is the only hero who can put themself between a friend and what is coming.

[Z] Shield Wall. Pull nearby enemies onto your shield and take far less damage for a few seconds. It pulls them off your friends too.

Always: Unmoved. You are harder to shove or pull, and harder again every level. By the cap nothing moves you at all.

A better Shield buys a wider pull, a longer stand, a deeper cut. It is the only thing a signature grows on. The whole shield ladder, in real numbers.

Only a Knight may learn
Pain ToleranceBloodlustWhirlwindShield WallThornmailShield Line

AssassinEnds fights

Fast, sharp and fragile. Crits more often than anyone alive and hits harder for it, on the understanding that very little has to go wrong before it is over.

[Z] Shadowstep. Vanish, and your next strike is a guaranteed crit that hits far harder and leaves poison in the wound.

Always: Momentum. With a blade in hand, every hit you land makes the next one hit harder. Taking a hit yourself loses some of it.

A better Venom buys a harder strike, and real venom on it. It is the only thing a signature grows on. The whole venom ladder, in real numbers.

Only an Assassin may learn
WhirlwindExecutionerShadowstepMomentumSlipperyAmbush

ArcherOpens fights

Quick feet, a hard opening shot and a habit of not being where the blow lands. Trades a little health for crit, evasion and speed.

[Z] Heavy Shaft. One huge shot straight ahead. A better quiver drives it clean through a whole line of enemies.

Always: Quarry Marks. With a bow in hand, your shots mark what they hit, and every mark on the same target does more damage.

A better Quiver buys more marks, held longer, and a stronger seek. It is the only thing a signature grows on. The whole quiver ladder, in real numbers.

Only an Archer may learn
Hunter's EyeSteady AimEvasionHeavy ShaftLong DrawBarbed Arrows

MageRaw power

The deepest well of mana in the realm and the damage to spend it on. Everything goes into the spell and almost nothing into the body.

[Z] Detonate. A full ring of your own shots bursts outward from where you point. A better orb makes each one hit harder.

Always: Heat. With an elemental staff in hand, casting builds Heat, and Heat adds your weapon’s element to every spell.

A better Orb buys a harder burst from every bolt. It is the only thing a signature grows on. The whole orb ladder, in real numbers.

Only a Mage may learn
Arcane FontChargeChainDetonateOverheatArcane Homing

NecromancerCommands an army

Never fights alone. Anything you kill gets back up and fights for you, with no button to press. Deep mana and a sturdier frame than the other casters.

[Z] Soul Drain. Drain the life out of every enemy where you are pointing, and some of it comes back to you as health. A better idol widens the area and heals more.

Always: Harvest. Anything that dies near you gives you back health and mana, and it gives more the stronger you grow.

A better Grave Idol buys more risen, tougher and standing longer, a wider and harder drain, and more health back from it. It is the only thing a signature grows on. The whole grave idol ladder, in real numbers.

Only a Necromancer may learn
Arcane FontDominateSummon ThrallLegionPlagueUndyingLifestealSignature Power

PriestKeeps others alive

The reason a party comes home. Deep mana and real staying power, bought with the smallest swing in the realm.

[Z] Group Heal. A pulse of light that heals every friend near you, other heroes included, and you with them. A better tome reaches further.

Always: Kept Alive. No single hit takes more than three quarters of your health. Below half, a killing blow leaves you on 1 instead, once a minute.

A better Tome buys a stronger heal, carried further. It is the only thing a signature grows on. The whole tome ladder, in real numbers.

Only a Priest may learn
Arcane FontAbsolutionTitheGroup HealLast MercyCensureInner Light

FreebladeEvery road at once

No master, no mastery, and no door closed. Learns anything in the tree and can pick up any other hero’s tool, at the price of never growing quite as fast as someone who chose.

[Z] Ultimate. An explosion that changes with what you are holding, adding a fan of shots, an elemental wave or a whirlwind. Skill points rank it up.

Always: Borrowed Craft. You use any tool you carry like the hero it was made for, and hold a wizard’s Heat at half strength.

It can carry any of the other 6 tools, and draws 60% of what a specialist draws from the same item. What each one does, worst to best.

Every gated skill in the tree, and it is the only path that sees them all
Pain ToleranceBloodlustWhirlwindShield WallThornmailShield LineExecutionerShadowstepMomentumSlipperyAmbushHunter's EyeSteady AimEvasionHeavy ShaftLong DrawBarbed ArrowsArcane FontChargeChainDetonateOverheatArcane HomingDominateSummon ThrallLegionPlagueUndyingLifestealSignature PowerAbsolutionTitheGroup HealLast MercyCensure
Level 1

Where every hero begins

StatKnightAssassinArcherMageNecromancerPriestFreeblade
Attack911119999
Defense1000000
Health200150150100100125150
Mana100125100150150175100
Vitality3333663
Wisdom20202023202320
Speed37404037373737
Dexterity21282623232124
Crit0%0%0%0%0%0%0%
Evasion0%0%0%0%0%0%0%

What each path starts with. A path opens ahead on the stats it is built around and behind on the ones it is not, so the spread starts before your first level: attack, defense, health, mana, vitality, wisdom, speed and dexterity already differ.

The rates

How fast each one grows

What each path gains per level, and where that leaves it. Pick a level to compare them at.

Attackat level 25before any weapon
  • Archer +1.79 per level 54
  • Mage +1.63 per level 48
  • Assassin +1 per level, and +1.48 per level from level 5 45
  • Necromancer +1 per level, and +1.6 per level from level 6 45
  • Priest +1 per level, and +1.3 per level from level 6 39
  • Freeblade +1 per level from level 3 32
  • Knight +0.79 per level 28
Defenseat level 25taken off every blow that lands on you
  • Knight +1 every 4 levels 7
  • Freeblade +1 every 6 levels 4
  • Archer +1 every 8 levels 3
  • Necromancer +1 every 7 levels 3
  • Priest +1 every 7 levels 3
  • Assassin +1 every 10 levels 2
  • Mage +1 every 10 levels 2
Healthat level 25the pool everything else protects
  • Knight +17 per level, and +21 per level from level 8 680
  • Freeblade +14 per level, and +18.11 per level from level 8 560
  • Assassin +13.17 per level, and +17.28 per level from level 8 540
  • Archer +12.33 per level, and +16.44 per level from level 8 520
  • Necromancer +12.83 per level, and +16.83 per level from level 8 480
  • Mage +12.33 per level, and +16.44 per level from level 8 470
  • Priest +10.5 per level, and +14.56 per level from level 8 450
Manaat level 25spells and signatures spend it
  • Priest +4 per level and +1 every 2 levels and +1 every 12 levels 285
  • Mage +5 per level 270
  • Necromancer +4 per level and +1 every 2 levels and +1 every 4 levels and +1 every 24 levels 265
  • Freeblade +5 per level and +1 every 6 levels and +1 every 24 levels 225
  • Archer +4 per level and +1 every 2 levels and +1 every 4 levels and +1 every 24 levels 215
  • Assassin +3 per level and +1 every 2 levels and +1 every 24 levels 210
  • Knight +3 per level and +1 every 2 levels and +1 every 3 levels and +1 every 8 levels 195
Vitalityat level 25health you get back over time, in a fight as much as out of one
  • Knight +2 every 3 levels and +1 every 2 levels 31
  • Priest +2 every 3 levels and +1 every 3 levels 30
  • Necromancer +2 every 3 levels and +1 every 6 levels 26
  • Archer +2 every 3 levels and -1 every 6 levels 15
  • Freeblade +2 every 3 levels and -1 every 6 levels 15
  • Assassin +2 every 3 levels and -1 every 3 levels 11
  • Mage +2 every 3 levels and -1 every 3 levels 11
Wisdomat level 25mana you get back over time
  • Priest +1 every 1.5 levels 39
  • Mage +1 every 3 levels 31
  • Necromancer +1 every 3 levels 28
  • Knight -1 every 6 levels 16
  • Assassin -1 every 6 levels 16
  • Freeblade -1 every 6 levels 16
  • Archer flat, no growth 20
Speedat level 25everyone is capped at 64
  • Assassin +3 by level 25 43
  • Archer +2 by level 25 42
  • Priest +2 by level 25 39
  • Mage +1 by level 25 38
  • Necromancer +1 by level 25 38
  • Freeblade +1 by level 25 38
  • Knight +1 by level 25 38
Dexterityat level 25levelling alone tops out at 81, and gear and skill points carry you past it
  • Assassin +2 per level and +1 every 5 levels and +1 every 24 levels 81
  • Archer +1 per level and +1 every 2 levels and +1 every 3 levels and +1 every 24 levels 71
  • Freeblade +1 per level and +1 every 2 levels and +1 every 4 levels 66
  • Mage +1 per level and +1 every 2 levels and +1 every 12 levels 61
  • Necromancer +1 per level and +1 every 2 levels and +1 every 12 levels 61
  • Knight +1 per level and +1 every 3 levels and +1 every 8 levels 56
  • Priest +1 per level and +1 every 3 levels and +1 every 8 levels 56
Critat level 25everyone is capped at 30%
  • Assassin +2.5% every 4 levels 15%
  • Archer +2.5% every 6 levels 10%
  • Knight, Mage, Necromancer, Priest, Freeblade flat, no growth 0%
Evasionat level 25everyone is capped at 40%
  • Archer +3% every 6 levels 12%
  • Knight, Assassin, Mage, Necromancer, Priest, Freeblade flat, no growth 0%

Growth curve only: no gear, no skill points, no Potions drunk. Crit and evasion run through the same ceiling a spent skill point does, so a class shortens the road to a cap and never lifts it.

What you may hold

Proficiency, and what a weapon asks for

The one gate on every weapon in the realm, the free perks for pushing past it, and the short list of things a path may never hold.

You have 3 proficiencies, one per fighting style, and they are the only thing any weapon asks of you. Deal damage with a style and that style’s proficiency climbs, so the way to hold a better sword is to keep swinging a sword. Nothing here costs a skill point, and no path is locked out of a style: a Mage who spends a week with a bow will hold better bows than an Archer who never picks one up.

Push one past what your weapon needs and it starts paying on its own. Each style hands you 3 perks on the way up, and the whole roster is here.

PerkReached at
Melee3 perks
Cleave
wider, longer swings, and a wider thrown blade
Melee 10
Momentum
melee kills refund 14 stamina
Melee 18
Executioner's Edge
+25% melee damage vs foes below 30% Health
Melee 24
Ranged3 perks
Ricochet
arrows bounce to a second target (60% dmg)
Ranged 10
Steady Draw
faster arrows, +1 pierce
Ranged 18
Double Nock
12% free 2nd arrow, and marked KILLS erupt in a Deadeye burst: AoE (scales with Marks) that spreads Marks to nearby foes
Ranged 24
Magic3 perks
Seeker Bolt
your casts bend toward the nearest foe, one true bolt
Magic 10
Attunement
spells cost 20% less
Magic 18
Overload
bolts splash 40% damage around the mark
Magic 24

Free, and permanent. There is nothing to buy and no point to spend: reach the number and the perk is yours.

PathCannot hold
MageRods
PriestStaffs

Everything else in the realm equips for everyone, at the proficiency it asks for. A weapon outside your style is not wasted either: it swings just as hard in your hands as in anyone else’s, it simply scores its own style’s proficiency.

Your big move

Signatures and the tool they grow on

[Z] is the signature key for everyone, and your path decides what it fires. 5 of the 7 are innate: no rank, no unlock, no skill point. Your signature grows on one thing only, the tool in your third equipment slot, so your big move gets bigger by finding gear, not by spending points. Tools drop from bosses, and they follow the level you beat.

A brand new hero’s starter tool fires the signature at its full listed strength, 1.00x. The best tool in the realm, The Unbroken Shield, fires it at 2.84x for the Knight it belongs to, and at 2.10x for a Freeblade, who borrows every tool broadly rather than deeply. Another path’s tool does nothing equipped, and it still sells. A weapon is the other way round: any path may swing any weapon it has the proficiency for, with 2 exceptions in the whole realm, named below. What every tool does, worst to best, in tiles, seconds and percentages, is on the Items page.

PathSignature on [Z]CarriesStarts with
Knight Shield Wallgrows on a Shield, from a Cracked Shield Shield Cracked Shield
Assassin Shadowstepgrows on a Venom, from a Weak Venom Venom Weak Venom
Archer Heavy Shaftgrows on a Quiver, from a Frayed Quiver Quiver Frayed Quiver
Mage Detonategrows on an Orb, from a Dull Orb Orb Dull Orb
Necromancer Soul Draingrows on a Grave Idol, from a Chipped Idol Grave Idol Chipped Idol
Priest Group Healgrows on a Tome, from a Worn Tome Tome Worn Tome
Freeblade Ultimategrows on an Oddments, from a Cracked Shield Oddments Cracked Shield
The skill panel

Who can learn what

2 skill points a level, spent in one tree. Almost every row belongs to a path, so what you can buy is what your path does.

SkillWho can learn it
Locked to a path36 rows
Pain Tolerance
Every hit that lands on you is cut down
Knight, Freeblade
Bloodlust
Deal more damage the lower your health falls
Knight, Freeblade
Whirlwind
Every third melee hit, you spin and strike everything around you.
Knight, Assassin, Freeblade
Shield Wall
Your ultimate stands longer and blocks more
Knight, Freeblade
Thornmail
Whoever hits you in melee takes some of it back
Knight, Freeblade
Shield Line
More armour the more of them are crowding you
Knight, Freeblade
Executioner
Finish off what is already hurt
Assassin, Freeblade
Shadowstep
Your ultimate strike lands harder and the cast costs less
Assassin, Freeblade
Momentum
Hold more stacks, and lose fewer of them when hit
Assassin, Freeblade
Slippery
Dodge rolls cost less and carry farther
Assassin, Freeblade
Ambush
Your opening blow on an untouched foe may crit
Assassin, Freeblade
Hunter's Eye
More damage to foes near full health
Archer, Freeblade
Steady Aim
More damage the longer you hold position
Archer, Freeblade
Evasion
Slip blows entirely
Archer, Freeblade
Heavy Shaft
Your ultimate arrow drives through more of them, harder
Archer, Freeblade
Long Draw
More bow range, but only when you stand still
Archer, Freeblade
Barbed Arrows
Your arrows leave a bleed behind
Archer, Freeblade
Arcane Font
Every spell you cast costs less mana
Mage, Necromancer, Priest, Freeblade
Charge
Spells hit harder the fuller your mana
Mage, Freeblade
Chain
Bolts jump to a second target
Mage, Freeblade
Detonate
More bolts in your ultimate circle
Mage, Freeblade
Overheat
Heat climbs faster and takes longer to fade
Mage, Freeblade
Arcane Homing
Your bolts steer gently toward a foe near their path
Mage, Freeblade
Dominate Necromancer, Freeblade
Summon Thrall
Call your dominated warlords to fight beside you. 40 mana, 7.5s cooldown.
Necromancer, Freeblade
Legion
Raise one more at a time
Necromancer, Freeblade
Plague
Your risen spread venom on hit
Necromancer, Freeblade
Undying
Your risen are tougher and hit harder
Necromancer, Freeblade
Lifesteal
Some of the damage you deal comes back as healing
Necromancer, Freeblade
Signature Power
Your signature move lands harder with every rank.
Necromancer, Freeblade
Absolution
Your heals also cleanse poison, chill and burning
Priest, Freeblade
Tithe
A slice of the damage your allies deal heals them
Priest, Freeblade
Group Heal
Your ultimate pulse heals more and reaches farther
Priest, Freeblade
Last Mercy
Being kept alive comes back sooner
Priest, Freeblade
Censure
Foes your bolts strike hit softer for a moment
Priest, Freeblade
Inner Light Priest

A row you cannot buy is hidden from your skill panel rather than greyed out, so the tree you see is the tree you have. The Freeblade sees all of it except Inner Light.