The level 10 specialisation choice, explained — with a recommendation for every class
Heroes choose a subclass at level 10. The choice permanently modifies the hero's ability variant and unlocks a specialised skill tree path.
The choice is permanent — but a Scroll of Divergence consumable lets the hero re-select a subclass without retiring.
There are 30 subclasses across 14 classes. Most classes choose between two; Druid and Alchemist have three.
It depends on your party and the content you're farming. The table below summarises the recommendation from each class's build guide — click through for the full reasoning, stat priorities, and skill tree routing.
| Class | Subclasses | Recommendation |
|---|---|---|
| Warrior | Berserker, Paladin | Berserker is better when you want damage output — ATK scales with missing HP means the Warrior hits hardest when close to death. Paladin is better in large (5-person) parties where the group shield redirects significant incoming damage from squishier members. |
| Rogue | Assassin, Poisoner | Assassin excels in single-target dungeons with boss encounters (Shadow Strike crit refunds enable rapid chains). Poisoner is better in multi-enemy floors with Chaos tree investment, stacking burn and poison simultaneously via Venom Transmutation. |
| Mage | Pyromancer, Arcanist | Pyromancer is better for multi-enemy floors — Inferno stacks independent burns on every living enemy simultaneously. Arcanist is better for single-target boss fights — Arcane Barrage fires at a shorter cooldown than base Arcane Surge. |
| Cleric | Lightbringer, Inquisitor | Lightbringer is the standard choice for progression — double revive is irreplaceable when learning a new dungeon's damage patterns. Inquisitor becomes viable in late-game when survival is no longer a concern and you want a hybrid damage/heal dealer that doesn't sacrifice a DPS slot. |
| Ranger | Sniper, Warden | Sniper dramatically outperforms on boss kills — bring Sniper when bosses are the bottleneck. Warden is better for floor-clearing speed with Volley Chilling every enemy it hits, plus a chance to Chill on each basic attack. |
| Chronomancer | Timestop, Haste Weaver | Timestop is better for hard content — the party-wide 2-tick freeze prevents wipes on dangerous boss floors. Haste Weaver is better for speed farming — Acceleration advances all ally attack timers simultaneously, effectively granting a free partial round of attacks. |
| Enchanter | Hexblade, Harmonist | Hexblade for high-enemy-density floors where Mass Hex applies to every enemy simultaneously. Harmonist as the sole support when you can't afford a full healer slot — Resonance's party-wide ATK buff compensates for no Cleric. |
| Swashbuckler | Duelist, Corsair | Duelist for DPS content — each cast builds Momentum, and at five stacks the strike becomes a 2.5× execute. Corsair for gold farming — +30% kill gold stacks multiplicatively with Fortune tree nodes for extreme income. |
| Druid | Ravager, Thornguard, Spiritmender | Three distinct roles: **Ravager** — a savage Beast-Form bruiser whose claws stack a bleed that ramps over a fight (excels on bosses/long fights, weak in short bursts). **Thornguard** — a taunting damage-soak that pulls hits and reflects a share back at attackers. **Spiritmender** — a dedicated healer with a strong single-target heal on whoever the enemy is focusing plus a gentle heal-over-time on the most-wounded allies (distinct from the Cleric's group burst). |
| Alchemist | Bomber, Transmuter, Apothecary | Three roles: **Bomber** — a corrosive AoE debuffer whose Acid Flask poisons every enemy and melts their armor (def-down), amplifying the whole party (excels vs packs, weak single-target). **Transmuter** — gold-generation hybrid; Conversion resets the attack timer plus a 50% kill gold bonus. **Apothecary** — a potion healer: every ally carries auto-drink potions each floor (heal when hurt) and Aiding Vials heal + buff the whole party (a support flavor distinct from the Cleric and Spiritmender). |
| Gladiator | Pit Fighter, Iron Titan | Pit Fighter for duels and attrition — its Duelist's Poise passive parries the dueled rival's blows (25% base, scaling with allocated AGI up to 40%). Iron Titan as a tank — Iron Stance taunts all enemies, and its flat damage reduction grows with Toughness to blunt every incoming hit. |
| Valkyrie | Einherjar, Death's Herald | Einherjar for stable compositions — its save intercepts a falling ally and now restores AP-scaled bonus HP on the rescue. Death's Herald feeds on every death — ally falls trigger its +50% ATK rage, and each enemy the party slays rekindles it. |
| Samurai | Kensei, Shogun | Kensei for sustained burst — Brand Detonate adds a second 5-stack mechanic on top of Iaijutsu for continuous high-damage output. Shogun for team play — Strength-stacking warlord whose War Cry buffs all allies and each kill permanently adds +4 ATK (up to 3 stacks per run). |
| Onmyoji | Shrine Keeper, Wrathcaller | Shrine Keeper as pure support — Sacred Ward shields all allies and per-tick HP regen scales with AP. Wrathcaller as hybrid damage/support — Oni Swarm hits all enemies and persistent Spirit Shades add continuous AoE pressure. |