How to choose a class
Zarhold's ten classes: who can tank, heal and deal damage, what armour each wears and how much Health they have. A short table and tips on where to start.
There's no best class: all ten can quest solo, and each has its own place in a group. Choose by the role you enjoy and by how many mistakes you want to be able to get away with.
The ten classes
| Class | Group roles | Armour | Resource |
|---|---|---|---|
| Barbarian | tank, damage | plate | Rage |
| Lightbringer | tank, healer, damage | plate | Mana |
| Revenant | tank, damage | plate | Rage |
| Druid | tank, healer, damage | leather | Focus |
| Stormbringer | healer, damage | Focus | |
| Priest | healer, damage | cloth | Mana |
| Ranger | damage | Focus | |
| Rogue | damage | leather | Energy |
| Mage | damage | cloth | Mana |
| Warlock | damage | cloth | Mana |
Health, card counts and the rest of the numbers are in the Classes by the numbers reference.
By role
- Take the hits — tank: Barbarian, Revenant, Lightbringer, Druid.
- Heal — Priest, Stormbringer, Lightbringer, Druid.
- Deal damage — any class; the Ranger, Rogue, Mage and Warlock are damage only.
The Lightbringer and the Druid are the only classes open to all three roles. Which role a hybrid plays is decided by talents — see Specialisations and loadouts and Group roles.
By armour and Health
Plate wearers are the toughest: at level 60 without gear the Barbarian has 632 Health, the Revenant about 606 and the Lightbringer about 545. Cloth classes have the least — the Warlock 370, the Priest 356, the Mage 331: they're strong but demand care. A class wears its own armour type and anything lighter; the Barbarian, Lightbringer and Stormbringer can use a shield. Weapons by class are in the Armour and weapons reference.
Resource is just a name
Rage, Mana, Energy and Focus all work the same way: Crystals from 1 to 10 per turn. Your class resource shouldn't affect your choice.
Good to know
- Until level 10 every Class Power attacks, so any class is easy to start with.
- From level 20 you can keep two specialisations: say, an attacking one for quests and a healing one for dungeons.
- You can't change your class or race after creation, but you can have up to 10 heroes on your account.
How hero creation works — see Creating a hero.
FAQ
Which class is easiest for a beginner?
Any of them: all ten can handle open-world quests. If you want some breathing room early on, start with a plate wearer — the Barbarian, Revenant and Lightbringer have the most Health.
Can I play a healer solo?
Yes. From level 20 keep two specialisations: an attacking one for quests and a healing one for groups. Talent resets are free.
Read next
Group roles: tank, healer, damage
A dungeon takes a tank, a healer and a damage dealer; a raid takes a tank, a healer and three. Who can do what, how threat and Taunt work, what each role does.
All classes in numbers
All 10 classes side by side: group roles, resource, armour, Health at level 60 without gear and the number of cards in the deck.
Specialisations and talent loadouts
Your specialisation decides your Class Power and your hero's role. From level 20 you have two — Spec A and Spec B — and can save up to three talent loadouts.
Factions and races
Zarhold's three factions and 11 races: who belongs to which faction, the permanent bonus each race gives, and how to pick a race for your hero's role.