Official Guide
Class Selection Guide
Compare all classes and pick the right one for your playstyle.
Three classes, three jobs
Legends of Elumia has three classes: Champion, Battlemage, and Archer. Class weapons, helmets, chests, and off-hands are locked to that class. Rings and amulets are shared. Your skills come from your class list, so pick the fantasy you want to play and gear the stat that list cares about.
| Class | Role | Primary stat | Weapon | Off-hand | Armor |
|---|---|---|---|---|---|
| Champion | Frontline | Strength | Sword | Shield | Plate |
| Battlemage | Healer and caster | Intelligence | Staff | Tome | Robes |
| Archer | Ranged damage | Agility | Bow | Quiver | Leather |
A dungeon group wants all three. The Champion holds the enemies. The Battlemage keeps everyone alive and locks targets down. The Archer kills from outside the melee. Solo, start with Champion if you want to stand in the fight, Battlemage if you want to heal yourself, or Archer if you are happy kiting.
Champion
Champions are the front line. They wear plate, carry a sword and buckler, and are built to take hits while the party deals damage. Class gear opens on Strength, which raises the power of Collision Course, Shield Shock, and Gore.
- Collision Course — dash through enemies and damage everything in the path.
- Shield Shock — slam the shield and damage the target plus nearby enemies.
- Kaion Fury — battle cry that slows nearby attack speed.
- Gore — a heavy charge that makes one target bleed.
- Galeforce — a spin that stuns enemies in close range.
- Flurry — a burst of attack speed.
- Elu's Kindling — imbue the weapon so hits burn.
- Deep Draught — your hits restore health. This is why Champions solo well.
- Breathbreak — a hard stun on one target.
Play Champion if you want to lead the pull, stun, and stay in melee. Your first craft is the Cindrite Edge, Helm, Plate, and Buckler. Intelligence on a ring shortens the cooldown of Deep Draught, Elu's Kindling, and Flurry. Agility lengthens Breathbreak, Galeforce, and Kaion Fury. Strength stays on the class pieces.
Battlemage
Battlemages cast. They wear robes, carry a staff and tome, and they are the class with real healing. Class gear opens on Intelligence, which shortens the cooldown of Tandaia's Reprieve, Moonphase, and Memorium's Gift.
- Astral Impact — an asteroid that damages the target and everyone around them.
- Dilation — push enemies back and snare them.
- Memorium's Gift — instant heal on yourself and nearby allies.
- Moonphase — heal over time on yourself or one ally.
- Solar Sear — a burn on one enemy.
- Starshower — several hits on one target.
- Tandaia's Reprieve — an instant heal on yourself or one ally.
- Time Hop — teleport forward and stun enemies around the landing spot.
- Unforgiving Earth — root one enemy from range.
Play Battlemage if you want to heal, control space, and clear packs with spells. Your first craft is the Cindrite Spire, Cowl, Robes, and Tome. Staff hits also carry mana, so your energy pool keeps the heals going. Strength still raises Astral Impact, Starshower, and Solar Sear if you add it on jewelry. Agility lengthens Dilation, Time Hop, and Unforgiving Earth.
Archer
Archers fight at range. They wear leather, carry a bow and quiver, and they win by staying out of the swing. Class gear opens on Agility. Agility lengthens control effects. On an Archer that shows up as the room you create with traps, fears, and slows while your damage skills tick.
- Hailstone — a volley that lands on one enemy.
- Squall — arrows spread across the area around your target.
- Aeolian Scream — an arrow that stays in the target and bleeds them.
- Torrent Rush — increased attack speed for a short time.
- Noxious Archery — poison on your arrows.
- Leecher Shot — gain energy based on the damage you deal.
- Astral Falconry — an astral falcon that makes the enemy flee.
- Lunar Trap — a moonlight trap that damages and slows whoever triggers it.
- Moonhowler — an astral animal that distracts the enemy.
Play Archer if you want to kite, apply damage over time, and set traps. Your first craft is the Cindrite Shortbow, Hood, Jerkin, and Quiver. You are the class that most wants a Champion in front of you. Solo, drop Lunar Trap between you and the pack, then Hailstone or Squall while they are slowed.
What the stats actually do
Gear does not ask you to spend points at level-up. The stats on the item are the build. These are the ones that change how skills feel.
- Strength increases the effect of Collision Course, Shield Shock, Gore, Astral Impact, Starshower, and Solar Sear.
- Intelligence shortens the cooldown of Tandaia's Reprieve, Moonphase, Memorium's Gift, Deep Draught, Elu's Kindling, and Flurry.
- Agility lengthens Unforgiving Earth, Dilation, Time Hop, Breathbreak, Galeforce, and Kaion Fury.
- Health is how much damage you can take. Energy is your mana pool. Armor reduces physical hits. Fire resist and poison resist cut those damage types.
Put the class primary on the weapon and armor. Use the classless ring and amulet for the second stat your skills care about. A Champion who stuns a lot wants some Agility. A Champion who lives off Deep Draught wants some Intelligence. A Battlemage who is the group's only healer stacks Intelligence first.
Which one to pick
- I want to be in the middle of the fight. Champion.
- I want to keep the group alive. Battlemage. Nobody else has Memorium's Gift, Moonphase, and Tandaia's Reprieve.
- I want to deal damage and move. Archer.
- I am playing alone tonight. Champion, then Battlemage, then Archer.
- My group already has a Champion and a Battlemage. Archer. The damage gap is yours.
Once you have chosen, follow the Beginner's Guide and the Dungeon Loot Guide.