Ashes of Iyzel
Available Ashes of Iyzel class previews

Every class should have a reason to play it.

AoI keeps the classes players already know and gives every endgame path a clearer job. All classes should be playable, but their strengths still depend on the content and the group around them.

6 class paths 11 endgame classes Solo, instance and raid roles
Choose your path

Different strengths, one shared goal

No class needs to dominate every activity. A strong solo class can trade raid damage for freedom, while a raid specialist can rely on its group when packs or mobility become the challenge.

Fighter path

Gladiator and Knight

Fighter · Warrior · Endgame choice

Fighter splits into a focused damage dealer and a dependable main tank. Both stay close to the fight, but they solve very different problems for a group.

Gladiator

Being tested

Heavy raid damage with short, decisive burst windows.

  • Excels at single target raid damage.
  • Improved area tools support instances and solo play.
  • Limited reach and mobility remain meaningful weaknesses.

Knight

Planned

The raid main tank, built to hold attention and survive pressure.

  • Reliable taunts anchor raid and instance groups.
  • Defensive tools reward steady control instead of frantic damage.
  • Reactive Thorns will help packs wear themselves down while Knight holds them.
Available

Seismic Throw

An instant ranged area attack that gives Gladiator a useful answer to grouped enemies.

Planned

Reactive Thorns

A short defensive window that turns incoming pressure back on each attacker.

Cleric path

Guardian and Holy Knight

Cleric · Paladin · Endgame choice

Cleric keeps its familiar support core. Guardian becomes the safer healer, while Holy Knight gives up emergency recovery for stronger buffs and more independence.

Guardian

Planned

A dependable healer for instances and raids, especially during early progression.

  • Consistent healing keeps developing groups stable.
  • Protective tools give the party room to recover.
  • A new rescue skill adds the emergency response Holy Knight deliberately lacks.

Holy Knight

Planned

A more independent support built around passives and player buffs.

  • Helps allies through lasting buffs instead of rescue healing.
  • Handles solo play more comfortably than Guardian.
  • Lower healing output keeps the two Cleric paths distinct.
Planned

Sanctuary Pulse

A quick nearby party heal with brief protection for dangerous moments.

Available

Judgment Seal

A shared ground seal that damages and weakens enemies, creating a safer window for the group.

Archer path

Ranger and Sharpshooter

Archer · Scout · Endgame choice

Archer splits between unmatched freedom while grinding alone and focused raid damage from a safer distance. Shared tempo tools still connect both paths.

Ranger

Being tested

AoI's dedicated solo grinder, built to clear while staying in motion.

  • High area damage rewards clean kiting and route planning.
  • Movement and high base weapon damage keep solo play flowing.
  • A planned escape skill clears slows and roots before a short speed boost.
Planned

Ranger mobility

Remove active slows and roots, then gain a short burst of movement speed.

Sharpshooter

Being tested

Focused single target damage for raids with useful group control on the side.

  • Excels when it can keep pressure on one important target.
  • Arrow Rain brings utility and repeated area damage to instance groups.
  • Low mobility and modest general area damage keep positioning important.
Sharpshooter previews Choose a skill
Being tested

Arrow Rain

Repeated ranged hits and a short root give Sharpshooter control when enemies group up.

Available

Rampage

A short attack-speed window that helps Sharpshooter keep pressure on priority targets.

Mage path

Wizard and Warlock

Mage · Enchanter · Endgame choice

Mage keeps the choice between fragile area damage and steadier pressure. Spell timing is being improved without flattening the difference between the two paths.

Wizard

Being tested

A fragile area specialist that should feel powerful in solo play and instances.

  • Faster, more available area spells improve the flow of Inferno, Meteor and Frost Nova.
  • A new instant area skill is planned for a later pass.
  • Low defense and weaker raid single target damage remain the tradeoffs.

Warlock

Being tested

Steady raid damage with strong single target and area kiting.

  • Longer damage windows reward consistent spell pressure.
  • Debuffs help the wider magic group contribute.
  • The shared Magic Blast and Warlock's Lightning Chain are part of the current tuning work.
Being tested

Faster area casting

A short clip will compare Wizard's core area rotation after the timing pass.

Being tested

Lightning Chain

Fast magical pressure that jumps through a group while Warlock keeps moving.

Trickster path

Reaper and Spectre

Trickster · Renegade · Endgame choice

Trickster separates high pressure on one target from a steadier all-round style. Both paths share the Soul setup that makes the class feel distinct.

Reaper

Being tested

Single target pressure for raids and PvP with faster claw combat.

  • Excels when it can prepare and commit to one target.
  • Faster attacks make its close range pressure feel more immediate.
  • Stronger interaction with damage over time effects is planned.

Spectre

Planned

An all-rounder with utility, area coverage and consistent damage.

  • Trades Reaper's peak pressure for steadier contribution.
  • Utility keeps the class useful across changing group needs.
  • A new repeatable area skill will make solo and instance play more reliable.
Planned

Reaper preview

We are still choosing the skill that best shows Reaper's focused playstyle.

Being tested

Abyssal Bloom

Abyssal Bloom slows the group and deliberately sets up Soul Trap's ice-block combo.

Crusader path

Templar

Crusader · Templar

Templar is the full utility path. Its value comes from making a raid or instance group stronger, not from chasing the damage profile of a dedicated damage dealer.

Templar

Planned

Group utility for mixed raid and instance parties.

  • Party buffs create its reason to join difficult group content.
  • The existing physical and magical hybrid kit remains intact.
  • A focused group buff pass will strengthen its identity without turning it into a tank.
Planned

Group buff showcase

A future clip will show the buff window and what it changes for a mixed party.

Simple status labels

What you can expect

Available

The skill or feature is already part of the playable build.

Being tested

The direction is active and still receiving gameplay checks.

Planned

The role is selected, but the final implementation or preview is still ahead.

Follow the next preview

See each class take shape.

New skill clips and role updates will be shared with the community as they are ready.

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