In Ascent Quest, a class is a combination of two specializations. Each specialization has a strong thematic and purpose. A specialization is like a small talent tree you could see in a more traditional RPG. You pick two of them to create your class. If you want to know more about how it works, you can read this article or watch the devlog (at the bottom of this page).
Here’s a list of announced specializations with a preview of some skills. They are subject to changes mostly based on feedback during Alpha and Beta testings.
Fighter specializations
Fighters specializations allow you to use heavy armor. They are usually oriented toward frontal melee combat, sometime with a bit of magic. 1 additional fighter specialization is unannounced.
Swordsman
Swordsmen are balanced fighters capable of doing great damage in melee but can also protect themselves with strong parry-based skills.
Main Skill: Slash
Charge your energy into your blade. During your next swing, the energy increase blade’s length based on the amount of energy charged, allowing to easily hit several targets at longer range. Require a sword in main hand.
Guardian
Guardians are masters of defense and shield. Using their presence to intimidate monsters, redirect attention and control them. They can also do a fair amount of damage in melee.
Main Skill: Shield Bash
Charge your energy into your shield. The next time you block, the charged energy deals damages and has a chance to stun the attacker. Require a shield in off-hand.
Skirmisher specializations
Skirmishers specializations unlock medium armor. They usually are specialists using agility or more unique abilities to fight like no other. 1 additional skirmisher specialization is unannounced.
Archer
Archers are masters of bows. Very efficient in mid to long range, they can do a great amount of damage even to multiple targets. The bests can also become great killers with bonus damage on headshots.
Main skill: Charged Shot
Hold your shot to charge your energy into the arrow. It will do bonus damage and fly for a longer time based on the amount of energy used. Require a bow in main hand.
Assassin
Assassins are the masters of daggers and discretion. Blending into shadows to reach their target and trading their defense for more mobility to be able to inflict brutal melee damage.
Main skill: Precision Strike
Place a mark that lasts for 5s on the impact point when you hit a target. Each time you hit this point again with a basic attack, you deal 50% additional damage. Require a dagger in main hand.
Caster specializations
Casters specializations unlock light armor. They use very efficient spells from one of the six ether type. 1 additional caster specialization is unannounced.
Pyromancer
Pyromancers are masters of flames. They trade defense for heavy damage in close to long range aswell as large area of effect spells.
Main skill: Fireball
Charge your energy into a Fireball. On release, its damage and travel distance is increased by the amount of energy used.
Cleric
Clerics use light magic to heal and create defensive spells for their allies. They are also very efficient against shadow creatures.
Main skill: Heal
Point your hand at an ally to regenerate its health. The longer you hold the spell, the more efficient it gets.
Dual Skills
Once both selected specializations reached an high level of experience, the Dual Skill is unlocked. It is a special skill, usually passive, that increases the synergies between both specializations. It gives its name to the class created by those two specializations.
Dual Skill preview
Dual Passive Skill: Fireblade (Pyromancer / Swordsman)
Your blade is now imbued by fire and deals additionnal fire damages. It also affects your Slash skill. Damages of your Swordsman skills are now slighly increased by your ether.
Dual Passive Skill: Cauterizer (Pyromancer / Cleric)
When you or a nearby ally dies, you cauterize all wounds, bringing their health back to 50%. Can occur once every 10 minutes. Additionnally, you inflict fire damages to all ennemies near allies you heal with your Cleric skills.
Dual Passive Skill: Angel (Cleric / Archer)
Your arrows are now made of pure light. When you hit allies with a basic shot, it restore their health. If you hit ennemies that have shadow affinity, you inflict important additionnal light damage.
Devlog
You can learn a bit more about how the specializations work in the Devlog #5.