Dimraeth Classes: Brawler, Shadow & Magician Explained
Early Access ships with three classes. The catch: your class is only half of your character — your race transforms it into a named archetype with different weapons, stats and passives.
Quick answer
Pick Brawler for dependable melee, Shadow for mobility and burst, Magician for elemental spells and hybrids. Then choose your race carefully — a Human Magician (Elemental Ranger) and a Minotaur Magician (Earthshaker) play almost nothing alike. The full combinations are in our archetype table.
The three Early Access classes
Brawler — direct, close-range force
The Brawler is built for players who want to stand their ground. It opens with foundational physical attacks like Quick Jab and race-specific power moves. Paired with Minotaur it becomes a traditional frontline bruiser with heavy abilities such as Boulder Toss; paired with Human it becomes an adaptable weapon master swapping between sword and crossbow.
- Playstyle: melee pressure, stagger, Rage and Bleed interactions
- Best for: first runs, players who dislike kiting
- Watch out: fewer escape tools than Shadow — positioning is your defense
Shadow — mobility, timing, burst
The Shadow trades brute force for movement: dodge windows, stealth, and utility like leaving behind a shadow clone. As an Elf it wields twin daggers for fast attack strings and critical strikes from off-angles.
- Playstyle: hit-and-run, status effects, repositioning
- Best for: players who enjoy active, high-APM combat
- Watch out: thin area coverage — crowded fights demand good footwork
Magician — elemental artillery & hybrids
The Magician centers on elemental damage — Fire, Ice, Electricity, Decay and Ether among the schools — and Intelligence scaling. It is the most shape-shifting class: Human turns it into a sword-and-crossbow spellsword, while Minotaur turns it into a battle-axe Earth caster. You may also see it called "Mage" in older posts — same class.
- Playstyle: ranged spells, elemental combos, 5-slot spell loadouts
- Best for: players who like planning builds and rotations
- Watch out: more systems to learn; attribute requirements on spellbooks
Class is a starting point, not a cage
Beyond the opening hours you can find spellbooks and unlock skills from outside your starting class, so hybrids emerge naturally. Your class still matters — it sets your starting kit, your skill tree layout and how much XP each attribute costs — but the endgame build is yours to shape. Details in our build guide.