At level 30, every hero gains the right to join a caste that best matches their playstyle and personal preferences. Joining a caste costs 250 Astralite. A hero may leave a caste at any time and join another one later, paying the entrance fee again.
Each caste grants its members unique advantages. Below is a closer look at them.
A secret brotherhood of raiders and adventurers, living on the edge of civilization. Rogues value freedom above all else. They strike from the shadows and carve their path to fame and fortune by any means necessary.
Their names rarely appear in chronicles, yet the fear of their raids spreads faster than any rumor. Where others see the limits of the law, Rogues see only the perfect moment to attack.
Passive bonuses:
Active Skill:
Shadow Strike - the character uses stealth and surprise, increasing all damage dealt by 20% for 5 turns.
Honor and order are their creed. Guardians are disciplined protectors who stand on the side of law - or simply on the side of justice. They patrol roads and settlements, fighting aggressors and defending the lands of Areldor from invaders.
Their presence inspires confidence in peaceful citizens and irritation in those who prefer power through chaos. The Silver Order rarely retreats, because for them defeat is not just a setback - it is a blow to the very idea of justice.
Passive bonuses:
Active Skill:
Unbreakable Oath - the character enters a battle stance, reducing all incoming damage by 30% and becoming immune to stun/paralysis for 3 turns.
Merchants are traders and entrepreneurs who control the flow of resources. They study markets, build trade networks, and grow rich through the exchange of value. They prefer the peaceful road to power, investing in land development and economic growth.
Their influence is not built on swords, but on contracts, leverage, and the ability to turn every opportunity into profit. Even the harshest rulers must take seriously those who control gold, resources, and trade routes.
Passive bonuses:
Active Skill:
Bribe - the character bribes an enemy, reducing their effectiveness for 5 turns: -20% to all stats, while the Merchant gains +10% damage.
Active skills of each caste are available only to its members. If a character leaves a caste, they lose all caste abilities they previously obtained.
Caste effects do not apply in the following activities:
You can explore all available castes and choose the one that suits your playstyle on the Castes page: Go to Castes.
Members of each caste can contribute gold together to construct special buildings. Once completed, these structures become available to every member of the caste and provide unique benefits.
The Sanctuary is a mystical place of power where warriors can purchase temporary blessings with gold. A character may have up to two active blessings at the same time.
Available blessings:
Each blessing lasts exactly 8 hours. The gold cost of a blessing scales directly with the hero's level.
The Armory is an exclusive arsenal available only to caste members. Here, heroes can acquire rare and powerful equipment at significantly reduced prices, allowing them to strengthen their arsenal and prepare for greater challenges.
Once the required amount of gold has been collected for construction, these buildings become available to every member of the caste.