Specializations

Specializations are a feature each class has which allows them to be further customized. The tab unlocks at level 30, at which point each specialization will require certain tasks specific to them to be completed before each specialization can be unlocked, often having one method which will steadily progress unlocking the specialization (eg. kill a bunch of enemies with a spear. These will progress faster when fighting higher tier enemies), and a method that instantly unlocks the specialization (eg. Fall 250 feet and take fall damage but don't die). Once unlocked, a specialization can be equipped or unequipped at any time with no cost.

Each specialization provides stat scaling increases (Most also coming with stat scaling penalties). Along with miscellaneous bonuses and penalties related to the classes preferred way of fighting. Every class also has a unique ability, unique weapon/tool, and a unique tech unique to them which can only be used while the specialization is equipped.

Paladin
Unlock requirement: Perfect shield enemy attacks (Instant Unlock: Perfect shield the Heart of Ruin's tentacles)

Ability: Perfect shields restore 10% of Max Shield Stamina and grant 5 seconds of +20% Physical, Shadow, Demonic, and Poison resistance

Bonuses: +10% Elemental Resistance, 150% base power with shields (Scales with strength and intelligence) (Classic mode: Can use wands)

Penalties: 90% Jump speed, 80% Jump Height (Classic mode: 50% base power when a Shield is not equipped)

Stat Scaling increases: Intelligence x2, Vigor

Weapon: True Aegis. Primary Fire: Hold to fire a beam that causes Judgement, a status that increases Gravity and lowers Holy resistance. Max hold time: 2 seconds. Secondary fire: Defend against incoming attacks. Passive: Successive perfect shields increase damage and beam length, Normal shield hits (Not while firing) lower this bonus, and shield breaks reset it.

Tech (Body): Immaculate Shield. Pressing [Special 2] toggles immaculate shield, a buff that halves Shield stamina, lowers movement speed by 25%, but grants bonuses for your shield. While active, monsters that hit your shield are stricken with Judgement status, and perfect shields provide a 110% increase to your max health for 3 seconds and 7% of your health gain to nearby allies. This scales up to 12%+ with Strength and Intelligence.

Juggernaut
Unlock requirement: Use a hammer to defeat enemies

Ability: Speed increases the longer you run, but changing directions is harder. As speed increases, Power increases up to 200%

Bonuses: 130% base power with Two-handed melee weapons.

Penalties: 50% jump height. 125% Fall damage multiplier. (Classic Mode: 20% base power while a Two-handed melee weapon is not equipped)

Stat Scaling increases: Vitality, Strength, Endurance

Weapon: Cleaving Meteor. Primary Fire: Hold to ready a brutal swing. Releasing early decreases damage dealt. Secondary Fire: Hold to charge the blade with energy and release to swing. This consumes all remaining energy, but deals increased damage, reaches much farther, and burns targets. Enemies killed by this attack explode.

Tech (Body): Limit Break. Press [Special 2] to activate Limit Break. During Limit Break, gain +100% Physical resistance, Knockback immunity, and infinite energy, Limit break lasts for 10 seconds and has a cooldown of 60 seconds. For every enemy killed while limit break is active, gain 2 seconds of active time and decrease cooldown by 5 seconds. Active time can be extended indefinitely, but cooldown time can only be reduced to a minimum of 30 seconds.

Samurai
(Requires character to be Male or have all 3 true understanding skills equipped in order to equip this specialization)

Unlock Requirement: Use Spears, Katana's, or Bows to defeat enemies

Ability: Getting kills with Katanas grants a brief burst of Increased speed and jump height, as well as energy regeneration.

Bonuses: 150% base power with katanas, 125% base power with spears and bows, -0.2 seconds energy regen delay (Classic mode: Enables katanas)

Penalties: -25% ice resistance (Classic mode: Disables Broadswords, shields, and hammers)

Stat Scaling increases: Dexterity x2, Vigor

Stat Scaling decreases: Strength x2

Weapon: Samurai Heart. Primary Fire: A long chain of quick swings. Secondary fire: Parry and counterattack if hit. Suffer a brief period of physical weakness after a failed parry. Passive: Kills with this weapon increase swing-rate for a short period.

Tech (Body): Iaijutsu. Double Tap left or right to dash in that direction, using all your remaining Energy to conjure a sharp slash of air along your path. The damage of the slash scales with how much energy remained upon use, along with dexterity. Damage dealt by this ability is considered katana damage. You are immune to damage while dashing.

Valkyrie
(Requires character to be Female or have all 3 true understanding skills equipped in order to equip this specialization)

Unlock Requirement: Use Spears or Shortswords to defeat enemies. (Instant Unlock: Take damage from a 250-block high fall (Or further) without dying)

Ability: Gain a short period of Low-Gravity upon jumping. Staying airborne triggers health regeneration.

Bonuses: +10% Ice and Electric resistance, 120% base power with spears; scales with Dex, 115% base power with shortswords. (Classic mode: Can dual wield shortswords)

Penalties: -10% fire and poison resistance.

Stat scaling increases: Dexterity, Agility

Stat scaling decreases: Strength

Weapon: Gungnir. Primary Fire: A three-hit combo that ends with an explosion that causes Judgement. Secondary fire: Charge a throw that marks enemies with Holy Light. Charging longer adds tracking and causes Gungnir to bounce. Passive: Enemies marked then defeated by Gungnir burst and grant health regeneration and 133% power with wands and Staves to nearby allies.

Tech (Head): Einherjar. Press [Special 1] to target the ally nearest to your cursor, other than you, that is within your line of sight. This ally is granted invulnerability and +150% Power for 5 seconds. Doing so instantly drains all energy and prevents you from regenerating energy. The cooldown after successfully using Einherjar is 30 seconds. Press [Shift] + [Special 1] to convert 20% of your own health into an instant heal for nearby allies: This has a cooldown of 5 seconds.

Crusader
Unlock Requirement: Use a broadsword to defeat enemies (Unlocks faster by defeating cultists or Avian temple guards.)

Ability: After killing an enemy, Power and Armor increase, and hits cause judgement. Receiving contact damage decreases your speed.

Bonuses: Holy immunity, +25% fire resistance, +15% electric resistance 150% Base power with broadswords, 120% speed (Classic mode: Can use two-handed melee weapons)

Penalties: -50% Poison, Demonic, and Shadow (FU) resistance (Classic mode: 10% base power while a broadsword is not equipped)

Stat scaling increases: Strength

Weapon: Oathkeeper. Primary Fire: An 18 hit combo that uses up energy on each swing. Some hits cause Judgement status. Secondary fire: Hold to fire a beam of holy energy. Release to swing, causing energy spikes along the beams length. Uses up a lot of energy.

Tech (Body): Resurgence. An upgrade to Knight's bash. Cause Judgement while sprinting. Bash damage is doubled while wielding a broadsword instead of a raised shield. When taking fatal damage, create a holy explosion and immediately regenerate all health and energy, gain 150% speed for 2 seconds afterwards. Has a cooldown of 3 minutes. Explosion damage scales with vigor.

Conquistador
Unlock Requirement: Use a spear or bow to defeat enemies (Unlocks faster by defeating cultists or Avian temple guards.)

Ability: Defeating an enemy that has not damaged you grants +10% Energy and health regeneration over 5 seconds.

Bonuses: 120% movement speed, 130% base power with Spears, bows, Snipers, and shotguns. (Classic mode: Can wield crossbows, sniper rifles, and shotguns)

Penalties: 80% Jump height, -50% Demonic and Poison resistance (Classic mode: Cannot use Rocket/Grenade launchers)

Stat scaling increase: Dexterity, Endurance

Stat scaling decrease: Vitality

Weapon: Arquebus. Primary fire: Fires a piercing heavy bolt that stuns enemies. Upon contact with a block, the bolt explodes, dealing holy damage to nearby enemies. Secondary fire: Loads Arquebus. Passive: Enemies killed with the bolts explosion grant +10% health and energy regeneration to nearby allies.

Tech (Body): The Cavalry's here. Press [Special 2] to toggle your mount: Summoning it costs 100 energy. While mounted, movement speed, jump height, and step height are increased, and you gain 3x base energy and +100 armor. Mount health is equal to 2x your max health and regenerates while dismounted; while mounted, your mount takes damage instead of you. When mount health reaches 0, your mount despawns, and does not regenerate health for 5 seconds.

Dragoon
Unlock Requirement: Use a spear to defeat enemies (Also progresses from taking fall damage)

Ability: Upon landing from more than 15 blocks up, gain increased power and armor for up to six seconds, scaling with fall distance.

Bonuses: Fire and lava immunity, fall damage immunity, 120% base power with spears, assault rifles, and FFS SMGs/DMRs, 110% base power with quarterstaves (Classic mode, can use Spears, quartersatves, assualt rifles (and FFS ARs, SMGs, or DMRs)

Penalties: -33% Ice resistance, -33% energy recharge rate, +33% energy recharge delay

Stat scaling increase: Endurance, Agility

Stat scaling decrease: Vigor

Weapon: Dragons Bane. Primary fire: A stab with more range than normal Spears that Sears whatever it hits, hold to shoot flames. Secondary fire: Hold to charge a high-damage lung. Release to lunge while cloaked in lightning, greatly protecting you from damage. Lightning follows your lunging path.

Tech (Leg): Dragons Leap. An upgrade to knight's Slam. Hold [Shift] and jump while grounded to shoot into the air. Doing so provides Invulnerability until you start the fall or hit the ground. Using this prevents you from double jumping in midair. Double tap down while aerial to crash downwards towards your cursor, invulnerable while doing so. Upon landing, flames erupt from the ground, dealing more damage the longer you fall, and scaling with strength.

Dark Templar
Unlock Requirement: Kill enemies (Faster unlock if they die to bleed)

Ability: Hitting enemies with demonic damage has a 30% chance to corrupt them. Corrupt enemies radiate demonic damage to nearby enemies.

Bonuses: 115% Base power with spear or axe like weapons. Bleed chance and length scales with strength. 150% max health. Demonic immunity. (Classic mode: Can dual wield melee weapons and wield two-handed melee weapons)

Penalties: 75% max energy, -50% holy resistance, -20% electric resistance

Stat scaling increase: Vitality x2, Agility

Stat scaling decrease: Vigor

Weapon: Heartless. Primary Fire: A combo of far reaching swings. The first swing can be chained into secondary fire. Secondary Fire: A powerful lunging jab. Can be chained into primary fire's upwards swing. Increased armor while lunging. Passive: Getting kills builds demonic energy. Reaching a certain point unleashes this energy, causing Demonic explosions with each swing.

Tech (Body): Abounding Darkness. Press [Special 3] to toggle, immediately sacrificing 33% max health, dealing demonic damage to nearby enemies, and gaining 15% power. While active, health drains at a rate of 0.5% max health +2 health per second; power increases steadily up to 100% in 30 seconds; Bleed damage dealt regens health at a rate of 3 damage to 1 health, and you are immune to Healing status.

Necromancer
Unlock Requirement: Defeat enemies while your current health is lower than 30% of your max health. (Gain more progress the lower your health is)

Ability: There is a 33.3% chance that enemies killed with a Dagger, Scythe, or Demonic Magic will revive and help you in battle for 10 seconds.

Bonuses: +20% Demonic resistance, +20% Poison resistance, Shadow Immunity (FU), 120% Base power with daggers and Scythes; Scales with Int. (Classic Mode: Can dual wield daggers, can wield Scythes.)

Penalties: 50% Max health, -20% Holy resistance

Stat scaling increase: Dexterity

Stat scaling decrease: Vigor

Weapon: For us All. Primary Fire: A large arcing slash that deals Demonic damage and causes bleed. Secondary Fire: Hold to charge, and release to release demonic energy. The longer you hold the more demonic energy you release.

Tech (Head): Reap. Press [Special 1] to sacrifice 10 health and unleash demonic magic that kills enemies with current health less than (Intelligence/3+15)% (Max is 31.6%) of their max health. They then burst into mist that heals allies and causes enemies to deteriorate. Hold [Shift] and [Special 1] to summon up to six Bone Pteropods for 10 seconds: amount (Denoted by dark, hovering orbs) scales with intelligence and enemies killed with reap, and their power, armor, and health is set to your own.

Battle Mage
Unlock Requirement: Defeat enemies with Two-handed melee weapons while Strength, Vitality, and intelligence are at least 20.

Ability: Power Multiplier increases up to +200% when multiple enemies are present, but decreases by -50% when there are none nearby.

Bonuses: 120% Base power with Two-handed melee weapons: Scales with int. (Classic Mode: Can use two handed melee weapons)

Penalties: 80% Jump Height (Classic mode: Cannot use wands)

Stat scaling increase: Vitality, Strength

Stat scaling decrease: Intelligence x2

Weapon: Solstice. Primary Fire: A wide sweeping combo interspersed with quick jabs. Alt fire: Charge Solstice, increasing its potency and causing it to deal Nova damage with every swing. Press again while charged to discharge the energy with a damage explosion.

Tech [Head]: Battle Aura. Press [Special 1] or [Shift] + [Special 1] to cycle between aura's. Blood Aura: 115% Power multiplier, 75% Max health, damaging foes regens health. Iron Aura: 115% Max health, 75% Jump height and speed, damaging foes grants temporary armor. Ionic Aura: 115% Speed and jump height, 75% Power multiplier. Damaging foes regens energy.

Elementress
(Requires character to be Female or have all 3 true understanding skills equipped in order to equip this specialization)

Unlock Requirement: Defeat enemies with Nova, Fire, Ice or Electric damage.

Ability: Randomly Weave between Fire, Ice, and electricity, gaining immunity to that element and causing its status on every hit.

Bonuses: +50% Nova, Electric, Fire, and Ice resistance. +20% Cosmic, holy, and demonic resistance. 120% Base power with wands.

Penalties: 75% Max health, -10% Physical resistance (Classic mode: Cannot use staffs)

Stat Scaling increases: Vigor x2, Intelligence

Weapon: Eclipse. Primary fire: Create shards of Nova Energy that shoot towards enemies after a short time. If there are no enemies nearby, shards follow your cursor. Passive: During daytime, Shards leave small flames after breaking. During nighttime, shards leave trails of icicles after breaking.

Tech (Body): Attune. Press [Special 3] to swap attunement between Fire, Ice, and Electric. Gain immunity to that element. Use Primary/Alt fire, [Special 2], or [Shift] + [Special 2] to use abilities based on your current attunement and weave. Primary/alt fire (While empty handed) is an instant attack. [Special 2] can be held for continuous use. [Shift] + [Special 2] must be charged up. When attunement and weave match, energy costs are halved.

Crusader
Unlock Requirement: Use a broadsword to defeat enemies (Unlocks faster by defeating cultists or Avian temple guards.)

Ability: After killing an enemy, Power and Armor increase, and hits cause judgement. Receiving contact damage decreases your speed.

Bonuses: Holy immunity, +25% fire resistance, +15% electric resistance 150% Base power with broadswords, 120% speed (Classic mode: Can use two-handed melee weapons)

Penalties: -50% Poison, Demonic, and Shadow (FU) resistance (Classic mode: 10% base power while a broadsword is not equipped)

Stat scaling increases: Strength

Weapon: Oathkeeper. Primary Fire: An 18 hit combo that uses up energy on each swing. Some hits cause Judgement status. Secondary fire: Hold to fire a beam of holy energy. Release to swing, causing energy spikes along the beams length. Uses up a lot of energy.

Tech (Body): Resurgence. An upgrade to Knight's bash. Cause Judgement while sprinting. Bash damage is doubled while wielding a broadsword instead of a raised shield. When taking fatal damage, create a holy explosion and immediately regenerate all health and energy, gain 150% speed for 2 seconds afterwards. Has a cooldown of 3 minutes. Explosion damage scales with vigor.

Wraith
Unlock Requirement: Defeat Gosmet, Skimbus, Wisper, Squeem, or Tentacle Ghosts while intelligence is at least 40.

Ability: Gravity barely effects you. Upon taking damage, become invulnerable and ethereal for a short time. (Note: It says in game "Upon taking the damage", this doesn't effect anything but it just is kinda funny to me.)

Bonuses: 150% Max energy, Suffocation Immunity, Poison, Fire, Demonic, and Shadow (FU) Immunity. 120% Base power with fists: Scales with Int. (Classic Mode: Can Dual-Wield Melee Weapons.)

Penalties: 30% Max Health, -20% Holy Resistance, -50% Physical Resistance. (Classic Mode: Cannot Wield Two-handed weapons, Ranged weapons, or Magic weapons)

Stat scaling increase: Vigor

Stat scaling decrease: Dexterity

Weapon: Soulless Whisper. Primary Fire: A short stab that does minimal demonic damage. Combo finisher: Uses energy to slash towards your aiming direction. Causes the 'cursed' status, which afflicts enemies with random ailments, like the inability to move or a health debuff.

Tech (Leg): Dark Phase. Upon attempting to jump, you hover towards the direction you are holding instead. While doing so, you are completely immune to damage, and can phase through blocks. Costs 40 energy per second. Travel speed scales with agility. Holding [Shift] while doing so will remove the invulnerability and phase ability, and halves the energy cost.

Technomancer
Unlock Requirement: Defeat enemies with Nova, Fire, Ice, Electric, or Poison damage. (Gain more progress defeating enemies with the flamethrower)

Ability: Dealing damage has a 1% chance to inflict Overload, Sear, Toxify, and Embrittle. These debuffs occur simutaneously.

Bonuses: 110% Base power with ranged weapons; scales with Int. +20% Fire, Ice, Electric, Poison, and Nova resistance (Classic mode: Can dual wield ranged weapons and wands. Can wield two-handed ranged weapons)

Penalties: -10% Physical resistance

Stat scaling increase: Vitality, Vigor

Stat scaling decreased: Dexterity

Weapon: Omnia-Thrower. Primary fire: Fire a stream of elemental energy. Secondary fire: Switch between elements. Omnia thrower can switch between Nova, FIre, Ice, Electric, and Poison. Using Secondary fire while holding shift switches between Nova and the last used element.

Tech (Head): Elemental Overcharge. An upgrade to Wizard's Magic Shield: Provides the same effect as magic shield, using up energy to halve damage taken. However, while Elemental Overcharge is active, elemental resistances are maxed and power multiplier increases up to 20% as energy decreases. Elemental overcharge fire a bolt of pure nova energy in retaliation whenever you are damage. Energy regeneration is 75% as effective when compared to regular magic shield.

Changeling
Unlock Requirement: Defeat enemies (Wisper, Poptop, and Orbide give more progress)

Ability: If Shapeshifting is equipped, shrink and gain 50% Physical resistance when health drops below 15%. Item usage is disabled while shrunken.

Bonuses: 10% Physical Resistance

Penalties: -20% Fire, Electric, Ice, and Poison resistance

Stat scaling increases: Vitality, Vigor

Weapon: NA

Tech (Head): Press [Special 1] with or without [Shift] or down to shapeshift into one of three monsters: Wisper normally, Poptop with [Shift], Orbide with Down. Each transformation has a passive and four abilities which can be used with Click, right click, [Special 2], and [Special 3]. After getting many kills without warping, a flash will occur. When it does, press [shift], down, and [Special 1] to ??? (Editors note: Seriously, it just says ???, I have no idea what happens if you do this, never had it occur.)

Sage
Unlock Requirement: Defeat enemies with Nova, Fire, Electric, Ice, or Holy damage while Vitality, Dexterity, and Intelligence are at least 20.

Ability: Nearby defeated enemies release Soul Essence that seeks out allies with low health and grants Immediate health regeneration.

Bonuses: 110% Base power with Fist weapons and 120% Base power with Glaives: Scales with Int. +20% Poison and Demonic Resistance. (Classic Mode: Can use Staves and Glaives)

Penalties: -10% Physical Resistance.

Stat Scaling Increase: Vitality, Dexterity

Stat Scaling decrease: Vigor

Weapon: Rapture. Primary Fire: A flurry of attacks. Secondary Fire: Charge up the energy deep within the staff to call down beams of light that scorch enemies with Holy damage. Passive: holding shift before each attack changes Rapture's element between Physical, Fire, Ice, Electric, and Nova.

Tech (Head): Chrysalis. Press [Special 1] to summon souls. Deal Fire, Ice, or Electric damage to fill a soul: Filled souls grant +20% own element but -10% other elements resistance, and +5 Physical resistance but -5% Multiplier. Kill a foe with Nova damage to remove a Filled souls power and resistance reduction. Press [Special 1] again to burst each soul, granting buffs to nearby allies. +12s rage from fire. +3s health regen from Ice. +6s energy regen from electric.

Shade
(Requires character to be Male or have all 3 true understanding skills equipped in order to equip this specialization)

Unlock Requirement: Use Bows or Fist weapons to defeat enemies.

Ability: Invisibility regenerates Health. In Darkness, max health increases; In light, max health decreases and Energy regen delay increases.

Bonuses: 120% Base power with Sniper rifles and bows. 110% Base power with fists. +25% Demonic and Ice resistance. Shadow Immunity (FU) (Classic mode: Enables sniper rifles)

Penalties: -25% Fire and Holy resistance.

Stat scaling increase: Vitality x2

Stat scaling decrease: Agility

Weapon: FEAR. Primary fire: Fire a powerful bone arrow that deals massive damage and travels much farther. Alt Fire: Fire a mine that pumps out a viscous blackout gas. Standing in this gas grants camouflage, but also decreases power multiplier and prevents energy regen. Passive: Perfect release causes both arrows and blackout gas to cause Sacrifice status.

Tech (Body): Quasar. Press [Special 2] to toggle an unstable invisibility that drains energy: dealing damage while this is active absorbs all remaining energy to cause a localized collapse on that point of damage. This collapse deals Demonic damage to nearby enemies, and the amount of damage scales with the amount of energy that was absorbed. If no damage is dealt before energy drains completely or the ability is toggled off, you are weakened until energy regenerates.

Kunoichi
(Requires character to be Female or have all 3 true understanding skills equipped in order to equip this specialization)

Unlock Requirement: Using a dagger, Kunai, Shuriken, or War-fan, Defeat enemies while agility is at least 30.

Ability: Killing enemies with War-fans grants energy and feather falling. Killing Male NPC's yields bonus XP.

Bonuses: Increased movement speed with whips and war-fans. 115% Base power with whips. 125% Base power with War-fans. (Classic Mode: Can wield war-fans.)

Penalties: 90% Max health. 90% Power Multiplier

Stat scaling increase: Dexterity x2, Vigor.

Weapon: Luxuria. Primary Fire: A slash of pressurized wind. Walking Foward: A quick thrust forwards. Walking backwards: A petal explosion. Crouching/Aerial: Fast swings in both directions. Holding Shift: Cancels directional input. Passive: Chaining from primary and forward attacks raises damage and attack speeds.

Tech (Body): Swirling Petal. Press [Special 2] to flip backwards, releasing a sweet gas into the air as you do. The gas dazes enemies that get hit by it, causing them to move much slower. While mid-flip, you are invulnerable to damage, and hitting the ground immediately stops the flip. Cooldown 1s. Energy cost: 50e. Does not protect from status damage.

Adept
Unlock Requirement: Survive for at least 30 seconds right underneath the heart of ruin while both intelligence and Agility are at least 40.

Operative
Unlock Requirement: Defeat enemies while a sniper rifle is equipped.

Ability: After 10 seconds without taking damage, the next attack gains +50% Power Multiplier. This power is not lost if the attacks hit from behind.

Bonuses: 120% Base power with Sniper Rifles: Scales with int. 110% Base power with daggers. (Classic mode: Can use ranged weapons, can dual wield Pistols, SMG's, and Daggers)

Penalties: 80% Power Multiplier

Stat Scaling Increase: Endurance, Dexterity, Intelligence

Stat Scaling decrease: Agility

Weapon: Breathless. Primary Fire: Fire a high-caliber bullet. Accuracy increases when crouching. Alt Fire: Hold to continuously fire short-range plasma beams that converge at a singular point. Passive: Breathless regenerates energy and prevents it from locking. Hitting electrified or overloaded enemies returns energy.

Tech (Head): EMP Sphere. An upgrade to spike sphere: EMP Sphere moves quickly and can fire pulses that Overload and Stuns enemies. Holding jump allows the sphere to magnetize towards nearby, opposite walls. Pressing [Shift] + [Special 1] Regardless of transformation plants a Beacon that slowly regenerates Energy for nearby allies and speeds up wall magnetization. When beacons are within 20 blocks of each other, they chain electricity that deals damage based on Intelligence.

Wanderer
Unlock Requirement: Defeat enemies while dexterity is at least 30. (Unlocked faster with a katana)

Ability: +100% Power and +20% to all resistances while far from allies. +100% Power while near enemy NPCs and Players.

Bonuses: 150% Base power with Katanas

Penalties: -0.5% Hunger rate, 75% Max Energy (Classic Mode: 50% Base power while Katana is not equipped)

Stat scaling increase: Dexterity, Agility

Stat scaling decrease: Vigor

Weapon: Nomadic Soul. Primary Fire: When Aerial, thrust downards; otherwise, attack with a two step combo. Alt Fire: With Shift held, sheath the blade; when moving left or right, Stab and step in that direction; otherwise, perform a rising slash. Passive: Sheath quickly after a kill to raise the power of your next draw. Kills with the sheathing attack further increase the bonus.

Tech (Head): Soliloquy. Press [Special 1] to start Soliloquy. Successfully killing an enemy while this effect is active raises power by 10% and bleed chance by 1%, but lowers all resistances by 5% and is uncapped. Soliloquy cannot be toggled off, but is removed when taking damage.

Changeling
Unlock Requirement: Defeat enemies (Wisper, Poptop, and Orbide give more progress)

Ability: If Shapeshifting is equipped, shrink and gain 50% Physical resistance when health drops below 15%. Item usage is disabled while shrunken.

Bonuses: 10% Physical Resistance

Penalties: -20% Fire, Electric, Ice, and Poison resistance

Stat scaling increases: Vitality, Vigor

Weapon: NA

Tech (Head): Press [Special 1] with or without [Shift] or down to shapeshift into one of three monsters: Wisper normally, Poptop with [Shift], Orbide with Down. Each transformation has a passive and four abilities which can be used with Click, right click, [Special 2], and [Special 3]. After getting many kills without warping, a flash will occur. When it does, press [shift], down, and [Special 1] to ??? (Editors note: Seriously, it just says ???, I have no idea what happens if you do this, never had it occur.)

Dark Templar
Unlock Requirement: Kill enemies (Faster unlock if they die to bleed)

Ability: Hitting enemies with demonic damage has a 30% chance to corrupt them. Corrupt enemies radiate demonic damage to nearby enemies.

Bonuses: 115% Base power with spear or axe like weapons. Bleed chance and length scales with strength. 150% max health. Demonic immunity. (Classic mode: Can dual wield melee weapons and wield two-handed melee weapons)

Penalties: 75% max energy, -50% holy resistance, -20% electric resistance

Stat scaling increase: Vitality x2, Agility

Stat scaling decrease: Vigor

Weapon: Heartless. Primary Fire: A combo of far reaching swings. The first swing can be chained into secondary fire. Secondary Fire: A powerful lunging jab. Can be chained into primary fire's upwards swing. Increased armor while lunging. Passive: Getting kills builds demonic energy. Reaching a certain point unleashes this energy, causing Demonic explosions with each swing.

Tech (Body): Abounding Darkness. Press [Special 3] to toggle, immediately sacrificing 33% max health, dealing demonic damage to nearby enemies, and gaining 15% power. While active, health drains at a rate of 0.5% max health +2 health per second; power increases steadily up to 100% in 30 seconds; Bleed damage dealt regens health at a rate of 3 damage to 1 health, and you are immune to Healing status.