Wynncraft classes and archetypes
Wynncraft has five classes, each with its own weapon type and an ability tree split into three archetypes. The archetype you lean into decides which spells you use, which elements you build around and which stats are worth the most - so it is the first thing to settle before choosing items.
| Class | Weapon | Archetypes | Base spells | EHP class factor |
|---|---|---|---|---|
| Warrior | Spear | Fallen, Battle Monk, Paladin | Bash, Charge, Uppercut, War Scream | 1.0 |
| Mage | Wand | Riftwalker, Light Bender, Arcanist | Heal, Teleport, Meteor, Ice Snake | 1.2 |
| Archer | Bow | Boltslinger, Sharpshooter, Trapper | Arrow Storm, Escape, Arrow Bomb, Arrow Shield | 1.3 |
| Assassin | Dagger | Shadestepper, Trickster, Acrobat | Spin Attack, Dash, Multihit, Smoke Bomb | 1.0 |
| Shaman | Relik | Summoner, Ritualist, Acolyte | Totem, Haul, Aura, Uproot | 1.4 |
The class factor is how the EHP model treats each class: effective HP is divided by it, so a Shaman (1.4) shows less EHP than a Warrior (1.0) with the same items. See Effective HP.
Class guides
Archetypes are not locked
An ability tree can take nodes from more than one archetype, and many strong builds do. What the site calls the archetype is where most of your ability points go: it picks the suggested tree, the guide builds you see first and the stat profile used for "Other picks". Your actual tree - suggested or your own - is what the damage numbers are calculated from.
Choosing an archetype
- Levelling: pick what is fun to play; the recommender will find items for it at every level.
- Endgame content: archetypes with many guide builds (Fallen, Riftwalker, Sharpshooter, Arcanist, Shadestepper) are well understood, which makes it easy to check a generated build against proven ones.
- Support and tank roles: Paladin and Light Bender bring healing or protection that no damage number shows - set a higher EHP minimum for them.