Classes and archetypes

A class in Allods is two things put together: an archetype and a race. The archetype decides what you can do — the spell list, the resource, the job you hold in a group. The race adds your appearance, your starting lands, your faction, and one ability of its own that you pick up from a racial quest.

Because of that, the same archetype can go by as many as six different names. The Kanian Champion, the Orc Brute and the Xadaganian Vanquisher are all Warriors; the Druid, the Animist and the Shaman are all Wardens. Group finders generally talk in archetypes and chat talks in race-class names, and being confused about that for the first week is entirely normal.

Not every race can play every archetype. There are nine archetypes, six races and two factions — the League and the Empire — and picking a faction is picking who you go to war with.

The nine archetypes

Warrior

Heavy armour, melee, no magic whatsoever. With a shield it is the classic tank, holding the enemy on itself and screening the group; with a two-hander or paired blades it is the one who breaks the enemy line. The resource is Combat Advantage: ordinary attacks build it, and heavy finishers, stuns and bleeds spend it. Simple and honest — a good pick if you want to see the enemy up close.

Paladin

Plate as well, but with the magic of Light: it heals its own wounds and burns enemies with the same power. The signature mechanic is Barriers. A blow landing on a Paladin goes into a Barrier and does not take effect straight away, and in those few seconds the Barrier can be shattered so the damage never lands at all — or comes back at whoever swung. Strong Paladins hold up to three at once. A durable, self-sufficient melee fighter that leans on a healer less than most, which is convenient both in a group and levelling alone.

Scout

Bow and crossbow, damage at range and a long list of dirty tricks. Traps, caltrops underfoot, a smoke screen, slipping round behind, and arrows enchanted ahead of time to slow, to set alight, to burst over an area. In a group it is pure damage; in PvP it is one of the least pleasant things to run into. It asks for attention to position: a Scout pinned at melee range does not last long.

Healer

The game’s main healer. The Aspect of Mercy is healing, support and raising the fallen; the Aspect of Fury is heavy armour, a hammer and holy magic in melee, helped along by Fanaticism, which speeds up casting and cuts what it costs. Every raid wants a Healer, and the expectations match: when the Healer goes down, everyone usually goes down.

Warden

Nature magic and a beast companion that walks with its owner and fights alongside him. The Warden drops storms and lightning on people, tangles their legs in roots, heals allies and is perfectly capable of hitting things in melee. It is the most versatile archetype in the game: a hybrid healer and support in a group, and one of the easiest classes to level solo, because the pet holds everything you would rather not hold yourself.

Mage

Fire, water and air, damage at range, teleports and invisibility. The price of the power is magical instability: the more often you pull on the same element, the harder the backlash hits. But that same instability can be put to work, because alternating elements properly turns ordinary spells into very heavy ones. This is the archetype for people who would rather build sequences out of spells than simply press damage.

Summoner

Magic of life and death, with blood for a resource: the Summoner draws it out of an opponent and spends it on protection and healing. The same archetype can be a poisoner who sickens targets and drives them into terror, or a healer — and its healing is the real thing, not a token. On top of that come the summoned minions: Hellions, Lurkers and Fiends. An all-rounder that is rarely surplus to requirements.

Psionicist

Mind magic and control. The Psionicist forces its way into somebody’s head, hangs doubles and ghostly assassins on them, silences, roots, and generally arranges things so the opponent spends half the fight not in charge of himself. In PvP it is one of the most dangerous archetypes going and a brutal opponent in a duel. PvE is harder work: control does not always land on bosses.

Bard

Group support, and the one archetype Game of Gods added to the eight the game already had. It wears leather and carries melee weapons but fights with a musical instrument — the weapon is there for the stats and a handful of abilities. The Bard has no resource of its own and no separate resource panel; abilities spend energy, most of the damage is magical, and around twenty metres is where it likes to work. It hands out the full set of blessings — health and mana, their regeneration, physical and magical damage — raises the maximum health of one chosen target, heals, strips control and blocks incoming control, while pulling opponents into melee itself and frightening everything in an area. Easy to pick up, and good in both PvP and PvE.

Race × archetype

An empty cell means that race does not play that archetype.

ArchetypeKaniaGibberlingsElvesXadaganOrcsArisen
WarriorChampionBrawlerVanquisherBrute
PaladinCrusaderTemplarAvengerReaver
ScoutRangerTricksterStalkerMarauder
HealerClericPriestInquisitorHeretic
WardenDruidAnimistShaman
MageMagicianArchmageSpecialistSorcerer
SummonerDemonologistDefilerSavant
PsionicistSeerOracleMentalistOccultist
BardSkaldMinstrelAgitatorBalladeer

Kania, the Gibberlings and the Elves are the League. Xadagan, the Orcs and the Arisen are the Empire. Two names in that table catch people out. The Elf Priest is a Healer — “Priest” is a class name, not an archetype, and there is no Priest archetype in the game. The Elf Demonologist is a Summoner, not some separate demon-summoning line of its own. The Gibberling Animist deserves a mention too: it sits in the Warden row and nowhere near the Healer one. Thirty-four race-classes in all.

What to roll as a new player

Pick a faction first, not an archetype. You will be playing where your friends are and where your guild is, and the choice fixes which side of PvP you stand on. There is no defecting later.

After that, go by role. If you want melee with some margin for error, the Paladin forgives mistakes better than anything else. If you want damage at range, take the Scout; the Mage gives you more, but you will have to come to terms with instability.

If you are willing to heal, you will always get invited: the healer is the scarcest person in any group. The gentlest way in is the Warden, because the pet carries you through solo levelling and the healing comes online as you need it. The Healer is for people who want to be the main healer straight away and mean it. The Bard is the softest entry into support: handing out blessings is not hard, and groups are glad to have one.

Psionicists are not usually recommended to newcomers: the class opens up in PvP and in the hands of someone who already understands the game. The Summoner is versatile, but you have to steer it deliberately into one role or you end up with a bit of everything and nothing much of anything.

One last thing: race within an archetype means one ability and a look, not class power. Choose by who you actually want to play, not by what sounds overpowered. First steps are covered under getting started.

Updated: 08/19/2026