Home » Aetolia Classes: All 32 Classes Across Four Cities

Aetolia Classes: All 32 Classes Across Four Cities

Aetolia has 32 playable classes. Each one connects to a city, a guild, and a side of the Spirit-Shadow conflict that defines the continent. Each class also has three skill sets and hundreds of abilities, so the depth scales fast.

What follows is a guide to all 32 Aetolia classes, organized by where they come from. Five classes have no city guild and stand outside the city system. The other 27 are anchored to one of four city-states: Bloodloch, Duiran, Enorian, or Spinesreach. Your city, your guild, and your class are bound together in Aetolia: pick one of the three, and you have largely picked the other two.

If you already know which class interests you, jump to its section. If not, the city-by-city breakdown below is the easiest way to find one that fits.

All 32 Aetolia classes at a glance

ClassCityTetherMirrorPrimary skill
AkkariEnorianSpiritPraenomen (with Sylvan)Ascendance
AlchemistSpinesreachShadowShamanAlchemy
ArchivistSpinesreachShadowVoidseerGeometrics
AscendrilEnorianSpiritBloodbornElemancy
BardDjeir (no city guild)UntetherednoneWeaving
BloodbornBloodlochShadowAscendrilHumourism
CarnifexBloodlochShadowWardenSavagery
EarthcallerBloodlochShadowLuminarySubjugation
ExecutorSpinesreachShadowSentinelShadowdancing
IndoraniBloodloch (no guild)ShadowOneiromancerNecromancy
InfiltratorSpinesreachUntetherednoneAssassination
LuminaryEnorianSpiritEarthcallerSpirituality
MonkDuiranUntetherednoneTekura
OneiromancerDuiran (no guild)SpiritIndoraniOneiromancy
PraenomenBloodlochShadowAkkari and SylvanCorpus
PredatornoneUntetherednoneKnifeplay
RavagerBloodlochShadowZealotBrutality
RevenantSpinesreachShadowTemplarRiving
RunecarverDuiranSpiritSciomancerMalediction
SciomancerSpinesreachShadowRunecarverSciomancy
SentinelDuiranSpiritExecutorDhuriv
ShamanDuiranSpiritAlchemistPrimality
ShapeshifternoneUntetherednoneFerality
SiderealistnoneUntetherednoneAstranomia
SylvanDuiranSpiritPraenomen (with Akkari)Extirpation
TemplarEnorianSpiritRevenantBattlefury
TeradrimBloodlochShadowTidesageTerramancy
TidesageEnorianSpiritTeradrimWavebreaking
VoidseerDuiranSpiritArchivistCultivation
WardenDuiranSpiritCarnifexWarding
WayfarernoneUntetherednoneTenacity
ZealotEnorianSpiritRavagerZeal

How class works in Aetolia

Every class has three skill sets. A Carnifex draws on Savagery, Deathlore, and Warhounds. A Shaman draws on Primality, Shamanism, and Naturalism. Each skill set contains dozens of abilities, and you will spend lessons to unlock them as you play.

Joining a guild gives you its class automatically, though you start as an apprentice. Reach guild rank 2 and your class becomes permanent. After that, you can multiclass: you get one free secondary slot, and additional slots cost credits as you expand up to a maximum of sixteen classes. Most players settle on a primary and one or two well-developed secondaries.

You can trial any class before committing lessons to it. The skills work at low ranks, so you only invest seriously when you have decided this is the one. That matters because Aetolia classes feel different from each other in ways stat sheets cannot capture. A Carnifex’s heavy soul magic plays nothing like a Bard’s performance-driven assassination work. If you want context on how class choice shapes Aetolia’s PvP combat, that page covers the broader system.

The Spirit-Shadow tether

Aetolia’s central conflict is between Spirit and Shadow. Spirit holds Enorian and Duiran. Shadow holds Bloodloch and Spinesreach. Twenty-five of the 32 classes are tethered to one side or the other, and you cannot actively hold classes from both sides at the same time. The remaining seven are mechanically untethered, which means they can move freely between Spirit and Shadow cities. Five of those seven have no city guild at all. The other two (Monk and Infiltrator) have city-anchored guilds but classes that aren’t gated to either tether.

Every tethered class has a mirror on the opposite side with the same combat structure but different flavor. The Carnifex and Warden are both heavy martial classes built on city-defining lore, but one is a soul-eating death knight and the other an ancestral warrior who calls on the spirits of the Bear, Serpent, and Raven clans. The Sciomancer and Runecarver both wield destructive magic, but one channels the Plane of Shadow and the other draws on rot and the dark half of the Cycle. This mirror system means new players can pick a side based on roleplay preference without worrying that one side has stronger mechanics.

Classes of Bloodloch

Shadow Tether. The city of undeath.

Bloodloch is Aetolia’s vampire capital. Home to the Consanguine bloodline first ordered by Abhorash, the first Primus, and ruled today through the Imperial Dominion. This is the city of blood, conquest, and the gift of Night Unending. Its seven classes lean into corruption, dominion, and the use of death as a power source.

Carnifex

Death knights forged in the Roan Seluno ritual. Carnifex use Savagery (steel and fists), Deathlore (soul magic powered by a soulstone), and Warhounds (war beasts trained for the field). Mirrors the Warden. Carnifex guild.

Ravager

Brutish brawlers tempered in the hellfire of Perdition. Ravagers wield Brutality (no-holds-barred martial arts with a butcher’s hook), Ravaging (channeled soulfire), and Egotism (will made manifest, drawn from Corrupt Chaos). Sister class to Carnifex. Mirrors the Zealot.

Praenomen

Vampires who command body, mind, and blood through Corpus, Mentis, and Sanguis. The Sanguis art lets them Sire and Embrace others into their bloodline. Signature class of the Imperial Dominion. Mirrored by Akkari and Sylvan jointly.

Bloodborn

Dark sorcerers of physiological magic. Humourism taps the four humors (yellow bile, phlegm, black bile, blood) for visceral spellwork. Hematurgy focuses purely on blood. Esoterica covers occult ritual and arcane invocation. Imperial Dominion guild, alongside Praenomen. Mirrors the Ascendril.

Indorani

Dark scholars who survived the dissolution of their old imperial guild. Necromancy (life essence manipulation), Tarot (the Major Arcana), and Domination (negotiating with Chaos Lords) make Indorani one of Aetolia’s most magic-heavy classes. Class without a guild: learn from Empress Xa’azamit in the Chaos Plane. Mirrors the Oneiromancer.

Teradrim

Earthen warriors who guard the Pillars of the Earth and the prisons of the Sorcerer-Kings. Terramancy (earth as bludgeon), Animation (golem creation), and Desiccation (sand and ruin) define their craft. Their guild, the Apostles, was once the Teradrim Warband. Mirrors the Tidesage.

Earthcaller

Warrior priests of Azvosh, the Plane of Earth. Subjugation (bone magic and croziers), Tectonics (lava and stone), and Apocalyptia (the Earthen Dirge) round out their kit. Shares the Apostles guild with Teradrim. Mirrors the Luminary.

Classes of Duiran

Spirit Tether. The Heartwood.

Duiran is the forest-bound city of nature, the Cycle, and the spirit world. Its government runs through a council, and its three guilds (Praadi, Sentaari, Sentinels) protect the wild and the void between worlds. Duiran has eight classes, the most of any city.

Sentinel

Forestal hunters who wield the double-bladed dhurive alongside feral animal companions. Dhuriv (the staff-blade), Woodlore (wilderness craft), and Tracking (subtle bows and traps) anchor the class. Joins the Sentinels guild (“the Pride”). Mirrors the Executor.

Warden

Ancestral warriors of the White Bear, Red Serpent, and Black Raven clans. Warding (clan-passed battle techniques with greatspears, scythes, and wargauntlets), Ancestry (calling on the ancestors to intervene in battle), and Communion (ancestral memories drawn from the crypts and shaped into simulacra). Shares the Pride with Sentinels. Mirrors the Carnifex.

Shaman

Awakened priests of life, death, and the Cycle. Primality (primordial elements and lifeforce), Shamanism (spirit-summoning portents), and Naturalism (commanding the forests). Praadi guild. Mirrors the Alchemist.

Runecarver

Priests of mortality, decay, and the rot beneath life. Malediction (curses), Runecarving (primitive runic magic), and Sporulation (fungal shamanism). Praadi guild. Mirrors the Sciomancer.

Sylvan

Fae-bound warriors transfigured by an oath to Life. Extirpation (animalistic claws-and-fangs combat practiced by Faekind), Caprice (the language of High Fae), and Glamours (binding oaths through Fae magic). Praadi guild. Mirrors the Praenomen alongside Akkari.

Monk

Martial artists of the Sentaari monastery. Tekura (the body), Telepathy (the mind), and Kaido (the friction between Spirit and Shadow). The Sentaari are the only order trained to interact with the Void. Monks are mechanically untethered: the guild aligns with Spirit, but the class can move between cities.

Voidseer

The second Sentaari class, born after the Monomachy. Cultivation (psychic emotional manipulation), Enlightenment (the seven chakras), and Voidgazing (drawing power from the void itself). Mirrors the Archivist.

Oneiromancer

Dream-weavers tied to the Astral Realm once ruled by Omei. Oneiromancy (fate and dreams), Hyalincuru (paper-folding as eldritch magic), and Contracts (bargains with Fae Nobles). Has no guild, associated with the Council of Duiran. Mirrors the Indorani.

Classes of Enorian

Spirit Tether. The Hammer of Dawn.

Enorian is the religious bastion of Light, a democratically-elected council backed by holy warriors and divine fire. The Templars step into the breach when the Sunset bell rings. The Illuminai keep the faith. The Ascendril question existence itself. Enorian has six classes across three guilds.

Templar

Holy knights of Celezor. Battlefury (disciplined weaponry), Righteousness (judgement auras), and Bladefire (holy radiance bound to steel). First to the fray, last from the field. Templars guild. Mirrors the Revenant.

Akkari

Duamvi warriors from the Plane of Spirit, Rewh’va. Ascendance (drawing on Rewh’va and the Triad), Dictum (holy condemnation), and Discipline (sacrament-trained will). Wield the twin-bladed manta. Sister class to Templar at the Vigil. Mirrors the Praenomen alongside Sylvan.

Luminary

Light-faith warrior-priests. Spirituality, Devotion, and Illumination carry the legacy of the dissolved Luminaries guild forward inside the modern Illuminai. Mace, shield, and a guardian angel. Mirrors the Earthcaller.

Zealot

Martial devotees descended from the old Daru monastic tradition. Zeal (fused Tekura and Duamvi martial work), Purification, and Psionics. Illuminai guild. Mirrors the Ravager.

Ascendril

Light mages who channel the four elemental planes through a fulcrum. Elemancy (Fire, Spirit, Water, Air), Arcanism (ambient elements), and Thaumaturgy (the fulcrum itself). Sworn opponents of the Sciomancers. Ascendril guild. Mirrors the Bloodborn.

Tidesage

Researcher-mages of the lost isle of Keltund. Wavebreaking, Synthesis, and Inundation draw on oceanic power. Ascendril guild. Mirrors the Teradrim.

Classes of Spinesreach

Shadow Tether. The city of artifice.

Spinesreach is the scientific bastion of the north, a theocratic Republic studying Shadow and bending reality to its will. The Archivists pursue knowledge. The Sciomancers wield it as a weapon. The Syssin operate in the dark spaces. Six classes across three guilds.

Sciomancer

Shadow mages who shape the destructive energies of the Plane of Shadow into weaponized magic. Sciomancy, Sorcery, and Gravitation. Mirrors the Runecarver. Sworn lore opponents of the Ascendril.

Revenant

Shadow warriors with deep elemental understanding. Riving, Manifestation, and Chirography let them empower blades with ancient Kalsu work. Shares the Sciomancers guild. Mirrors the Templar.

Archivist

Scholars who treat reality as a numerological problem to be solved. Geometrics, Numerology, and Bioessence. The Archivists guild has no Divine Patron, which is unusual in Aetolia. Mirrors the Voidseer.

Alchemist

Scientists of cataclysmic chemistry and corrupted nature. Alchemy, Experimentation, and Botany. Joined the Archivists guild in 503 MA. Mirrors the Shaman.

Infiltrator

Assassins of Severn’s old order. Subterfuge, Assassination (dirks, whips, long-range bowmanship), and Hypnosis. Syssin guild. Mechanically untethered, though Syssin itself is Shadow-aligned.

Executor

Ankyrean-hunting assassins reawakened from the Grand Artifice. Shadowdancing (ringblades and acrobatic partner work), Artifice (inked creatures and stealth), and Subversion (traps and bolts). Sister class to Infiltrator. Mirrors the Sentinel.

Classes of the larger world

Five classes belong to no city guild. They originate outside Sapience’s four-city structure, can be played in any alignment, and are typically learned through apprenticeship rather than guild membership. These five join Monk and Infiltrator on the mechanically untethered list (seven classes total without Spirit-Shadow gating).

Bard

Performer-assassins of Djeir’s Theater of Shadows. Performance, Songcalling, and Weaving combine acrobatic falchion work with magical music and light-shaping. The Empress of Djeir grants Bards the Grace of attro ca pa’sa, a legal immunity for ceremonial assassinations.

Predator

Knifeplay warriors from a world beyond Aetolia. Knifeplay with bone sitaras, Predation (esoteric survival), and Beastmastery (dominance over wild creatures).

Shapeshifter

Beast-form fighters with a permanent channel to the primal ley. Ferality, Shapeshifting, and Vocalizing. Five forms (werewolf, werebear, wereboar, werecroc, wereraven) tied to five Packmoot factions. The class is independent of the multiclass system: anyone can pick it up with zero lesson investment.

Wayfarer

Hardy warriors from the wastelands of Albedos. Tenacity, Wayfaring, and Fury. Wield handaxes, wear leather, take trophies.

Siderealist

Cosmic mages who emerged after the Monomachy and Creation. Astranomia (stellar magic), Ostension (constellation regalia), and Crystalism (celestial vibrations). The newest class in the game.

Picking your first Aetolia class

Three things to consider when picking your first class.

First, pick your side before your class. If you want grim and morally complex, look at Bloodloch or Spinesreach. If you want a clearer cause, look at Duiran or Enorian. If you want flexibility, go untethered.

Second, use the trial system. You can play any class without investing lessons, so spend a few hours in each candidate before committing. The class HELP files in-game are accurate, but how a class actually feels in combat is something you will only learn by playing.

Third, ignore tier lists. Aetolia’s mirror system means every Shadow class has a Spirit counterpart with the same mechanical chassis. Balance is tracked tightly and adjusted weekly. Pick the class whose roleplay frame fits your character, not the one a leaderboard ranks highest this month.

If you are brand new to Aetolia, the beginner’s guide walks through character creation and your first hour step by step. You can also browse Aetolia’s races before picking a class. Aetolia is free to play and runs in your browser with no download. Create your character and start playing now.

Aetolia has 32 playable classes. Each one has three skill sets containing hundreds of abilities, plus access to non-class skills available to all players. You can hold up to 16 classes at once through the multiclass system.

Yes. Aetolia lets you trial any class without spending lessons. The full skill list is available at low rank, so you can get a feel for how the class plays before investing. CLASS SWITCH lets you swap between classes you already hold once every 12 hours.

Most do. 25 of the 32 classes are tethered to either Spirit (Duiran and Enorian) or Shadow (Bloodloch and Spinesreach), and you cannot actively hold classes from both sides. The other 7 are untethered: Bard, Predator, Shapeshifter, Wayfarer, Siderealist, plus Monk and Infiltrator (whose guilds are city-anchored but whose classes are mechanically free).

A class is a set of three skill sets. A guild is the player-led organization that teaches and houses that class. Aetolia has 32 classes spread across 12 guilds, plus several classes that exist outside the guild system. Some guilds host one class, some host two. Joining a guild is the standard way to acquire its class, though apprenticeship from a Master is also valid.

Carnifex, Templar, Luminary, and Monk come up often as approachable starting classes: clear documentation, active guild leadership, and straightforward combat progression. That said, the trial system means there is no real cost to experimenting. If a class concept grabs you, try it.