How do you unlock a final form?
Start with the nine talent paths. Spend your first 15 points in one path before opening a second, and use at most two paths. At level 30, with all 30 points spent, a second path with at least 10 points qualifies you for that pair’s hybrid form. Otherwise, you qualify for the main path’s master form.
Choose the form on the Final form page of the Talents window. It stays until you respec. A hybrid adds a passive trait and a signature spell, and changes one spell from each path. A master adds a signature spell and strengthens three spells in its own path.
- 30 Vanguard: qualify for Bastion, the Vanguard master.
- 20 Vanguard + 10 Cleric: qualify for Aegis, the tank-and-healer hybrid.
- 15 Vanguard + 15 Cleric: also qualify for Aegis, with a different spread of tree abilities.
- 21 Vanguard + 9 Cleric: qualify for the master form because the second path has fewer than 10 points.
These are progression examples, not damage rankings. Each tree’s abilities still depend on points spent in that tree.
The nine master forms
Specialize for a stronger identity within one talent path. Choose a name below to share a direct link to that form.
Vanguard
Bastion
The last line no army gets past.
Shield Hurl: Hurl your shield at an enemy. It bounces to two more, interrupting each one and making it attack you, then flies back to your arm.
How this form changes your abilities
- Shield Brace: Also covers the ally nearest to you.
- Shield Ram: Stuns for 3 seconds instead of 2.
- Hold the Line: Lasts 15 seconds.
Cleric
High Cleric
The abbey's greatest healer, whose prayers turn the tide of any fight.
Miracle: Heal your whole party within 40 yards to full health and remove every harmful effect from them.
How this form changes your abilities
- Mend: Takes 1.5 seconds to cast instead of 2.
- Lingering Light: Also settles on the most hurt other ally near you.
- Wings of Mercy: Its cooldown is halved.
Acolyte
Archmagus
A master of the old arts who bends fire, frost and storm at once.
Convergence: Fire, frost and lightning strike the same spot together: massive damage to every enemy within 10 yards of your target, and they're slowed for 6 seconds.
How this form changes your abilities
- Flame Lance: Takes 1.5 seconds to cast instead of 2.
- Flicker: Has two charges.
- Falling Star: Cooldown 1 minute instead of 2.
Ranger
Falconer
A legend of the wilds who never misses and never gets caught.
Hawk's Circle: A hawk circles your target for 20 seconds, diving at it every 3 seconds.
How this form changes your abilities
- Measured Shot: Builds 25 Focus instead of 15.
- Snare Trap: Has two charges.
- Still Breath: Lasts 15 seconds.
Shade
Nightblade
A killer the shadows obey.
Shadow Twin: A shadow copy of you repeats every strike you make for half the damage, for 12 seconds.
How this form changes your abilities
- Shadow Shroud: Can be used in combat once a minute.
- Knife in the Back: Works from any side.
- Mark of Ruin: Deals half the damage again instead of a third.
Templar
Grand Templar
The Order's champion, armored in faith.
Wrath of the Order: Raise your weapon to the sky: for 15 seconds your strikes call down light on your target that heals allies near it, and you take 20% less damage.
How this form changes your abilities
- Gavel of Dawn: Also hits two more enemies near the target.
- Bulwark of Faith: Also covers allies within 8 yards for half as much.
- Dawnbreaker: Cooldown 20 seconds instead of 30.
Wildheart
Elderheart
A druid who has worn every shape the wild has to offer.
Shape of Legends: Take the shape of an elder stag of moss and stone for 20 seconds: every second you heal the allies within 10 yards and trample the enemies there.
How this form changes your abilities
- Shapeshift: No cooldown at all.
- Greenmend: Also settles on the most hurt other ally near you.
- Great Beast: Lasts 30 seconds.
Berserker
Ravager
Fury made flesh.
Earthshatter: Smash the ground: a quake knocks down every enemy within 12 yards, and you heal for each one it hits.
How this form changes your abilities
- Fury Mend: Heals 50% more.
- Spinning Fury: Hits 25% harder and costs 10 less Fury.
- Undying Fury: Lasts 15 seconds.
Grave Warden
High Warden
Keeper of every soul in the abbey's ground.
Gate of Souls: Open a gate to the grave at your target for 10 seconds: enemies within 10 yards of it are drained every second, and the stolen life heals your party.
How this form changes your abilities
- Transfusion: Costs 20 Essence instead of 30.
- Grave Siphon: Can be channeled while you move.
- Reap: Cooldown 1 minute instead of 1.5.
The 36 hybrid forms
Every pair of different paths has its own final form. Compare the role and signature ability to find a combination that interests you. For a visual way to explore the same choices, try the interactive class explorer.
Vanguard + Cleric
Aegis
Tank and healer
A shield-bearer of the abbey who guards the wounded with steel and prayer.
Passive trait: Damage your shields and Shield Brace stop heals the most hurt ally nearby for a fifth of the amount.
Aegis of Mercy: Raise a dome of light around your shield for 8 seconds: allies within 10 yards take 30% less damage and heal a little every second.
How this form changes your abilities
- Shield Ram → Blessed Ram: Also heals the most hurt ally nearby for a moderate amount.
- Mend → Shielding Mend: Also wraps the ally in a small shield for 10 seconds.
Vanguard + Acolyte
Runeguard
Tank and caster
A shield-mage who carves runes into steel and throws spells back at their casters.
Passive trait: Blows that land on your braced shield charge it with a quarter of their damage, and your next Shield Ram lets the charge out as arcane damage.
Spell Mirror: For 4 seconds you take half damage, and every blow aimed at you is turned back on its attacker in full.
How this form changes your abilities
- Shield Brace → Rune Guard: Also absorbs a moderate amount of damage.
- Flicker → Ward Step: Leaves a rune where you stood that holds the first enemy to touch it for 3 seconds.
Vanguard + Ranger
Outrider
Tank and ranged fighter
A frontier soldier who holds the road with shield and bow.
Passive trait: While Shield Brace is up, your bow shots build 10 Rage and make the target attack you.
Pinning Bolt: Pin an enemy to the ground for 4 seconds. When it breaks free, it must attack you.
How this form changes your abilities
- Challenge → Challenge Shot: Reaches 35 yards.
- Snare Trap → Caltrop Line: Scatters caltrops wider: the enemies caught are held for 5 seconds and slowed by half for 6.
Vanguard + Shade
Duelist
Tank and melee burst
A fencer who blocks with a buckler and answers every blow with a riposte.
Passive trait: After you dodge a blow, or take one on your braced shield, your next strike is a riposte that deals 50% more damage.
Riposte Stance: For 6 seconds every blow aimed at you is parried and answered with a counterstrike.
How this form changes your abilities
- Shield Brace → Counterguard: Also answers each melee hit with a small counterstrike.
- Knife in the Back → Shield Feint: Works from the front for 5 seconds after a Shield Ram.
Vanguard + Templar
Paragon
Unbreakable tank
A knight of the Order whose shield and faith have become one.
Passive trait: You take 10% less damage, and every 20 Rage or Conviction you spend takes 2 seconds off Wall of Shields.
Unbroken Vow: For 10 seconds, allies within 15 yards can't fall below 1 health.
How this form changes your abilities
- Hold the Line → Line of Faith: Also heals allies inside it every second.
- Call to Account → Rally to Me: Makes every enemy within 10 yards attack you.
Vanguard + Wildheart
Wildguard
Tank in animal form
A warden of the woods who fights as a bear with a shield of living oak grown on its arm.
Passive trait: Your animal forms can use Shield Brace, Shield Ram and Challenge.
Oakshield: Grow a shield of living oak: for 12 seconds you take 40% less damage, and roots hold any enemy that hits you. Works in animal form.
How this form changes your abilities
- Sweeping Cut → Claw Sweep: Works in animal form too, and hits every enemy in front of you.
- Heartwood → Ironwood: Lasts twice as long.
Vanguard + Berserker
Warlord
Tank and melee damage
A battlefield commander who switches between the shield wall and two-handed fury.
Passive trait: Rage and Fury feed each other: every 10 you gain of one gives you 5 of the other.
Warcry of the Host: Allies within 20 yards hit 15% harder for 10 seconds, and you can't be stunned.
How this form changes your abilities
- Onrush → Crashing Onrush: Knocks down the enemies where you land.
- Battle Roar → Commanding Roar: Also gives allies within 20 yards a small shield.
Vanguard + Grave Warden
Revenant
Leeching tank
A knight who came back from the grave and holds the line with stolen life.
Passive trait: Damage you take builds Essence, and your leeching heals 30% more while Shield Brace is up.
Grave Bastion: For 8 seconds, 60% of the damage you take is drained back out of the attacker as healing for you.
How this form changes your abilities
- Wall of Shields → Wall of Bones: Also chills the enemies around you, slowing them by half.
- Grave Siphon → Siphoning Brace: Can be channeled while you walk.
Cleric + Acolyte
Luminary
Healer and caster
A scholar of light who weaves holy and arcane magic into radiant spells.
Passive trait: Your damage spells heal the most hurt ally nearby for a quarter of the damage they deal.
Prism: A crystal of light hangs over an ally for 10 seconds: your damage spells also heal them, and your heals on them also burn the nearest enemy.
How this form changes your abilities
- Radiant Bolt → Radiant Lance: Leaves a pool of healing light where it lands.
- Rune Ward → Rune of Grace: Can be cast on an ally.
Cleric + Ranger
Wayfarer
Healer and archer
A wandering healer who walks the wild roads with a bow and a bag of herbs.
Passive trait: Each heal makes your next shot hit 25% harder, and each shot makes your next heal 25% stronger.
Arrow of Life: Shoot a glowing arrow into the ground by an ally: a healing spring rises there for 10 seconds, healing allies near it every second.
How this form changes your abilities
- Measured Shot → Mending Shot: Shot at an ally, it heals them instead of harming.
- Lingering Light → Herbal Light: Also removes a poison or other harmful effect.
Cleric + Shade
Confessor
Healer and melee burst
A keeper of secrets who heals from the shadows, and punishes from them too.
Passive trait: Your heals from the shadows are 30% stronger and keep you hidden.
Absolution: Step through the shadows beside an ally: heal them a large amount and strike the nearest enemy with a blade of light and shadow.
How this form changes your abilities
- Mend → Silent Mend: Instant while you are in Shadow Shroud.
- Blinding Dust → Blinding Radiance: Blinds every enemy within 8 yards.
Cleric + Templar
Seraph
Armored healer
An armored healer of the Order who walks into battle like an angel, shielding the fallen and carrying out the wounded.
Passive trait: Your heals also give the target 10% less damage taken for 6 seconds.
Lantern of Mercy: Set down a lantern of holy light for 15 seconds: allies within 12 yards heal every second and can't be stunned.
How this form changes your abilities
- Sanctuary → Walking Sanctuary: Follows you instead of staying put.
- Mercy's Touch → Mercy Unbound: Also removes every harmful effect, and its cooldown is halved.
Cleric + Wildheart
Grovekeeper
Healer and shapeshifter
A healer of the old groves who mends wounds in the shape of a white stag.
Passive trait: You can cast your Cleric heals while in animal form.
Bloom of Life: Heal every ally within 20 yards over 10 seconds. Anyone who would die meanwhile is saved once, with 30% of their health. Works in animal form.
How this form changes your abilities
- Lingering Light → Living Light: Also settles on the most hurt ally near you.
- Herd Call → Healing Herd: Also heals your party a moderate amount.
Cleric + Berserker
Warpriest
Healer and fighter
A battle priest who prays with an axe in hand and heals through the fury of the fight.
Passive trait: Spending Fury heals the most hurt ally nearby: 3% of their health for every 10 Fury.
Holy Fury: For 12 seconds your weapon blazes with light, and every hit heals the allies near what you strike.
How this form changes your abilities
- Fury Mend → Shared Mend: Also heals the allies within 10 yards for half as much.
- Lightburst → Battleburst: Also builds 5 Fury for each enemy it hits.
Cleric + Grave Warden
Soulmender
Healer who drains enemies
A healer who mends the living with life taken from the wicked.
Passive trait: Transfusion also restores 15 Mana, and your Cleric heals cost 20% less Mana while you hold Essence.
Exchange of Souls: Drain every enemy within 15 yards for large damage and give all of it to the most hurt ally.
How this form changes your abilities
- Prayer of Light → Prayer of Souls: Costs 40 Essence instead of Mana, and heals 30% more.
- Mark of the Grave → Mark of Mercy: Allies who hit the target heal twice as much.
Acolyte + Ranger
Spellbow
Arcane archer
An archer whose arrows carry fire, frost and lightning.
Passive trait: Your shots carry the element of your last spell: fire burns, frost slows, lightning jumps to a second enemy.
Storm of Arrows: One arrow bursts into a storm of arcane arrows over your target for 6 seconds: enemies within 10 yards of it take damage every second.
How this form changes your abilities
- Full Draw → Charged Draw: Half the cast time, and the arrow bursts into flame.
- Frost Snare → Frost Arrow: Reaches 40 yards.
Acolyte + Shade
Illusionist
Caster and trickster
A mage of mirrors and smoke who fights with illusions.
Passive trait: When you Flicker, you leave behind an image of yourself, and the enemies after you go for it for 4 seconds.
Hall of Mirrors: Split into three for 10 seconds: two images of you echo every spell and blow you make at half strength, and the enemies near you lose half their anger at you.
How this form changes your abilities
- Shadow Shroud → Veil of Illusion: Can be used in combat, once a minute.
- Arcane Darts → Shadow Darts: Deal double damage from stealth.
Acolyte + Templar
Battlemage
Armored caster
A knight of the Order who casts in full plate.
Passive trait: Your Acolyte spells build 5 Conviction.
Burning Verdict: A flaming hammer of light falls on your target: large fire and holy damage to every enemy within 10 yards of it.
How this form changes your abilities
- Flame Lance → Lance of Dawn: Holy fire that also heals you for 30% of the damage.
- Circle of Dawn → Burning Ground: Fire and light together, twice as wide and 30% stronger.
Acolyte + Wildheart
Stormcaller
Storm druid
A druid who calls the storm: wind, lightning and rain.
Passive trait: Thornlash, Stinging Swarm and Binding Roots leap like lightning to a second enemy.
Tempest: Call a storm over your target for 10 seconds: lightning strikes the enemies within 15 yards and rain heals the allies.
How this form changes your abilities
- Tempest of Leaves → Thunderleaf: Lightning strikes inside the whirlwind too: 40% more damage.
- Forked Lightning → Branching Lightning: Also roots each enemy it hits for 1 second.
Acolyte + Berserker
Pyreborn
Fire berserker
A berserker whose fury burns as real fire.
Passive trait: Your weapon hits set enemies on fire, and your burning enemies give you Fury.
Inferno: Burst into flame for 12 seconds: your hits deal extra fire damage, and Spinning Fury leaves a ring of fire on the ground.
How this form changes your abilities
- Leap → Comet Leap: You crash down like a falling star, burning the enemies where you land.
- Flame Lance → Thrown Flame: Instant, and costs 25 Fury instead of Mana.
Acolyte + Grave Warden
Bonecaller
Caster who raises the dead
A mage of the grave who raises the dead and burns souls with arcane fire.
Passive trait: Enemies that die near you rise as skeletons that fight for you for 20 seconds, three at most.
Army of the Grave: Raise six skeletal warriors from the ground to fight for you for 20 seconds.
How this form changes your abilities
- Grasping Dead → Bone Prison: Also damages the enemies it holds.
- Falling Star → Grave Star: A falling star of bone and soulfire that leeches 30% of the life it takes.
Ranger + Shade
Stalker
Archer assassin
A hunter who waits unseen and kills with one perfect shot.
Passive trait: Your first shot from stealth is always a critical hit.
Killing Shot: From stealth only: a single shot for massive damage, up to 50 yards.
How this form changes your abilities
- Full Draw → Silent Draw: Doesn't break stealth if it kills.
- Shadow Shroud → Hunter's Cloak: Can be used in combat, once every 30 seconds.
Ranger + Templar
Vigilant
Holy archer
A watchman of the Order who shoots arrows of light.
Passive trait: Your arrows deal holy damage and build 5 Conviction.
Dawn Volley: Rain arrows of light on your target for 4 seconds: every second they damage the enemies and heal the allies within 8 yards of it.
How this form changes your abilities
- Quarry's Mark → Mark of the Order: Allies who hit the marked enemy are healed a little.
- Gavel of Dawn → Gavel Shot: Reaches 40 yards.
Ranger + Wildheart
Packleader
Archer with a wolf pack
A hunter who runs with a pack of spirit wolves.
Passive trait: Two spirit wolves fight beside you whenever you are in your own shape.
Call the Pack: Five spirit wolves hunt your target for 15 seconds.
How this form changes your abilities
- Measured Shot → Pack Shot: Your spirit wolves go for the target too.
- Howl → Howl of the Pack: Also makes your spirit wolves deal 50% more damage.
Ranger + Berserker
Headhunter
Axe-throwing hunter
A savage hunter who throws axes, then charges in.
Passive trait: Throwing axes replace your arrows: your shots need no bow or arrows, and build 5 Fury.
Axe Storm: Hurl a whirling storm of axes at every enemy within 20 yards for large damage.
How this form changes your abilities
- Leap → Hunter's Leap: Reaches 40 yards.
- Rain of Arrows → Rain of Axes: Hits 50% harder but covers a smaller area.
Ranger + Grave Warden
Soulhunter
Spirit archer
An archer whose arrows tear souls out of bodies.
Passive trait: Your shots leech 20% of their damage and build 5 Essence.
Banshee Arrow: A wailing arrow that silences and frightens every enemy in the line ahead of you for 3 seconds.
How this form changes your abilities
- Whistling Arrow → Wailing Arrow: Silences every enemy in a line ahead of you.
- Soul Rend → Soul Arrow: Shot from 35 yards.
Shade + Templar
Inquisitor
Holy assassin
A hunter of the Order's enemies who strikes from the shadows with blessed blades.
Passive trait: Your strikes from stealth deal holy damage and stun for 1 second.
Final Verdict: Strike an enemy below 30% health for massive holy damage. If it dies, your cooldowns are reset.
How this form changes your abilities
- Knife in the Back → Blessed Blade: Works from any side against an enemy you have marked.
- Call to Account → Interrogate: Silences and slows the enemy instead of making it attack you.
Shade + Wildheart
Prowler
Shadow beast
A shapeshifter who hunts in the shape of a shadow cat.
Passive trait: Your animal forms can use Shadow Shroud, and their attacks from stealth hit 50% harder.
Night Hunt: Become a great shadow cat for 15 seconds: you run 20% faster, and every blow from behind stuns for 1 second.
How this form changes your abilities
- Nightshade Venom → Venom Fang: Works in animal form.
- Lunge → Shadow Lunge: From stealth it deals double damage.
Shade + Berserker
Slayer
Dual-blade killer
A relentless killer with two blades who never stops moving.
Passive trait: With no shield your attacks are 15% faster, and killing blows refill your Energy and Fury.
Bloodbath: For 10 seconds every strike hits twice and leaves the enemy bleeding.
How this form changes your abilities
- Scatter Knives → Knife Whirl: Spin as you throw: hits every enemy within 10 yards twice.
- Carving Flurry → Shadow Flurry: The blows also cut up to two more enemies near the target.
Shade + Grave Warden
Nightreaper
Soul assassin
An assassin who steals a piece of the soul with every cut.
Passive trait: Your poisons leech 30% of their damage and build Essence.
Harvest: Strike every enemy within 20 yards that bears your curses or poisons, stealing a large piece of their life.
How this form changes your abilities
- Umbral Step → Grave Step: Leaves a soul trap where you stood that holds the first enemy to touch it.
- Mark of the Grave → Mark of the Reaper: You also heal for all the damage the curse deals.
Templar + Wildheart
Green Knight
Holy druid knight
The knight of the green, who fights with holy light and the strength of the forest.
Passive trait: In animal form you can use your Templar spells.
Sacred Grove: Grow a ring of holy trees around you for 15 seconds: allies within 12 yards heal and take 15% less damage, and enemies inside burn.
How this form changes your abilities
- Circle of Dawn → Hallowed Grove: Also roots the enemies in it when it starts.
- Greenmend → Blessed Growth: Heals 30% more and gives the ally 15% less damage taken.
Templar + Berserker
Zealot
Holy berserker
A fanatic who hurls into battle with fury and faith.
Passive trait: Conviction and Fury feed each other: every 10 you gain of one gives you 5 of the other.
Righteous Fury: For 12 seconds your weapon blazes with holy fire, and you can't drop below 20% health.
How this form changes your abilities
- Valiant Charge → Zealous Leap: Leap instead of charging, knocking down the enemies where you land.
- Fury Mend → Holy Mend: Also heals the allies within 10 yards for half as much.
Templar + Grave Warden
Exorcist
Holy spirit hunter
A priest-knight who drives out spirits and keeps the dead at rest.
Passive trait: Your holy damage leeches 15% of the life it takes.
Banish: Tear the spirit out of an enemy: it is stunned for 4 seconds and burns with holy light.
How this form changes your abilities
- Dawnbreaker → Dawn of Souls: Also heals your party with half the life of the enemy it hits.
- Hush of the Grave → Silence of the Abbey: Silences every enemy within 10 yards of the target.
Wildheart + Berserker
Beastborn
Raging werebeast
A berserker who becomes a raging beast.
Passive trait: Your animals' moves build 5 Fury, and your Berserker spells work in animal form.
Primal Rage: Become a huge raging werebeast for 20 seconds: 20% more health, every hit heals you, and your Fury never runs out.
How this form changes your abilities
- Great Beast → Primal Beast: Lasts twice as long.
- Frenzy → Beast Frenzy: Works in animal form and lasts twice as long.
Wildheart + Grave Warden
Blightcaller
Rot druid
A druid of the dying woods who spreads rot and drinks the life it takes.
Passive trait: Your nature damage over time leeches 30% of the life it takes and builds Essence.
Rot Bloom: Grow a corpse flower on an enemy: it poisons every enemy within 10 yards over 10 seconds and heals your party as they wither.
How this form changes your abilities
- Stinging Swarm → Plague Swarm: Spreads to a second enemy nearby.
- Grasping Dead → Roots and Bones: Holds enemies twice as long.
Berserker + Grave Warden
Bloodreaver
Leeching berserker
A berserker who drinks the life of everything they cut.
Passive trait: Every Fury you spend leeches life from your target.
Crimson Harvest: Spin in a whirl of blood for 6 seconds: every second you strike the enemies within 8 yards and share the life you leech among your party.
How this form changes your abilities
- Undying Fury → Undying Hunger: While it lasts, your leeching is doubled.
- Reap → Blood Reap: Builds 10 Fury for each enemy it drains.
Build around the company you keep
A build belongs in a party as well as on a talent sheet. Think about whether you want to hold enemies, heal allies, attack from range, or control a dangerous fight. Your companions can fill other roles, and friends can bring their own combinations.
Mythria is in closed alpha. These designs describe the current direction, not a promise that every interaction is finished or equally strong. Testing different combinations and reporting how they play is part of shaping the game.
