Classes

“Main Classes”

In Hexen Magick all of the main classes are pet classes. Your group will always have your main class as the group leader. Depending on your main class you will obtain other group members in different ways and have varying control over them.

Necromancer

  • Primary Stat Intelligence
  • Light Armor
  • Wands, Staves, Swords, Daggers, Maces, Magical Offhands
  • Class Item: Ritual Dagger

The Necromancer class absorbs the essence of fallen enemies to use in spells and rituals. Using essence, they can harvest Enspelled Organs from slain foes in order to use the organs in rituals to animate skeletons and corpses.

Necromancers have a group size of 4 (Necromancer + 3 undead)

Necromancer spells typically do Spirit or Essence damage. They have the ability to steal life, energy and strength from enemies using various spells.

Mindbender

  • Primary Stat: Intelligence
  • Light Armor
  • Wands, Staves, Swords, Daggers, Maces, Magical Offhands
  • Class Item: Thought Prism

The Mindbender is the master of Crowd Control and Charm spells. Using Charm, Mesmerize, Stun, and Dominate, they are a force to be reckoned with when approaching an enemy camp, wreaking havoc as enemies kill each other off for the Mindbender.

Mindbenders have a group size of 2 (Mindbender + 1 Subjugated) as well as being able to Dominate 2 enemies for a total of 4. This does not count Charm which is unlimited and is based only on duration/resists/breakage, and cooldown.

Mindbender spells typically deal Spirit, Essence, and Arcane damage.

Elementalist

  • Primary Stat: Intelligence
  • Light Armor
  • Wands, Staves, Swords, Daggers, Maces, Magical Offhands
  • Class Item: Elemental Focus

The Elementalist uses the powers of Earth, Air, Fire and Water in order to summon Elementals to fight for them. Their Elemental Focus will charge with powers based on use and kills, in order to be used to summon Elementals or gain effects on their spells.

Elementalist have a group size of 4 (Elementalist + 3 Elementals)

Elementalist spells are typically Earth, Air, Fire, Water damage types.

Druid

  • Primary Stat: Spirit
  • Light Armor, Medium Armor
  • Wands, Staves, Swords, Daggers, Maces, Magical Offhands, Light Shields
  • Class Item: Sylvan Totem

Druids utilize the power of nature to make allies of animals, heal them, and release the force of nature against their foes. Druids are typically the healer of the group, keeping their animal companions alive and using plants to Root and Snare, helping control the battle.

Druid have a group size of 4 (Druid + 3 Animal Companions)

Druid spells are typically Air, Fire, Water damage types.

Ranger

  • Primary Stat: Dexterity
  • Light Armor, Medium Armor
  • Bows, Crossbows
  • Class Item: Quiver

Rangers utilize the power of nature to make allies of animals, and are a crack shot with their Bow. Rangers are a substantial DPS class, which is needed since they do not have dedicated healer classes available to their group.

Ranger have a group size of 4 (Ranger + 3 Animal Companions)

Ranger skills are typically Physical, Fire, Water, and Poison damage types.

“Pets”

Pets is a bit of a misleading term in Hexen Magick because in most cases you have full control over your pets movement, actions, and gear. However, since a main class is required in order to use any of these other classes, and they are typically taken control of or summoned by the main class, the word pets makes sense.

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