SOL: Enchant Characters & Classes
Six divine callings, six paths to power. Study each class carefully and choose the one that resonates with your soul.
Choose Your Calling
Each class in SOL: Enchant offers a unique playstyle, combat role, and progression path. Your class choice determines your skills, equipment options, and your role in party content. While class changes are possible through the Soul Transference ritual at level 50, it requires a rare item and resets all class-specific progression, so choose wisely from the beginning.
Warrior
Melee DPS / BruiserThe Warrior is the quintessential frontline combatant, wielding massive two-handed weapons with devastating efficiency. Warriors channel raw physical power through their Soul, transforming each strike into a display of divine wrath. Their playstyle revolves around building Rage, a unique resource that fuels their most powerful abilities and allows them to enter Berserker Stance, dramatically increasing damage output at the cost of defense.
Warriors excel in sustained melee combat and possess the highest base health pool among all DPS classes. Their natural durability makes them forgiving for new players who are still learning enemy attack patterns, while their high skill ceiling rewards veterans who master Rage management and stance dancing. In group content, Warriors serve as off-tanks and melee damage dealers, capable of peeling enemies off healers with their intimidating presence and crowd-control abilities. For solo players, the Warrior's self-healing passive — Battle Hunger, which restores 2% of maximum health on kill — makes them one of the most self-sufficient classes in the game.
Base Stats
Core Skills
| Skill | Type | Cooldown | Effect |
|---|---|---|---|
| Sundering Strike | Active | 6s | Delivers a crushing overhead blow that deals 280% weapon damage and reduces the target's defense by 15% for 8 seconds. Generates 20 Rage. This is your primary damage-dealing ability and should be used on cooldown. |
| War Cry | Active | 30s | Unleashes a mighty shout that increases the attack power of all party members within 15 meters by 25% for 12 seconds. Also taunts all nearby enemies, forcing them to attack you for 4 seconds. Essential for protecting squishier party members. |
| Rampage | Ultimate | 90s | Enter Berserker Stance for 15 seconds, gaining 40% increased attack speed, 30% increased movement speed, and immunity to crowd control. All attacks during Rampage deal an additional 15% damage as fire damage. Costs 100 Rage to activate. |
Mage
Ranged DPS / ControllerThe Mage commands the elemental forces of fire, ice, and lightning, reshaping the battlefield with devastating area-of-effect spells and precise single-target destruction. Mages draw upon Mana, a regenerating resource pool that rewards careful spell sequencing and resource management. Unlike other classes, the Mage's Soul tree is divided into three distinct elemental specializations: Pyromancy (fire, focused on raw damage), Cryomancy (ice, focused on crowd control), and Electromancy (lightning, focused on mobility and chain damage).
Mages are the quintessential glass cannons of SOL: Enchant, capable of dealing the highest burst damage in the game but possessing the lowest base health and defense. Proper positioning is absolutely essential for Mage players — standing in the wrong spot for even two seconds can result in a swift death. The Mage's defensive toolkit includes Blink, a short-range teleport on a 12-second cooldown, and Mana Shield, which converts a portion of incoming damage to mana drain. In party content, Mages are highly sought-after for their ability to clear large groups of enemies quickly and apply Elemental Vulnerability debuffs that amplify the party's overall damage output by 10-25%.
Base Stats
Core Skills
| Skill | Type | Cooldown | Effect |
|---|---|---|---|
| Fireball Volley | Active | 4s | Launches three homing fireballs that each deal 160% spell power as fire damage. Enemies hit by all three fireballs are inflicted with Burning, taking 50% spell power as damage over 6 seconds. Your bread-and-butter spell for sustained damage. |
| Frost Nova | Active | 18s | Creates an expanding ring of ice around the caster that deals 200% spell power as ice damage to all enemies within 10 meters and roots them in place for 3 seconds. The most critical defensive tool in the Mage's arsenal — use it whenever enemies close into melee range. |
| Celestial Storm | Ultimate | 120s | Summons a devastating storm at the target location that deals 600% spell power as lightning damage over 8 seconds to all enemies within a 15-meter radius. Each tick has a 20% chance to stun enemies for 1 second. The best area-denial ultimate in the game. |
Archer
Ranged DPS / ScoutThe Archer is a master of precision and range, picking off enemies from extreme distances with pinpoint accuracy. Archers use Focus as their primary resource, which builds up with each precise shot and is consumed to unleash powerful charged attacks. The Archer's defining mechanic is the Precision Gauge, which fills as you land consecutive attacks without missing or being hit. At maximum Precision, your critical hit chance increases by 30% and your attacks ignore 15% of the target's defense.
Archers possess the longest attack range of any class in SOL: Enchant, allowing them to engage enemies safely from positions that other classes cannot reach. Their mobility is exceptional thanks to Wind Step, a short dash that also grants 3 seconds of increased movement speed, and Falcon's Perch, which allows the Archer to leap to elevated terrain that other classes cannot access without climbing. In group content, Archers serve as reliable sustained damage dealers with excellent boss-killing potential. Their Mark Target ability increases all damage dealt to the marked enemy by 20% for the entire party, making Archers essential in any optimized raid composition.
Base Stats
Core Skills
| Skill | Type | Cooldown | Effect |
|---|---|---|---|
| Piercing Arrow | Active | 3s | Fires an arrow that penetrates through all enemies in a line, dealing 200% weapon damage to each target hit. Generates 15 Focus. The piercing property makes this skill exceptionally effective against tightly grouped enemies in dungeon corridors. |
| Rain of Arrows | Active | 14s | Designates a 10-meter radius area and bombards it with arrows over 4 seconds, dealing 350% weapon damage total to all enemies within. Each arrow that hits generates 5 Focus. This is your primary AoE farming tool. |
| Eagle Eye | Ultimate | 100s | Enter a state of perfect focus for 12 seconds. During Eagle Eye, your attack range increases by 40%, all attacks critically strike, and your Precision Gauge remains at maximum regardless of hits taken. Costs 100 Focus to activate. |
Priest
Healer / SupportThe Priest is the divine healer of SOL: Enchant, channeling sacred power to mend wounds, cleanse ailments, and empower allies. Priests use Divine Energy, a resource that regenerates slowly over time and can be rapidly restored by using basic attacks against enemies. This mechanic encourages Priests to actively participate in combat rather than passively standing in the backline, rewarding aggressive positioning with faster resource generation and stronger heals.
As the primary healing class in the game, Priests are always in high demand for all group content. The Priest's healing toolkit is versatile, featuring single-target burst heals (Divine Light), area-of-effect healing (Sanctuary), heal-over-time effects (Blessing of Renewal), and a unique damage-to-healing conversion ability (Atonement) that heals the lowest-health party member for 80% of the damage you deal to enemies. Beyond healing, Priests provide essential utility through Purify (removes debuffs), Guardian Spirit (temporary invulnerability for one ally), and Divine Hymn (channeled party-wide buff that increases all stats by 15%). A skilled Priest can single-handedly turn a losing fight into victory through well-timed cooldown usage.
Base Stats
Core Skills
| Skill | Type | Cooldown | Effect |
|---|---|---|---|
| Divine Light | Active | 2s | Heals the targeted ally for 300% spell power. If the target is below 30% health, the healing amount is increased by 50%. Generates 20 Divine Energy. Fast, reliable, and essential for triage situations. |
| Sanctuary | Active | 20s | Consecrates a 12-meter radius area on the ground for 8 seconds, healing all allies within for 75% spell power every second. Enemies inside the Sanctuary take 30% spell power as holy damage per second and are slowed by 25%. |
| Divine Intervention | Ultimate | 180s | Grant all party members within 50 meters a shield equal to 200% of your spell power for 8 seconds. If any shielded ally would take lethal damage, the shield is consumed to prevent death and heal them to 30% health instead. The ultimate clutch save ability. |
Assassin
Melee Burst DPSThe Assassin is a shadow-dwelling executioner, specializing in high-mobility burst damage and single-target elimination. Assassins use Shadow Energy, which is generated by attacking enemies from behind or while stealthed. The Assassin's core mechanic is Stealth, which renders the Assassin invisible to enemies until they attack, use an ability, or enter an enemy's detection radius. While stealthed, the Assassin's next attack deals double damage and automatically critically strikes.
Assassins are the premier single-target damage dealers in SOL: Enchant, capable of eliminating high-value targets in PvP before the enemy team can react. Their playstyle demands excellent positioning, map awareness, and timing — a poorly timed engage results in the Assassin being focused down instantly due to their low durability. The Assassin's mobility toolkit includes Shadowstep (teleport behind target), Smoke Bomb (create a vision-obscuring cloud and reset Stealth), and Hook Chain (grapple to any surface, including enemy players). In PvE, Assassins excel at boss encounters where they can consistently attack from behind for maximum Shadow Energy generation and backstab damage bonuses.
Base Stats
Core Skills
| Skill | Type | Cooldown | Effect |
|---|---|---|---|
| Shadow Strike | Active | 5s | Lunge at the target and deliver a swift stab dealing 250% weapon damage. If executed from Stealth or behind the target, damage is increased by 100% and the target is silenced for 2 seconds. Generates 30 Shadow Energy. |
| Death Mark | Active | 25s | Mark a target for death for 10 seconds. All damage dealt to the marked target is increased by 20%, and if the target dies while marked, the Assassin gains 50% movement speed and re-enters Stealth. The defining Assassin skill for PvP. |
| Blade Tempest | Ultimate | 80s | Teleport rapidly between up to 5 nearby enemies, striking each for 350% weapon damage. Each strike reduces the cooldown of Shadow Strike by 3 seconds. During Blade Tempest, the Assassin is untargetable. Costs 100 Shadow Energy. |
Paladin
Tank / ProtectorThe Paladin is the immovable bulwark of SOL: Enchant, a holy knight who wields shield and sword to protect allies and punish evil. Paladins use Conviction as their resource, which is generated by blocking attacks, taking damage, and using protective abilities on allies. The Paladin's defining mechanic is the Aegis, a personal shield that absorbs damage and can be redirected to protect allies in critical moments. When the Aegis breaks, it releases a wave of holy energy that heals nearby allies and damages enemies.
As the primary tank class, Paladins are the cornerstone of every dungeon and raid group. Their threat generation is unmatched, with abilities like Holy Rebuke (area taunt) and Righteous Challenge (single-target taunt with damage amplification) ensuring that enemies focus their attention on the Paladin rather than squishier party members. The Paladin's defensive toolkit includes Shield Wall (80% damage reduction for 6 seconds), Consecrated Ground (damage reduction aura for all allies in the area), and Lay on Hands (full heal on a 5-minute cooldown). For players who enjoy leading groups, controlling the flow of combat, and being the unbreakable center of every fight, the Paladin is the ultimate choice.
Base Stats
Core Skills
| Skill | Type | Cooldown | Effect |
|---|---|---|---|
| Shield Bash | Active | 4s | Strike the target with your shield, dealing 150% weapon damage and interrupting any spell being cast. Applies Weakened Armor, increasing all damage the target takes by 8% for 10 seconds. Generates 25 Conviction. |
| Guardian's Vow | Active | 15s | Pledge to protect a targeted ally for 12 seconds. During this time, 40% of all damage that ally would take is redirected to the Paladin instead. The Paladin also gains 15% damage reduction while the Vow is active. |
| Divine Bastion | Ultimate | 150s | Plant your shield in the ground, creating an immovable barrier that blocks all incoming projectiles and reduces all damage taken by allies behind it by 60% for 10 seconds. The Paladin cannot move during Divine Bastion but is immune to knockback and crowd control. |