
Classes and Ascendancies
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Why this lesson matters
Your class decides where you start on the passive tree and how much Strength, Dexterity and Intelligence you start with. It doesn't lock your skills: any class can use any gem or item, as long as it meets the requirements. Picking the class that starts near what your build needs saves you passive points.
Three attributes, three colours
Strength is red, Dexterity is green and Intelligence is blue, the same colours as gems. Gems and gear need attributes to use, and each class starts on the tree among passives for its own attributes.
| Class | Strength | Dexterity | Intelligence |
|---|---|---|---|
| Marauder | 32 | 14 | 14 |
| Ranger | 14 | 32 | 14 |
| Witch | 14 | 14 | 32 |
| Duelist | 23 | 23 | 14 |
| Templar | 23 | 14 | 23 |
| Shadow | 14 | 23 | 23 |
| Scion | 20 | 20 | 20 |
Pure classes. Marauder, Ranger and Witch start with 32 in one attribute.
Hybrid classes. Duelist (Strength and Dexterity), Templar (Strength and Intelligence) and Shadow (Dexterity and Intelligence) start with 23 in two.
The Scion starts with 20 of each in the centre of the tree, so she can head toward any area. Since 3.29 she is playable from the start; older guides say you unlock her in the campaign.
Ascendancy: your specialisation
Each class has three Ascendancies, 21 in all. An Ascendancy is a small tree of its own with strong passives. You pick one the first time you finish the Labyrinth.
| Class | Ascendancies |
|---|---|
| Marauder | Juggernaut, Berserker, Chieftain |
| Ranger | Warden, Deadeye, Pathfinder |
| Witch | Occultist, Elementalist, Necromancer |
| Duelist | Slayer, Gladiator, Champion |
| Templar | Inquisitor, Hierophant, Guardian |
| Shadow | Assassin, Trickster, Saboteur |
| Scion | Ascendant, Reliquarian, Luminary (new in 3.29) |
The trials and the Labyrinth
To open the first Labyrinth, finish the six Trials of Ascendancy in Acts 1 to 3: The Lower Prison (Act 1), The Crypt Level 1 and The Chamber of Sins Level 2 (Act 2), and The Crematorium, The Catacombs and The Imperial Gardens (Act 3). Each starts at a door named Trial of Ascendancy. Then enter the Labyrinth from the Aspirants' Plaza.
Each Labyrinth gives 2 Ascendancy points:
- Labyrinth: six trials in Acts 1 to 3.
- Cruel Labyrinth: three trials in Acts 6 and 7.
- Merciless Labyrinth: three trials in Acts 8 to 10.
- Eternal Labyrinth: endgame, with an Offering to the Goddess.
That's 8 Ascendancy points in all.
Choosing your class
Pick from your build. The skill's gem colour and the gear it wants tell you which attributes you need, and the class that starts there saves you points on the tree.
- A pure class if your build leans on one colour.
- A hybrid class if it needs two, such as spells in heavy armour.
- The Scion if you want to reach any area or her Ascendancies fit your build. She starts further from every area.

