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ASHENBORNEELDEN RING REFERENCE

Development preview — content and features are still being refined.

Wretch starting class

Starting class

Wretch

In-game description

As poor, purposeless and naked as the day they were born. A nice club is all they have.

Starting level 1

Your starting class sets your initial attributes and equipment. It does not lock later weapon or spell choices.

Starting equipment

Notes and tips

Starts at level 1 with 10 in every attribute. This is a flexible starting spread, but it cannot lower an unused attribute below 10. Compare the complete target spread before choosing it for an efficient finished build.

Compare a class against your finished build, including weapon requirements and any spells you plan to use. Starting points in attributes you leave unused can make another class more efficient.

A rune level alone does not identify the best class. At levels 100 to 200, compare the same target attributes for every class before deciding which saves the most levels.

Respecializing changes allocated levels but keeps your starting class and its minimum attributes.

Compare starting classes

Build targets

Find your most level-efficient class

Enter the minimum attributes your finished build needs. Compare the rune level each class needs to reach them.

Minimum attributes

Use your planned final level to see how many levels remain to assign, or how far a class falls short.

Ranked by the lowest level needed. Equal results share the same rank.

Scroll the table horizontally to see every column.

Starting class level comparison
ClassStarting levelLevel neededExtra levels vs. bestAt your target level
Starting attributes & level allocation

Each cell shows the starting attribute and the levels needed to reach your target. Starting attributes cannot be lowered; points already above your targets are marked separately and may still benefit your build.

ClassVigorMindEnduranceStrengthDexterityIntelligenceFaithArcane

Best fit means the fewest levels needed for these targets. This compares level efficiency, not damage, equipment load or overall build strength.

Understanding attributes

Vigor
Raises maximum HP.
Mind
Raises maximum FP for skills and spells.
Endurance
Raises stamina and maximum equipment load.
Strength and Dexterity
Meet weapon requirements and improve attack power where the weapon has matching scaling.
Intelligence and Faith
Meet spell requirements and improve compatible casting tools and weapons.
Arcane
Raises discovery and contributes to damage or status buildup only where the relevant weapon or casting tool supports it.