The Ascent field guide
Six Heroes. Your Party.
Every hero brings a starting deck, a class passive and a weapon. Choose who you want to be, then choose the mastery that shapes the run.

The Iron Wall
Vanguard
Stand at the front and protect the party. Bring a shield, a steady hand and a deck built to hold the line.
Masteries: Weapon Mastery, Shield Mastery, Banners.

Hurt is fuel
Berserker
Turn lost health into damage. A dangerous hero for players who like their victories close to the edge.
Masteries: Headsman, Bloodrage, Undying.

The Shadow Hunter
Ranger
Mark your targets and shoot past the front row. Pick the enemy that matters, then put an arrow through the plan.
Masteries: Bow Mastery, Survival Training, Toxins.

The Flame Sovereign
Pyromancer
Burn through the opposition with a glass-cannon caster. Bring the damage, and a plan for staying alive long enough to use it.
Masteries: Kindling, Cinderheart, Ashwalker.
Browse Pyromancer cards & masteries →
Watch every Pyromancer card →
Keep them standing
Cleric
Support the party with healing and smite with Holy Power. Keeping a friend alive can be the beginning of your next attack.
Masteries: Lingering Light, Templar, Hearthwarden.
Browse Cleric cards & masteries →
Watch every Cleric card →
Grovebound
Druid
Use roots, healing over time and zones to shape the fight. Give the party room to work and the enemy somewhere unpleasant to stand.
Masteries: Seeds of Renewal, Thornwood, Wildheart.
The Pyromancer's cards, in action
The Cleric's cards, in action
A different starting point
Vanguard, Berserker, Ranger, Pyromancer, Cleric and Druid each approach the same encounters differently. Defending the party, marking a priority target, burning a group or building pressure with roots are different jobs.
Your hero is the beginning of the deck. Rewards and forge decisions shape what it becomes during the journey. Look for cards that support the way you are playing, rather than taking every new offer.
Choose a mastery
Each hero has three mastery paths. The choice opens after your first run ends, won or lost, and is made before setting out on the next saga. A mastery brings its own perk, card swaps and signature card.
For the Ranger, the choices shown in the current build are Bow Mastery, Survival Training and Toxins. Read the choices on the selection screen before committing; the mastery is part of the build, not just a title.
Make room for each other
Play alone or bring up to three friends. Everyone acts during the same turn in co-op. A hero who protects or heals can work alongside someone taking the bigger risks.
Build a party that suits how you want to play. Try a combination, talk through a difficult hand and see what the group can make of it.