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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.

Armoured knight in a great helm and red cloak with a longsword and a red-cross kite shield.

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.

Browse Vanguard cards & masteries →

Bare-chested horned-helm warrior in furs gripping a longsword in both hands.

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.

Browse Berserker cards & masteries →

Hooded archer in leather armour holding a longbow, quiver on the back.

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.

Browse Ranger cards & masteries →

Wizard in a pointed hat and dark ember-trimmed robes holding a flame in one hand and a sword in the other.

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 →
Templar knight in a white surcoat with a red cross, a spiked mace and a cross shield.

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 →
Antlered druid in leaf and bark robes holding a knotted club, a raven on the shoulder.

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.

Browse Druid cards & masteries →

The Pyromancer's cards, in action

Watch Every Pyromancer Card in Tarnished Crown: Ascent on YouTube

The Cleric's cards, in action

Watch Every Cleric Card in Tarnished Crown: Ascent on YouTube

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.

Title screen with the Tarnished Crown Ascent plaque over six hero panels: Vanguard, Berserker, Ranger, Pyromancer, Cleric and Druid.
Choose your hero: six classes, each with its own deck and playstyle.

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.

Mastery screen for the Ranger with three panels: Bow Mastery, Survival Training and Toxins, each listing perks and cards.
Choose a mastery: three paths per hero, each with its own perk, swaps and signature card.

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.