Craft to Exile 2 has 6 different Classes you can pick from, which are the Hunter, Minstrel, Shaman, Sorcerer, Warlock and Warrior. There’s no screen to choose one though, you’ll just start putting points into a Class and that becomes your Class, and you’re able to do this with 2 of them at the same time.

On top of the 2 Classes you’ll also be able to pick an Ascendancy later on, and there’s 14 of these in total. Everything in the pack runs through Mine and Slash, so instead of vanilla progression your character will have levels, Spell Points and Passive Points to spend, and all of this is up to date for version 2.1.4 of Craft to Exile 2.
How Classes Work in Craft to Exile 2
Each Class has its own grid of spells and passives, and the grid is split up into rows. The rows unlock as your character levels up, with the first row open at level 1, and then the next ones at level 5, 10, 15, 20, 25 and finally level 30 for the last row of the Class.
Every time you level up you’ll get a Spell Point and a Passive Point, the Spell Points go into spells and the Passive Points go into the passive nodes. So a level 30 character will have 30 of each, which has to be shared out between both of their Classes.
Spells also need the right weapon to be cast, a Mage weapon is needed for Fire Ball for example, whereas the spells marked Any are able to be cast with whatever you’re holding. A Ranged weapon is needed for the Hunter’s arrow spells too, like Explosive Arrow and Arrow Storm.
You can only have points in 2 Classes at the same time. If you try and learn something from a third Class, the game will stop you with the message “You can’t spend points in more than 2 classes.”, so it’s worth deciding on your 2 Classes early, before you’ve spent points that need Reset Potions to get back.
| Points | How you get them | Cap |
|---|---|---|
| Spell Points | 1 per level | 150 |
| Passive Points | 1 per level | 150 |
| Talent Points | 1 at the start, then 1 per level | 200 |
| Stat Points | 2 per level | 300 |
| Ascendancy Points | 4 Campaign quests | 9 |
Casting a spell with the wrong weapon gives the message “That weapon type Can’t cast this spell”. It’s worth checking the weapon a spell needs before spending a Spell Point on it, since a Mage weapon build won’t be able to use the Hunter’s arrows.
All 6 Craft to Exile 2 Classes
Most of the Classes use a Mage weapon for their main attack, there’s 4 of them in total that do this. The Hunter is different as its arrows need a Ranged weapon, and the Warrior’s strikes need a Melee weapon instead, and the table has what each Class plays like along with the spells it starts with at level 1.
| Class | Plays as | Main weapon | Level 1 spells |
|---|---|---|---|
| Hunter | Bows, traps and a Spirit Wolf | Ranged | Arrow Barrage, Fire Trap |
| Minstrel | Songs that heal and buff allies | Mage | Power Chord, Hymn of Vigor |
| Shaman | Lightning, Totems and healing | Mage | Lightning Spear, Thorn Bush, Rejuvenation |
| Sorcerer | Fire and Cold spells, Golems | Mage | Fire Ball, Ice Shard, Frost Lich Armor |
| Warlock | Summons, curses and Chaos damage | Mage | Acid Blast, Summon Zombie |
| Warrior | Melee weapon skills | Melee | Gong Strike |
Hunter
Ranged weapon, traps
The Hunter is the Class to go for if you want to use a bow, with spells like Explosive Arrow unlocking at level 15 and Arrow Storm at level 30. Hunters also get Traps, which sit on the ground until an enemy walks near them, plus a Spirit Wolf to summon from level 5 and a Dash for getting out of trouble quickly (it works with any weapon except a Mage weapon).

| Spell | Level | Weapon | What it does |
|---|---|---|---|
| Arrow Barrage | 1 | Ranged | Shoot out arrows in rapid succession, dealing Physical Damage |
| Fire Trap | 1 | Any | Throw out a trap that stays on the ground and activates when an enemy approaches to deal Fire Damage in area around itself |
| Charged Bolt | 5 | Ranged | Shoot a slowing charged arrow that goes through enemies and deals Lightning Damage in a radius along its path |
| Dash | 5 | Not Mage | Dash forwards quickly and gain slowfall |
| Summon Spirit Wolf | 5 | Any | Summon a Spirit Wolf to aid you in combat |
| Quickdraw | 10 | Any | Your bow now fires instantly, and you gain a stack of arrows if you don’t have Infinity |
| Frost Trap | 10 | Any | Throw out a trap that stays on the ground and activates when an enemy approaches to deal Cold Damage in area around itself |
| Explosive Arrow | 15 | Ranged | Shoot an arrow that upon impact, deals Fire Damage in an area |
| Arrow Totem | 15 | Any | Summons a totem that rapidly shoots arrows, dealing Physical Damage |
| Hunter’s Potion | 15 | Any | Drink a potion, healing you |
| Recoil Shot | 20 | Ranged | Flip backwards while shooting an arrow that deals Physical Damage and applies Wounds in an area |
| Smoke Bomb | 20 | Any | Throw out a smoke bomb, blinding enemies and reducing threat |
| Gale Wind | 20 | Any | Summons multiple clouds, knocking back and dealing Physical Damage |
| Meteor Arrow | 25 | Ranged | Shoots an arrow that deals Physical Damage and summons a meteor that deals Fire Damage |
| Acid Trap | 25 | Any | Throw out a trap that stays on the ground and activates when an enemy approaches to deal Chaos Damage in area around itself |
| Arrow Storm | 30 | Ranged | Shoot out arrows in an arc, dealing Physical Damage |
Minstrel
Songs, healing and buffs
The Minstrel is mostly a support Class, with Songs that heal your allies or give them stacks of Vigor, Perseverance and Valor. The Minstrel still has some attacks though, like Power Chord and Resonance, which charm enemies so they’ll deal less damage, and once you hit level 30 the Minstrel gets Wish, which heals everyone around you.
| Spell | Level | Weapon | What it does |
|---|---|---|---|
| Power Chord | 1 | Mage | Throw out a ball of music, dealing Physical Damage and charming enemies, reducing their defenses |
| Hymn of Vigor | 1 | Any | Give a stack of Vigor to all allies around you |
| Healing Aria | 5 | Any | Heal allies around you |
| Hymn of Perseverance | 10 | Any | Give a stack of Perseverance to all allies around you |
| Shooting Star | 10 | Mage | Shoots a star that heals allies on hit |
| Ritardando | 15 | Mage | Throw out a slow wave of sound, exploding upon contact and dealing Physical Damage and slowing enemies in an area |
| Hymn of Valor | 20 | Any | Give a stack of Valor to all allies around you |
| Inspiration | 20 | Any | Restores mana |
| Resonance | 25 | Mage | Throw out a ball of music, dealing Physical Damage |
| Wish | 30 | Any | Heal allies around you |
Shaman
Lightning and Totems
Shamans use Lightning damage alongside Totems, which get placed on the ground and heal, restore mana or deal damage in an area around them. There’s a Totem for pretty much everything, like the Rejuvenating Totem, Astral Totem, Magma Totem and Frost Totem, and Chain Lightning at level 15 tends to become the Shaman’s main attack after it’s unlocked.
| Spell | Level | Weapon | What it does |
|---|---|---|---|
| Lightning Spear | 1 | Mage | Throw out an electric spear, dealing Lightning Damage |
| Thorn Bush | 1 | Any | Summon a thorny bush that deals Physical Damage in an area every second and applies Thorned |
| Rejuvenation | 1 | Any | Gives buff that heals nearby allies every second |
| Rejuvenating Totem | 5 | Any | Summon a totem which restores health to allies around it |
| Circle of Healing | 5 | Any | Rejuvenate allies around you |
| Lightning Nova | 10 | Any | Deal Lightning Damage to nearby enemies |
| Lightning Totem | 10 | Any | Summon a lightning totem that deals Lightning Damage in an area every second |
| Entangling Seed | 10 | Any | Throw out a seed that explodes and petrifies enemies |
| Chain Lightning | 15 | Mage | Strike enemies with chaining lightning that deals Lightning Damage |
| Astral Totem | 15 | Any | Summon a totem which restores mana to allies around it |
| Garden of Thorns | 15 | Any | Deals Physical Damage in the area and applies Thorns |
| Magma Totem | 20 | Any | Summon a flaming totem that deals Fire Damage in an area every second |
| Chaos Totem | 25 | Any | Summons a totem that spawns chaos meteors, dealing Chaos Damage in an area |
| Frost Totem | 25 | Any | Summon a frost totem that deals Cold Damage in an area every second |
Sorcerer
Fire, Cold and Golems
The Sorcerer uses Fire and Cold spells, starting out with Fire Ball and Ice Shard at level 1, all the way up to Blizzard at level 30. Sorcerers are also able to Teleport, and they can summon a Fire Golem or a Frost Golem at level 25, while Refresh takes 1 minute off all of your cooldowns, which is useful before a boss fight.
| Spell | Level | Weapon | What it does |
|---|---|---|---|
| Fire Ball | 1 | Mage | Throw out a ball of fire, dealing Fire Damage |
| Ice Shard | 1 | Mage | Throw out a shard of ice, dealing Cold Damage and applying a stack of Bone Chill |
| Frost Lich Armor | 1 | Any | Surround yourself with Deadly Frost, granting you additional powers |
| Fire Nova | 5 | Any | Engulf the area in flames, dealing Fire Damage to nearby enemies |
| Frost Nova | 5 | Any | Explode with frost around you, dealing Cold Damage to nearby enemies |
| Meteor | 10 | Mage | Summon a meteor that falls from the sky, dealing Fire Damage in an area |
| Chilling Field | 10 | Any | Spawn a cloud of bone-chilling frost, damaging enemies for Cold Damage every second and applying slow and Bone Chill |
| Heart of Ice | 10 | Any | Heal allies around you |
| Ice Comet | 15 | Mage | Summon a meteor that falls from the sky, dealing Cold Damage |
| Teleport | 15 | Any | Teleport yourself in the direction you’re looking at |
| Frozen Orb | 20 | Mage | Throw out an orb of ice which slowly moves towards enemies and deals Cold Damage in an area |
| Mage Circle | 20 | Any | Summon a Magic Circle. Standing in it increases your damage |
| Summon Fire Golem | 25 | Any | Summon a Golem that can cast Fire Nova to aid you in combat |
| Summon Frost Golem | 25 | Any | Summon a Golem that can cast Frost Nova to aid you in combat |
| Refresh | 25 | Any | Refreshes all your cooldowns by 1 minute |
| Blizzard | 30 | Mage | Create a Cloud that sends cold waves, damaging enemies for Cold Damage |
Warlock
Summons and curses
The Warlock lets summons and curses do most of the work, starting off with Summon Zombie at level 1, and then Summon Spider and Summon Skeleton get added at level 15. The Warlock’s curses deal Chaos damage and weaken enemies as well, and at level 10 there’s Explode Minions, which blows up all of your nearby summons for Fire damage.
| Spell | Level | Weapon | What it does |
|---|---|---|---|
| Acid Blast | 1 | Mage | Blast out a ball of poison, dealing Chaos Damage |
| Summon Zombie | 1 | Any | Summon a Zombie to aid you in combat |
| Chilling Touch | 5 | Any | Strike enemies in front for Cold Damage, and command your summons to attack them |
| Curse of Agony | 5 | Any | Curse enemies with Physical Agony and deal Chaos Damage |
| Return Summons | 10 | Any | Regroup your summons and heal them |
| Explode Minions | 10 | Any | Explodes all your nearby minions for Fire Damage |
| Summon Spider | 15 | Any | Summon a fast moving spider to aid you in combat |
| Summon Skeleton | 15 | Any | Summon Skeleton to fight for you using ranged attacks |
| Curse of Weakness | 15 | Any | Curse enemies with Elemental Weakness and deal Chaos Damage |
| Acid Cloud | 20 | Any | Erupt with poisonous gas, dealing Chaos Damage to nearby enemies |
| Draconic Blood | 20 | Any | Gives effect to nearby allies |
| Curse of Despair | 25 | Any | Curse enemies with Despair of Chaos and deal Chaos Damage |
| Black Hole | 30 | Mage | Summon a dark sphere that attracts nearby enemies to it, dealing Chaos Damage when it expires |
Warrior
Melee weapon skills
The Warrior is the only Class where the attacks need a Melee weapon to use, with weapon skills like Flame Strike, Tidal Strike and Whirlwind. Warriors also get Taunt, which makes nearby enemies want to attack you instead of your friends, and Undying Will at level 30, a buff you can only use on yourself.

| Spell | Level | Weapon | What it does |
|---|---|---|---|
| Gong Strike | 1 | Melee | Bash enemies around you for Physical Damage |
| Taunt | 5 | Melee | Shout, making nearby enemies want to attack you |
| Boomerang | 5 | Any | Strike enemies with a projectile that deals Physical Damage |
| Shred | 10 | Any | Slash all nearby enemies, dealing Physical Damage and reducing their defenses |
| Pull | 10 | Any | Pull enemies in area to you, dealing Physical Damage and slowing them |
| Flame Strike | 15 | Melee | Strike enemies in front for Fire Damage |
| Tidal Strike | 15 | Melee | Strike enemies in front of you for Cold Damage |
| Whirlwind | 20 | Melee | Spin and continuously strike enemies around you for Physical Damage |
| Charge | 20 | Melee | Charge in a direction, stopping upon first enemy hit to deal Physical Damage in an area |
| Vampiric Blood | 20 | Any | Gives effect to nearby allies |
| Execute | 25 | Melee | Slash enemies in front of you for Physical Damage |
| Undying Will | 30 | Any | Gives buff to self |
Which Two Classes to Pick
Both of your Classes have to share the weapon you’re holding, so the easiest pairs are Classes that cast with the same weapon type. The Sorcerer, Shaman, Warlock and Minstrel all use a Mage weapon for their attacks, so any 2 of these will work together fine, whereas the Hunter needs a Ranged weapon and the Warrior needs a Melee weapon for most of their attacks.
There’s a lot of spells marked Any though, which is what makes pairs across different weapons work. A Warrior is able to take the Shaman for its Totems and Rejuvenation for example, or the Warlock for Summon Zombie and its curses, since none of those spells need a Mage weapon to be cast.
For your first character, going with a Mage weapon pair like the Sorcerer and Shaman is the easiest, as you’ll have ranged attacks, healing from Rejuvenation and Heart of Ice, and no swapping between weapons. If you’d rather let summons do the fighting, the Warlock is the one to pick, and the Warlock pairs up with any of the other Mage weapon Classes.
All 14 Ascendancies
An Ascendancy is a smaller tree, with a starting node and 7 major nodes, and you’ll only be able to pick one of them per character. Any Class is able to take any Ascendancy, and the starting node gives some Strength, Dexterity and Intelligence, weighted toward whatever that Ascendancy is built for.
Ascendancy Points don’t come from leveling in Craft to Exile 2, instead the Campaign gives them out, 9 in total across four different quests. These points are shared between all of your characters too, which can be seen in the Character menu in the Hub.

| Campaign quest | Act | Points |
|---|---|---|
| Defenders of the Nether II | Act II | 3 |
| Slippery Swimmer | Act III | 2 |
| They Knew You Were Coming | Act V | 2 |
| The Frozen Tower, The Ardent Depths, The Sprawling Vinelands and The Galvanic Stronghold | Epilogue | 2 |
| Ascendancy | Built for | Standout nodes |
|---|---|---|
| Arcanist | Mana, Magic Shield and Totems | Unlimited Mana, Totem Master, Arcane Surge |
| Ascendant | All three attributes and Charges | Key to Ascension, Path of Power, Frenzied Path |
| Assassin | Crits and Poison | Master Of Criticals, Deadly Poisons, Swift Killer |
| Battlemage | Elemental damage, Mana from Health | Elemental Overlord, Balance, Final Stand |
| Champion | Blocking, Bleed and Endurance Charges | Warrior’s Shield, Cruel Fate, Blood Splatter |
| Chieftain | Fire damage and Totems | The Torch, Blooming Flame, Fire Drinker |
| Death Lich | Curses, Chaos and Cold | Curse Specialist, Chaotic Disposition, Artic Armor |
| Elementalist | Burn, Freeze, Electrify and Golems | Army of Stone, Futility of Defense, Doomed Path |
| Guardian | Health, Armor and Endurance Charges | Unstoppable, Bulwark of Flesh, Unending Pain |
| Hunter | Projectiles, Bleed and Dodge | Multiple Projectiles, Swift Shooter, Hunter’s Chains |
| Jester | Songs and healing | Charm the Audience, Soothing Melody, Universal Language |
| Necromancer | Summons | Infinite Army, Minion Lord, Flesh Army |
| Raider | Dodge, Crits and Frenzy Charges | Frenzied Evasion, Turning Chance, Resistant |
| Trickster | Dodge, Magic Shield and Leech | Trickery, Essence Leech, Thick Cloak |
Matching an Ascendancy to Your Classes
Some of the Ascendancies line up with a Class almost node for node. The Necromancer’s Infinite Army gives 3 more Undead Summons for the Warlock’s summons, Totem Master on the Arcanist or Blooming Flame on the Chieftain boosts the Shaman’s Totems, and the Jester’s Charm the Audience and Soothing Melody are built for the Minstrel’s Songs.
For the Sorcerer’s Golems there’s the Elementalist’s Army of Stone, which adds another Golem, and for the Hunter’s arrows there’s Multiple Projectiles in the Hunter Ascendancy, which fires 2 extra projectiles but at 30% less damage each. Warriors have the most choice, with the Champion, Guardian and Raider all built around blocking, Charges and staying alive in melee.
Changing Your Classes
If you want to take points back you’ll need Reset Potions, and there’s a Minor and a Major version for each type of point. A Minor Reset Spell Potion gives 10 Respec Points, which are used to unlearn things one at a time by right-clicking them, whereas a Major Reset Spell Potion refunds every single point you’ve spent.
Swapping out one of your 2 Classes means you’ll have to unlearn everything in it first, since the game still counts a Class as taken for as long as it has points in it. The same potions exist for Talents, Passives, Stats and your Ascendancy as well, like the Major Reset Ascendancy Potion.
Frequently Asked Questions
There isn’t really one best Class, since your character is always 2 Classes plus an Ascendancy. For a first character the Sorcerer and Shaman are the easiest pair, as both use a Mage weapon and the Shaman brings some healing, whereas the Warlock with the Necromancer Ascendancy is the one to go for if you want a summon build.
Points can go into 2 of the 6 Classes at the same time, and trying a third gives the message “You can’t spend points in more than 2 classes.” If you want to swap one of them out, you’ll need Reset Potions to unlearn its spells and passives first, then the new Class is able to be picked.
Ascendancy Points come from four of the Campaign quests, with 3 from Defenders of the Nether II in Act II and then 2 each from Act III, Act V and the Epilogue’s elemental bosses. That’s 9 in total, which is also the most you’re able to have, and they’re shared across all your characters.
The max level in Craft to Exile 2 is 100, which is the Mine and Slash cap. Each level gives a Spell Point, a Passive Point, a Talent Point and 2 Stat Points, so the last Class row at level 30 comes a long way before you’ll reach the cap.

