Craft to Exile 2 Classes Guide: Every Class, Spell and Ascendancy

Minecraft Guides
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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.

A player raising a Mythic Staff, a Mage weapon in Craft to Exile 2
A Mythic Staff, one of the Mage weapons

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.

Two Classes

You can spend points in 2 of the 6 Classes. Trying to learn from a third gives the message “You can’t spend points in more than 2 classes.”

Spells by level

Each Class grid opens a new row at levels 1, 5, 10, 15, 20, 25 and 30, and every level gives you a Spell Point and a Passive Point.

One Ascendancy

Only one Ascendancy can be picked, and any Class can take any of them. The Campaign gives 9 Ascendancy Points across four quests.

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 you get as you level (max level 100)
Points How you get them Cap
Spell Points1 per level150
Passive Points1 per level150
Talent Points1 at the start, then 1 per level200
Stat Points2 per level300
Ascendancy Points4 Campaign quests9
Check the Weapon Column

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.

The 6 Classes at a glance
Class Plays as Main weapon Level 1 spells
HunterBows, traps and a Spirit WolfRangedArrow Barrage, Fire Trap
MinstrelSongs that heal and buff alliesMagePower Chord, Hymn of Vigor
ShamanLightning, Totems and healingMageLightning Spear, Thorn Bush, Rejuvenation
SorcererFire and Cold spells, GolemsMageFire Ball, Ice Shard, Frost Lich Armor
WarlockSummons, curses and Chaos damageMageAcid Blast, Summon Zombie
WarriorMelee weapon skillsMeleeGong Strike
1

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).

A player holding a Mythic Bow, the Ranged weapon a Hunter casts with in Craft to Exile 2
A Mythic Bow for the Hunter’s arrow spells
Hunter spells and the level they unlock at
Spell Level Weapon What it does
Arrow Barrage1RangedShoot out arrows in rapid succession, dealing Physical Damage
Fire Trap1AnyThrow out a trap that stays on the ground and activates when an enemy approaches to deal Fire Damage in area around itself
Charged Bolt5RangedShoot a slowing charged arrow that goes through enemies and deals Lightning Damage in a radius along its path
Dash5Not MageDash forwards quickly and gain slowfall
Summon Spirit Wolf5AnySummon a Spirit Wolf to aid you in combat
Quickdraw10AnyYour bow now fires instantly, and you gain a stack of arrows if you don’t have Infinity
Frost Trap10AnyThrow out a trap that stays on the ground and activates when an enemy approaches to deal Cold Damage in area around itself
Explosive Arrow15RangedShoot an arrow that upon impact, deals Fire Damage in an area
Arrow Totem15AnySummons a totem that rapidly shoots arrows, dealing Physical Damage
Hunter’s Potion15AnyDrink a potion, healing you
Recoil Shot20RangedFlip backwards while shooting an arrow that deals Physical Damage and applies Wounds in an area
Smoke Bomb20AnyThrow out a smoke bomb, blinding enemies and reducing threat
Gale Wind20AnySummons multiple clouds, knocking back and dealing Physical Damage
Meteor Arrow25RangedShoots an arrow that deals Physical Damage and summons a meteor that deals Fire Damage
Acid Trap25AnyThrow out a trap that stays on the ground and activates when an enemy approaches to deal Chaos Damage in area around itself
Arrow Storm30RangedShoot out arrows in an arc, dealing Physical Damage
2

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.

Minstrel spells and the level they unlock at
Spell Level Weapon What it does
Power Chord1MageThrow out a ball of music, dealing Physical Damage and charming enemies, reducing their defenses
Hymn of Vigor1AnyGive a stack of Vigor to all allies around you
Healing Aria5AnyHeal allies around you
Hymn of Perseverance10AnyGive a stack of Perseverance to all allies around you
Shooting Star10MageShoots a star that heals allies on hit
Ritardando15MageThrow out a slow wave of sound, exploding upon contact and dealing Physical Damage and slowing enemies in an area
Hymn of Valor20AnyGive a stack of Valor to all allies around you
Inspiration20AnyRestores mana
Resonance25MageThrow out a ball of music, dealing Physical Damage
Wish30AnyHeal allies around you
3

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.

Shaman spells and the level they unlock at
Spell Level Weapon What it does
Lightning Spear1MageThrow out an electric spear, dealing Lightning Damage
Thorn Bush1AnySummon a thorny bush that deals Physical Damage in an area every second and applies Thorned
Rejuvenation1AnyGives buff that heals nearby allies every second
Rejuvenating Totem5AnySummon a totem which restores health to allies around it
Circle of Healing5AnyRejuvenate allies around you
Lightning Nova10AnyDeal Lightning Damage to nearby enemies
Lightning Totem10AnySummon a lightning totem that deals Lightning Damage in an area every second
Entangling Seed10AnyThrow out a seed that explodes and petrifies enemies
Chain Lightning15MageStrike enemies with chaining lightning that deals Lightning Damage
Astral Totem15AnySummon a totem which restores mana to allies around it
Garden of Thorns15AnyDeals Physical Damage in the area and applies Thorns
Magma Totem20AnySummon a flaming totem that deals Fire Damage in an area every second
Chaos Totem25AnySummons a totem that spawns chaos meteors, dealing Chaos Damage in an area
Frost Totem25AnySummon a frost totem that deals Cold Damage in an area every second
4

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.

Sorcerer spells and the level they unlock at
Spell Level Weapon What it does
Fire Ball1MageThrow out a ball of fire, dealing Fire Damage
Ice Shard1MageThrow out a shard of ice, dealing Cold Damage and applying a stack of Bone Chill
Frost Lich Armor1AnySurround yourself with Deadly Frost, granting you additional powers
Fire Nova5AnyEngulf the area in flames, dealing Fire Damage to nearby enemies
Frost Nova5AnyExplode with frost around you, dealing Cold Damage to nearby enemies
Meteor10MageSummon a meteor that falls from the sky, dealing Fire Damage in an area
Chilling Field10AnySpawn a cloud of bone-chilling frost, damaging enemies for Cold Damage every second and applying slow and Bone Chill
Heart of Ice10AnyHeal allies around you
Ice Comet15MageSummon a meteor that falls from the sky, dealing Cold Damage
Teleport15AnyTeleport yourself in the direction you’re looking at
Frozen Orb20MageThrow out an orb of ice which slowly moves towards enemies and deals Cold Damage in an area
Mage Circle20AnySummon a Magic Circle. Standing in it increases your damage
Summon Fire Golem25AnySummon a Golem that can cast Fire Nova to aid you in combat
Summon Frost Golem25AnySummon a Golem that can cast Frost Nova to aid you in combat
Refresh25AnyRefreshes all your cooldowns by 1 minute
Blizzard30MageCreate a Cloud that sends cold waves, damaging enemies for Cold Damage
5

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.

Warlock spells and the level they unlock at
Spell Level Weapon What it does
Acid Blast1MageBlast out a ball of poison, dealing Chaos Damage
Summon Zombie1AnySummon a Zombie to aid you in combat
Chilling Touch5AnyStrike enemies in front for Cold Damage, and command your summons to attack them
Curse of Agony5AnyCurse enemies with Physical Agony and deal Chaos Damage
Return Summons10AnyRegroup your summons and heal them
Explode Minions10AnyExplodes all your nearby minions for Fire Damage
Summon Spider15AnySummon a fast moving spider to aid you in combat
Summon Skeleton15AnySummon Skeleton to fight for you using ranged attacks
Curse of Weakness15AnyCurse enemies with Elemental Weakness and deal Chaos Damage
Acid Cloud20AnyErupt with poisonous gas, dealing Chaos Damage to nearby enemies
Draconic Blood20AnyGives effect to nearby allies
Curse of Despair25AnyCurse enemies with Despair of Chaos and deal Chaos Damage
Black Hole30MageSummon a dark sphere that attracts nearby enemies to it, dealing Chaos Damage when it expires
6

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.

A player raising a Mythic Greatsword, a Melee weapon for the Warrior in Craft to Exile 2
A Mythic Greatsword, a Melee weapon for the Warrior
Warrior spells and the level they unlock at
Spell Level Weapon What it does
Gong Strike1MeleeBash enemies around you for Physical Damage
Taunt5MeleeShout, making nearby enemies want to attack you
Boomerang5AnyStrike enemies with a projectile that deals Physical Damage
Shred10AnySlash all nearby enemies, dealing Physical Damage and reducing their defenses
Pull10AnyPull enemies in area to you, dealing Physical Damage and slowing them
Flame Strike15MeleeStrike enemies in front for Fire Damage
Tidal Strike15MeleeStrike enemies in front of you for Cold Damage
Whirlwind20MeleeSpin and continuously strike enemies around you for Physical Damage
Charge20MeleeCharge in a direction, stopping upon first enemy hit to deal Physical Damage in an area
Vampiric Blood20AnyGives effect to nearby allies
Execute25MeleeSlash enemies in front of you for Physical Damage
Undying Will30AnyGives 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.

Craft to Exile 2 Build PlannerHunter: Arrow Barrage, Fire Trap, Charged Bolt, Dash, Summon Spirit Wolf, Quickdraw, Frost Trap, Explosive Arrow, Arrow Totem, Hunter's Potion, Recoil Shot, Smoke Bomb, Gale Wind, Meteor Arrow, Acid Trap, Arrow StormMinstrel: Power Chord, Hymn of Vigor, Healing Aria, Hymn of Perseverance, Shooting Star, Ritardando, Hymn of Valor, Inspiration, Resonance, WishShaman: Lightning Spear, Thorn Bush, Rejuvenation, Rejuvenating Totem, Circle of Healing, Lightning Nova, Lightning Totem, Entangling Seed, Chain Lightning, Astral Totem, Garden of Thorns, Magma Totem, Chaos Totem, Frost TotemSorcerer: Fire Ball, Ice Shard, Frost Lich Armor, Fire Nova, Frost Nova, Meteor, Chilling Field, Heart of Ice, Ice Comet, Teleport, Frozen Orb, Mage Circle, Summon Fire Golem, Summon Frost Golem, Refresh, BlizzardWarlock: Acid Blast, Summon Zombie, Chilling Touch, Curse of Agony, Return Summons, Explode Minions, Summon Spider, Summon Skeleton, Curse of Weakness, Acid Cloud, Draconic Blood, Curse of Despair, Black HoleWarrior: Gong Strike, Taunt, Boomerang, Shred, Pull, Flame Strike, Tidal Strike, Whirlwind, Charge, Vampiric Blood, Execute, Undying WillAscendancies: Arcanist, Ascendant, Assassin, Battlemage, Champion, Chieftain, Elementalist, Guardian, Hunter, Jester, Death Lich, Necromancer, Raider, Trickster

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.

The Night Lich
The Night Lich
Where Ascendancy Points come from
Campaign quest Act Points
Defenders of the Nether IIAct II3
Slippery SwimmerAct III2
They Knew You Were ComingAct V2
The Frozen Tower, The Ardent Depths, The Sprawling Vinelands and The Galvanic StrongholdEpilogue2
The 14 Ascendancies
Ascendancy Built for Standout nodes
ArcanistMana, Magic Shield and TotemsUnlimited Mana, Totem Master, Arcane Surge
AscendantAll three attributes and ChargesKey to Ascension, Path of Power, Frenzied Path
AssassinCrits and PoisonMaster Of Criticals, Deadly Poisons, Swift Killer
BattlemageElemental damage, Mana from HealthElemental Overlord, Balance, Final Stand
ChampionBlocking, Bleed and Endurance ChargesWarrior’s Shield, Cruel Fate, Blood Splatter
ChieftainFire damage and TotemsThe Torch, Blooming Flame, Fire Drinker
Death LichCurses, Chaos and ColdCurse Specialist, Chaotic Disposition, Artic Armor
ElementalistBurn, Freeze, Electrify and GolemsArmy of Stone, Futility of Defense, Doomed Path
GuardianHealth, Armor and Endurance ChargesUnstoppable, Bulwark of Flesh, Unending Pain
HunterProjectiles, Bleed and DodgeMultiple Projectiles, Swift Shooter, Hunter’s Chains
JesterSongs and healingCharm the Audience, Soothing Melody, Universal Language
NecromancerSummonsInfinite Army, Minion Lord, Flesh Army
RaiderDodge, Crits and Frenzy ChargesFrenzied Evasion, Turning Chance, Resistant
TricksterDodge, Magic Shield and LeechTrickery, 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

What is the best class in Craft to Exile 2?
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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.

How many classes can you have in Craft to Exile 2?
›

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.

How do you get Ascendancy Points in Craft to Exile 2?
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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.

What is the max level in Craft to Exile 2?
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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.