Callings
The seven callings
Hellwake's classes are called callings. Each has three skill trees, and every tree a path of two more skills that open at hero levels 12 and 24. Every skill picks a form at rank ten that changes how it works, and a sigil in its socket bends it further. Front-row callings hold the line; back-row callings deal death from behind it. A party holds up to five heroes, and the best parties are built to work together.

Warbringer
Front rowA two-handed brawler who wades into the front line, shouts the party forward and refuses to fall.
CarnageTwo-handed slaughter: cleaving, bleeding, leaping and spinning through whole packs, and cracks that split the earth.
Cleave, Rend, Leap Slam, Whirl of Iron, Executioner, Ravage
Path: Sunder at level 12, Earthsplitter at 24
WarcriesShouts that shake the field: they stagger monsters, draw their blows and drive the whole party harder, under a war banner.
Dread Strike, Howl, Battle Shout, Taunt, War Horn, Doom Cry, Warlord's Call
Path: War Banner at level 12, Rally at 24
Iron WillIron in the blood: thicker skin, bloodier crits, a rage that grows as life runs low, and a shield that strikes back.
Bulwark Strike, Blade Mastery, Iron Skin, Blood Frenzy, Unyielding, Berserk Soul, Unbroken
Path: Shield Bash at level 12, Riposte at 24
Builds
- Whirling Reaver Spins through the front line with Whirl of Iron and Ravage. Rend and Executioner finish what stands.
- Bloodletter Bleeds everything. Rend and Ravage open wounds, Blood Frenzy heals on crits, Executioner ends the weak.
- Warlord Leads the party. Its shouts raise everyone's damage and speed, Doom Cry strips armor, Howl breaks casts.
- Ironclad The wall. Taunt draws every blow while Iron Skin, Unyielding and Unbroken shrug them off.
- Bastion Sword and board. Shield Bash stuns and braces the shield, and every block strikes back with Riposte.
- Sunderer A two-handed weapon and patience. Sunder cracks the foe twice a blow, and Earthsplitter spends every crack at once.
- Standard-Bearer The banner and the horn. The War Banner makes the heroes near it hit harder and heal, and every warcry renews it.
Huntress
Back rowBow and spear from the back row: volleys, elemental arrows and a hunter's eye for the killing shot.
ArcheryThe bow and the crossbow: heavy shots, volleys, exploding arrows, hails from the sky and bolts that pierce the whole line.
Power Shot, Multishot, Exploding Arrow, Strafe, Rain of Arrows, Hail of Ruin
Path: Siege Bolt at level 12, Deadweight at 24
Elemental ArrowsFrost, storm and fire on the arrowhead: arrows that chill, freeze and shatter, lightning that leaps, and burning pitch.
Rime Arrow, Cold Arrow, Charged Arrow, Freezing Arrow, Storm Javelin, Frost Volley, Tempest Shaft
Path: Pitch Arrow at level 12, Wildfire Volley at 24
HuntcraftThe hunter's instincts: sharper crits, a dodge in her step, javelins, prey marked for the kill, and a hawk that dives on it.
Keen Eye, Javelin, Evasion, Deadly Aim, Mark Prey, Windborne, Apex Hunter
Path: Call the Hawk at level 12, Talon Strike at 24
Builds
- Volley Arrows by the dozen. Multishot and Strafe sweep the lane, Rain of Arrows and Hail of Ruin break packs.
- Frostbow Cold arrows chill and freeze. Freezing Arrow and Frost Volley shatter packs, Tempest Shaft splits the rest.
- Stormshot Lightning that leaps from foe to foe. Charged Arrow and Storm Javelin chain through the pack.
- Deadeye One arrow, one kill. Crits stacked through Huntcraft, Mark Prey on the elite, Power Shot to end it.
- Javelineer Spears thrown from the second rank. Javelins strike and tear, Storm Javelin chains lightning through the pack.
- Falconer Bow and hawk. The hawk dives on her marks; Talon Strike sends it at every marked foe and splits her arrows at them.
- Pitchbow Pitch on the ground, fire from the sky. Pitch Arrow leaves burning pools, Rime Arrow's chill holds the pack in them, and Wildfire Volley sets them all off at once.
- Arbalest A crossbow and the whole line. Siege Bolt flies through every foe and knocks them back, and Deadweight makes each shot count.
Stormwitch
Back rowFire, frost and storm magic, raining ruin on whatever the front line holds in place.
PyromancyFire magic: bolts, fireballs, walls of flame, meteors that leave the ground burning, and ember serpents that hatch from the dead.
Firebolt, Fireball, Fire Wall, Meteor, Fire Mastery, Cinderfall
Path: Ember Serpent at level 12, Brood Mother at 24
FrostCold magic that chills, freezes and shatters, with a shell of ice to hide in and a wheel of frost that rolls through the pack.
Frost Bolt, Ice Bolt, Frozen Armor, Glacial Spike, Blizzard, Cold Mastery, Winter's Tomb
Path: Hoarwheel at level 12, Shatterfrost at 24
TempestStorm magic: bolts that fork, chains that leap between foes, hexes, a maelstrom overhead, and a storm brand on the staff.
Storm Spark, Charged Bolt, Hex of Storms, Chain Lightning, Thunderstorm, Lightning Mastery, Maelstrom
Path: Thunderbrand at level 12, Storm Aegis at 24
Builds
- Pyromancer Fire from above. Fireball bursts, Meteor and Cinderfall rain stones, Fire Mastery burns through resistance.
- Frost Witch Chills and freezes. Blizzard and Winter's Tomb lock packs in ice while Glacial Spike shatters them.
- Stormcaller Storms that leap and crash. Chain Lightning jumps the pack, Thunderstorm and Maelstrom break it.
- Stormblade A witch who fights. She stands in front and brands her staff blows with storm; every blow she takes charges the next.
- Rimeweaver Frost that spreads by itself. Hoarwheel rolls through the pack shedding shards, and every chilled foe that dies bursts into frost.
- Broodcaller Fire that answers. Ember Serpents spit her Firebolt beside her, and every foe they burn down hatches a snake.
Bonecaller
Back rowBone, plague and curses, with the risen dead fighting at the party's side.
BoneBone magic and the risen dead: spears, prisons, and skeletons and a colossus that fight beside you, or burst for you.
Bone Spear, Bone Armor, Bone Prison, Bone Spirit, Bone Legion, Ossuary Bloom, Raise Skeleton, Bone Colossus
Path: Marrow Offering at level 12, Choir of the Returned at 24
PlaguePoison and rot: festering bolts, clouds of plague, corpses that burst, and swarms of carrion flies.
Canker, Rot Bolt, Plague Nova, Corpse Burst, Plague Cloud, Contagion, Black Death
Path: Carrion Swarm at level 12, Hive Mother at 24
CursesHexes that weaken: stripped armor, broken resistances, foes that hit softer and fall faster, and a siphon that heals the party.
Malediction, Amplify Damage, Enfeeble, Lower Resist, Decrepify, Curse Mastery, Grave Pall
Path: Soul Siphon at level 12, Death Knell at 24
Builds
- Bone Mage Bone that nothing resists. Bone Spear and Bone Spirit, Ossuary Bloom under packs, curses on the elite.
- Summoner The dead fight for you. Skeletons and a bone colossus hold the line while Amplify Damage opens the foe.
- Plaguebringer Rot and pestilence. Poison stacks, Plague Cloud and Black Death linger, Contagion eats through resistance.
- Hexer Curses the whole field. Amplify Damage, Lower Resist and Grave Pall make every hit of the party count.
- Ossuary Bomber Raises skeletons to burst them. Marrow Offering turns the weakest into bone shards, and the Choir raises it again.
- Doomsayer Curses that pay back. Soul Siphon heals the party from every blow on the elite, and Death Knell makes it take a share of them again.
- Hivecaller Flies and rot. Carrion Swarm poisons and blinds the pack, and every poisoned foe that dies sends its flies on to the next.
Zealot
Front rowHoly war in plate: blows of light up close, and auras that carry the whole party.
CrusadeHoly war up close: zealous blows, judgement, hammers of light falling from the heavens, and a shield thrown through the pack.
Zeal, Judgement, Vengeance, Blessed Hammer, Fist of Heaven, Heavenfall
Path: Aegis Throw at level 12, Bulwark of Faith at 24
AurasAuras that lift the whole party: more damage, faster blows, holy fire, shelter, and one that strikes back at every attacker.
Sacred Strike, Might, Holy Fire, Prayer, Resist All, Fanaticism, Sanctuary
Path: Reckoning Aura at level 12, Twofold Litany at 24
DevotionFaith as armor and as healing: a holy shield, life that will not run out, a conviction that breaks resistances, and light that mends.
Atonement, Holy Shield, Vigor, Faith, Redemption, Conviction, Martyr's Aegis
Path: Sacred Mend at level 12, Beacon at 24
Builds
- Hammer of Heaven Light from above. Blessed Hammer, Fist of Heaven and Heavenfall, under Might and Fanaticism.
- Crusader Blow after blow in the front line. Zeal's flurries, Vengeance's elements, Judgement's stuns.
- Aura Bearer Carries the party. Might and Fanaticism for its blows, Sanctuary and Resist All for its guard.
- Martyr The shield of the party. Holy Shield blocks, Conviction breaks resistances, Devotion keeps it standing.
- Lightbearer The party's healer. Sacred Mend heals and wards the most hurt; heals that spill over burst as holy light.
- Shieldbearer Mace and a shield to throw. Aegis Throw bounces through the pack, and Bulwark of Faith turns every point of block into damage.
- Litanist Auras on auras. Reckoning Aura strikes back at every attacker, and the Litany keeps one more aura standing off the bar.
Nightblade
Back rowKnives from the dark, traps that fight on their own, and shadow arts that keep the Nightblade alive.
BladesKnives from the dark: thrown, fanned, poisoned, a glaive that comes back, and at the end a thousand at once.
Shadow Knife, Fan of Knives, Venom Edge, Blade Storm, Death Mark, Thousand Cuts
Path: Returning Glaive at level 12, Blade Orbit at 24
TrapsTraps, mines and sentries of fire, frost, lightning and whirling blades that fight on their own.
Cinder Charge, Fire Trap, Shock Trap, Blade Sentry, Inferno Sentry, Trap Mastery, Lightning Sentinel
Path: Rime Mine at level 12, Detonator at 24
Shadow ArtsSpeed, shadow and venom: fade from harm, blind the crowd, strike faster, and a shade that fights beside her.
Shade Knives, Blade Discipline, Burst of Speed, Cloak of Shadows, Fade, Venom, Shadow Master
Path: Shade Double at level 12, Umbral Pact at 24
Builds
- Blade Dancer Knives in the air. Fan of Knives and Blade Storm sweep the pack, Thousand Cuts shreds it, Death Mark finds the elite.
- Trapper Lays the ground with fire and storm. Traps and sentries burn and shock whole packs from afar.
- Venomblade Poison on every edge. Venom Edge's long poisons, Venom's pierce, Cloak of Shadows and Fade for the counterblow.
- Shadowmancer Fights beside her shadow. The Shade Double throws its own knives, and with Umbral Pact it casts her skills too.
- Sapper Mines, then the whole field at once. Rime Mine freezes whatever steps on it, and Detonator sets off every trap and sentry in one blast.
- Glaive Dancer Steel that comes back. The Returning Glaive cuts the whole line twice, and every kill adds a knife circling her.
Wildheart
Front rowClaw and fang, storm and stone, and the beasts of the old wood answering the call.
FeralThe beast within: mauling blows, frothing bites, a hunger that heals, and a leap onto the weakest foe.
Maul, Rabies, Feral Rage, Hunger, Fury, Ursine Wrath
Path: Savage Leap at level 12, Alpha's Call at 24
ElementalNature's wrath: arctic gusts, splitting earth, tornadoes, burning stones and bolts that rain from the sky.
Hailstone, Arctic Gust, Cyclone Armor, Fissure, Twister, Tornado, Armageddon
Path: Skyfall at level 12, Rolling Thunder at 24
SummoningBeasts and spirits of the old wood: ravens, a spirit bear, dire wolves and a titan that walks.
Thornlash, Summon Ravens, Oak Spirit, Heart of the Wolverine, Spirit Bear, Pack Instinct, Grove Titan
Path: Dire Wolves at level 12, Blood of the Pack at 24
Builds
- Werebeast Claw and fang in the front line. Feral Rage and Hunger feed the fury, Fury and Ursine Wrath tear packs apart.
- Stormwarden Earth, wind and fire. Fissure burns, Tornado grinds, Armageddon rains stones, Cyclone Armor stands guard.
- Beastmaster The wild fights beside you. Ravens, a spirit bear and a grove titan, strengthened by Pack Instinct.
- Packleader Leads the pack from the front. Savage Leap lands on the weakest archer or caster, and his beasts join every blow.
- Wolfmother A pack at the heel. Dire Wolves bite and bleed, and Blood of the Pack quickens the whole party for every beast.
- Thunderwarden The storm on the pack. Skyfall rains bolts on it, and Rolling Thunder turns his twisters into lightning.
Questions
Can I change a hero's build?
Yes. Pick another build in the skill book, or respec and spend the points by hand.
Are all callings open from the start?
No. Some are opened in the Pantheon as you Rekindle.
Hellwake on Steam
A dark fantasy incremental ARPG for Windows. Wishlist it to hear when it comes out.
Early Access · 24 November 2026