Best RPG class for beginners: a guide to the 6 schools of magic in Echoes of Aora, its races and spell rarity
In Echoes of Aora your class is your school of magic: Pyromancer, Necromancer, Druid, Cleric, Arcanist or Elementalist. Each one has its own city, the terrain where your mage grows stronger and the creatures it commands best. For beginners, Druid and Cleric are the most forgiving picks; the rest of this guide explains why.

Which RPG class should you choose: what really changes?
In a mage RPG, your class decides how you fight: from afar or holding the line, with direct damage or with creatures by your side. In Echoes of Aora, you pick a school of magic when you create your character, and it sets three things:
- Your home city. After the Isle of First Steps, the ferryman takes your mage to your school's city, which becomes home.
- Your favored terrain. Fighting in your school's biomes, your mage gets +20% health, +25% damage and +20% mana.
- Your spells and creatures. Each school starts with its own spells, has a power of its own and strengthens one kind of creature in your army.
The 6 schools of magic in Aora
There are six playable schools, each with its own city:
- Pyromancer (Fire), Sunforge, in the desert. Masters fire and commands demons, dragons and elementals. Fire spells deal +1 damage. Stronger in the volcano, the mountains and the desert.
- Necromancer (Shadow), Mistvale, in the swamp. Raises undead, spirits and aberrations, and its power summons a skeleton. Strong in the shadowlands, the caverns and the swamps.
- Druid (Nature), Aora, in the forest. Empowers beasts, fey and plants, which gain +1 health. It is the school with the most favored terrain: forests, jungle, swamp and the Free Lands.
- Cleric (Holy), Dawnreach, on the plains. Channels light with celestials, giants and constructs. Your mage has +5 health in battle and its power heals. Strong on the plains and the celestial peaks.
- Arcanist (Arcane), Prismara, in the caverns. Control and trickery alongside aberrations, monstrosities and constructs. Arcane spells deal +1 damage. Strong in the caverns, the celestial peaks and the Elfwood.
- Elementalist (Storm), Thunderport, on the coast. Lightning and frost with elementals, spirits and oozes; its power freezes an enemy creature. Strong on the coast, the mountains and the celestial peaks.
What is the best mage class for beginners?
There is no wrong school, but some are more forgiving while you learn real-time combat:
- Druid, if you want an army of tough creatures and plenty of places where your mage fights with a bonus.
- Cleric, if you die a lot early on: extra health and a healing power buy you time to fix mistakes.
- Pyromancer, if you like to settle things fast, with direct damage and constant pressure.
- Necromancer, Arcanist and Elementalist ask for a bit more fight reading: summons, control and freezing pay off for players who already feel the rhythm.
A rule of thumb: pick the school whose terrain you want to explore. Always fighting with a terrain bonus matters more than any class detail.
Does race matter? The races of Aora
Next to your school, you pick a race, which changes your mage's look and gives a small bonus. There are humans, elves, goblins, gnomes, orc shamans, dark elves (drow), fairies, tieflings and dwarves. A few examples:
- Human: +10% experience and +5% gold, good for leveling up faster.
- Fairy: +25% chance to recruit creatures, great if you want your army early.
- Tiefling: spells deal +1 damage.
- Goblin: +20% gold and better loot luck, but not welcome in every city.
Race adds; school decides. Combine both: an elven Druid, for example, makes your creatures stronger in the forest, which is already the school's terrain.
Common, uncommon, rare and mythic spells: where do you get each one?
Spells in Aora come in four rarities, and the rarity tells you where a spell can be found:
- Common and uncommon: sold in refuge shops, taught by instructors and also found on creatures.
- Rare: never for sale. Only your school's instructor teaches it, or it drops from a creature.
- Mythic: only found on creatures. No shop or instructor will get it for you.
In practice, gold buys the basics, your school teaches the advanced spells and the strongest magic has to be hunted.
Talents: how to specialize your mage
Every three levels your mage earns a talent point on your school's tree, split into three branches: Destruction (damage and shorter cooldowns), Dominion (control and summoning) and Communion (health, mana and the blood price of the mightiest spells). Two mages of the same school can play very differently, and talents can be forgotten and spent again for gold.
Rather fight with a weapon in hand? Character creation also offers the warrior path (Swordsman, Rogue and Archer), which takes more punishment and learns only a few combat spells. Create your character and try it: the game is free and runs in your browser.
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Frequently asked questions
What is the best class for beginners in Echoes of Aora?
Druid and Cleric are the most forgiving: the Druid has tough creatures and many favored terrains, and the Cleric has more health in battle and a healing power.
How many schools of magic are there in Echoes of Aora?
Six playable schools: Fire (Pyromancer), Shadow (Necromancer), Nature (Druid), Holy (Cleric), Arcane (Arcanist) and Storm (Elementalist), each with its own city.
What is the terrain bonus?
Fighting in the biomes tied to your school, your mage gets 20% more health, 25% more damage and 20% more mana.
How do I get a mythic spell?
Mythic spells are neither sold nor taught: they only drop from creatures. Rare ones come from your school's instructor or from creatures, and common and uncommon ones are also in shops.
Can I reset my mage's talents?
Yes. Talents can be forgotten and spent again for gold, so you can move from Destruction to Dominion or Communion without making a new character.