Elden Ring Class Quiz

MAIDENLESS ADVICE — answer as the player you actually are, not the one you keep meaning to become. There are no wrong classes, only expensive ones.

Limgravethe grass and the first grace

Question 1 of 18

12%

You wake in a cave with a broken sword. There's a body on the floor still wearing good armour. What comes with you?

No attributes assigned

STR

DEX

INT

FAI

ARC

17 to go before the class screen

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Why Elden Ring's Classes Are Only Starting Points

Take any Elden Ring quiz or starting-class guide and you'll be told the Wretch begins at level 1 while the Confessor begins at level 10, as though one of them got shortchanged at the door. Both are holding exactly 80 attribute points. Add up the eight stats of any class in the game and the answer is 80 plus its level minus one, without a single exception. FromSoftware didn't hand anybody extra — they pre-spent your points and then charged you the levels for the privilege. Five pieces of very common advice fall apart once you know that, and this is what's underneath them.

A lone armoured figure on a ridge looking out at a vast golden tree glowing on the horizon

Myth 1: Your Class Decides Your Build

The reality:it decides a floor and nothing else. Defeat Rennala, Queen of the Full Moon in the Academy of Raya Lucaria and you unlock rebirth — one Larval Tear buys a complete redistribution of every attribute you own. The one thing rebirth can't do is take a stat below the value your class started with.

That's the whole permanent effect. A Confessor is stuck with 14 Faith and 13 Mind forever, cast or not. A Prophet keeps an 8 Endurance floor nobody would deliberately choose. Everything else is rentable. And the class name on your sheet is pure decoration afterwards: a rebuilt Prophet two-handing a Giant-Crusher at 60 Strength is mechanically indistinguishable from a Hero who did the same thing.

Here's the arithmetic laid out, because once you see it you can't unsee it. The right-hand column is the total of all eight attributes, and it tracks the level exactly.

ClassLevelHighest statStarting armamentTotal points
Wretch1Everything at 10Club80
Bandit5Arcane 14Great Knife, Shortbow, Buckler84
Astrologer6Intelligence 16Astrologer's Staff, Short Sword85
Hero7Strength 16Battle Axe, Large Leather Shield86
Prophet7Faith 16Short Spear, Finger Seal86
Warrior8Dexterity 16Two Scimitars, Riveted Wooden Shield87
Vagabond9Vigor 15Longsword, Halberd, Heater Shield88
Samurai9Dexterity 15, Endurance 13Uchigatana, Longbow, Roundshield88
Prisoner9Intelligence 14, Dexterity 14Estoc, Glintstone Staff, Rift Shield88
Confessor10Faith 14Broadsword, Finger Seal, Heater Shield89

By level 150 — where most co-op and invasion activity sits — every one of those characters has 229 attribute points. Not similar. Identical. The Confessor spent nine levels on a shape somebody else chose; the Wretch spent none. That is the entire mechanical difference between the top and bottom of that table.

Myth 2: Undecided? Then Pick the Wretch

The reality:the Wretch is the most flexible class in the game and it is never the most efficient one. Those two things sound like the same claim and they aren't.

Say three players want the identical character at level 150 — a pure sorcerer with 60 Vigor, 25 Mind, 25 Endurance and 80 Intelligence. One started Astrologer, one Wretch, one Confessor. All three now hold 229 points. The only thing that differs is how many are stranded in stats the build will never touch.

Started asStr floorDex floorFai floorArc floorStranded points
Astrologer8127936
Wretch1010101040
Confessor121214947

Eleven points between best and worst, or about seven levels at that point in the game. Now look at the ordering: the Wretch is notfirst. Specialists carry sub-10 floors in the stats they don't need — the Astrologer's 8 Strength and 7 Faith are cheaper dumps than a flat 10 will ever be — so the moment you know what you're building, a specialist beats the blank sheet.

The advice is backwards in the practical sense too. Flexibility is worth something to a player who knows what they want and nothing at all to one who doesn't. What the Wretch actually hands a first-timer is a club, no armour, and a Tree Sentinel roughly two hundred metres from their first Site of Grace. If you're undecided, that's the argument against it.

Myth 3: Isn't Astrologer Just Easy Mode?

The reality:it's the easiest opening and one of the harder middles, and people who quote the first half tend not to have reached the second.

Glintstone Pebble is genuinely close to a cheat code for ten hours. It costs almost no FP, it staggers, and it outranges nearly everything roaming Limgrave, which means most early encounters are resolved before the enemy has crossed the distance. Nothing about that is illegitimate — it's the class working exactly as designed.

The bill arrives later. Nine Vigor and 9 Endurance mean anything that does reach you takes most of the health bar, and the bosses the game is built around — Radahn, Malenia, anything with a gap-closer — are specifically designed to erase the distance the whole class depends on. Worse, you can clear Limgrave and half of Liurnia without ever learning a dodge timing, which is a debt that gets called in all at once. Astrologer isn't easy mode. It's deferred difficulty.

Myth 4: Samurai Is Overpowered

The reality: the Samurai is the strongest start in the game, and almost none of that comes from its attributes. Look at the sheet: 15 Dexterity, 13 Endurance, 12 Vigor. Perfectly ordinary numbers. The Warrior has more Dexterity and the Vagabond has more Vigor.

What it actually has is the Uchigatana and a Longbow. Blood loss removes a share of an enemy's maximum health when the bar fills, which means it does not care how under-levelled you are — the one mechanic in the game that scales with the enemy instead of with you. The Longbow with a stack of Bone Arrows solves the other thing that kills new players, which is walking into three enemies at once, by letting you make it three separate fights.

Here's the test that settles it: hand a level 9 Vagabond an Uchigatana and the advantage mostly evaporates. That's not an argument against picking Samurai — it's a very good pick — but it does mean the answer to "what class should I play" is really an answer about equipment wearing a class's name.

Myth 5: A Higher Starting Level Is a Head Start

The reality:a starting level is a bill someone else paid on your behalf, and they chose what to buy. The Confessor's nine free levels are worth roughly what you earn in the first twenty minutes of Limgrave. The shape those levels bought — 13 Mind, 14 Faith, 12 Strength, 12 Dexterity — is permanent for the rest of the run.

Run it the other way and the point gets sharper. The Bandit starts at level 5 and the Confessor at 10, and the Bandit is by a distance the harder class to survive with. Level tells you how much has been decided, not how much you have. In a game where rune cost per level climbs steeply after about 60, the nine cheapest levels in the game are the ones you least want handed to you pre-allocated.

What's Left Once the Myths Are Gone

Two things, and they're both smaller and more useful than the discourse around them.

The first is Vigor. It's the only attribute that is correct for every build in the game, it soft-caps at 40 before diminishing hard around 60, and nobody has ever respecced out of it. The Vagabond's 15 against the Astrologer's 9 is a six-point gap in the one stat you were always going to buy — that is a real head start, and it's about the only stat difference on the class screen that survives contact with the game.

The second is the starting armament, which is the part all the arithmetic above completely fails to capture. Glintstone Pebble, an Uchigatana, a shield that blocks 100% physical — any class can find or buy every one of those items, but finding them costs hours you don't have in hour two. That's why "class choice doesn't matter" is true from roughly level 40 and badly wrong before it. If you want the same decision in a system with no Rennala to undo it, our D&D class quiz covers one where the choice really is permanent.

FromSoftware appear to agree, incidentally. Elden Ring Nightreign, released in May 2025, throws out attribute allocation entirely: you pick one of eight fixed Nightfarers — Wylder, Guardian, Ironeye, Duchess, Raider, Revenant, Recluse, Executor — and that is your character, permanently, with no respec and no Larval Tears. Given a second run at the idea, the studio made the choice stick. Which is roughly the position this quiz takes too: your class shouldn't be the build you optimised into, it should be the one your instincts pointed at before you knew what any of the stats did.

What These 18 Questions Are Measuring

Five of the seven readings on your result map onto the attributes Elden Ring actually scales damage from: Force for Strength, Speed for Dexterity, Study for Intelligence, Conviction for Faith, and Chance for Arcane. That part is straightforward. The two that do the real work are the ones that aren't attributes at all.

Guard separates classes that share a stat spread. Vagabond and Hero are both Strength-first melee classes; the difference is that one carries a shield that blocks everything and the other carries one that blocks 78%. Confessor and Prophet both lead with Faith, and the difference is entirely whether that conviction arrives with a plan attached. Unmadeexists for a single class. The Wretch isn't defined by what it chooses but by what it refuses, and without an axis for that, every undecided answer set simply collapses onto whichever class sits nearest the middle.

Rarity figures come from simulating 400,000 random answer sets through the scoring model, which is how we know the Confessor is the most common outcome at 12.6% and the Hero the rarest at 7.5%. Hero is rare for a specific reason: it needs maximum Force with almost no Guard, and most people who answer aggressively hedge at least once. One shield-shaped answer moves you to Vagabond.

All 10 Starting Classes and What Each One Asks of You

🛡️ Vagabond— The exiled knight, and the softest landing in the game. 15 Vigor is the highest anyone starts with, and the Heater Shield blocks all physical damage, so a mistake costs health rather than the run. It asks for patience and gives you the time to learn. The catch is that a shield teaches blocking, and the game's late bosses punish blockers specifically.

🪓 Hero — 16 Strength, 14 Vigor, a Battle Axe and a shield nobody expects you to use. The rarest result on this quiz because it takes total aggression with zero caution attached. Its hidden asset is 11 Arcane, quietly the third-highest start, which makes bleed weapons hit harder than a Strength build has any right to.

⚔️ Warrior— The highest Dexterity in the game at 16, two Scimitars, and a shield you'll drop within the hour. Power-stancing gives you more damage per second than anything else available at level 8, and 11 Vigor means the first serious enemy that connects will take most of it back. Built entirely on the assumption you won't be standing there.

🗡️ Samurai— The best opening kit in Elden Ring, and it's the equipment rather than the numbers. Blood loss ignores how under-levelled you are, and the Longbow turns Limgrave's ambushes into a series of manageable single fights. Also holds the highest Endurance in the game at 13, which is more dodges and heavier armour than anyone else gets.

🏹 Bandit — 14 Arcane, the highest of any class, wrapped around 10 Vigor and a level-5 start. Fragile in a way that Limgrave notices immediately, and rewarded later than any other class, because Arcane does nothing at all until you find a weapon that scales with it. Then it does a great deal.

🌙 Astrologer — 16 Intelligence, 15 Mind, 9 Vigor, and a plan that does not include being hit. Glintstone Pebble is close to an easy mode for the first ten hours and entirely legitimate. Its underrated feature is the floors: 8 Strength and 7 Faith are the cheapest dumps in the game, so a later respec strands fewer points here than anywhere else.

🎭 Prisoner— 14 Intelligence and 14 Dexterity, an Estoc that thrusts through gaps and a Glintstone Staff for the openings the Estoc can't reach. Funding two damage stats leaves you roughly ten levels behind a specialist for the whole mid-game, which is precisely the price of Moonveil and the Dark Moon Greatsword later.

🕯️ Confessor— The most common result here at 12.6%. Roundtable Hold's covert operative: a Broadsword, a shield that blocks everything, and Urgent Heal, which functions as extra flasks in the fights where flask timing is the entire problem. Its 13 Mind and 14 Faith are permanent floors a Strength build can never reclaim.

👁️ Prophet — 16 Faith, the highest single attribute any class starts with, attached to the smallest stamina bar in the game at 8 Endurance. Heal from hour one is a real advantage in the Limgrave catacombs, and the Short Spear is the second-weakest starting weapon in the game. Conviction with nothing practical bolted to it.

🪵 Wretch— Level 1, all attributes at 10, one club. The flattest floor available and the only sheet nobody else has already spent. Genuinely the most flexible class in the game and genuinely never the most efficient, because the specialists' sub-10 floors beat your flat 10s the moment you know what you're building.

Pick the Weapon, Not the Class

If your result handed you a class you've never played, don't argue with it — look at the armament line instead. That kit is what you'll be holding for the next ten hours, and it's the only part of the choice a Larval Tear can't undo later. If the Uchigatana appeals and the Broadsword doesn't, you have your answer regardless of what the quiz called you.

And if the weapons all look fine, use your Guard reading as the tiebreaker. High Guard means you want something in the offhand that blocks 100% physical, which narrows the whole roster to Vagabond and Confessor. Low Guard means the shield is a stat tax you'll stop paying by Liurnia. That one number will shape your playthrough more than the class name printed above it — the same way where you sit on the alignment grid tends to predict how a campaign goes better than the class sheet ever does. For the wider context on what Elden Ring was built to do to players, the design history is worth an hour of anyone's time.

Jurica Šinko
Jurica ŠinkoFounder & CEO

Croatian entrepreneur who became one of the youngest company directors at age 18. Jurica combines psychological insight with product innovation to create engaging, shareable quizzes that help millions discover more about themselves.

Last updated: August 24, 2026LinkedIn

Frequently Asked Questions

Less than almost every guide implies. Add up the eight attributes of any class and you get 80 points plus its level minus one — the Wretch has 80 at level 1, the Confessor has 89 at level 10, and by level 150 all ten classes are sitting on exactly 229 points. What your class permanently decides is the floor of each stat, because a respec can never take an attribute below its starting value. For the first ten hours the starting weapon matters far more than the numbers do.
Vagabond, Astrologer or Samurai, and which of the three depends on how you like to be hit. Vagabond opens with 15 Vigor — the highest in the game — plus a Heater Shield that blocks 100% physical, so mistakes cost health instead of the run. Astrologer trades all of that for Glintstone Pebble, which lets you kill most of Limgrave from a distance the enemy can't cross. Samurai is the middle answer: an Uchigatana that causes blood loss, a Longbow for pulling single enemies, and 12 Vigor to survive the ones you pull by accident.
You can change everything except the label. Defeating Rennala, Queen of the Full Moon in the Academy of Raya Lucaria unlocks rebirth, and one Larval Tear buys a full redistribution of your attributes. The character sheet keeps saying Prophet forever, but a rebuilt Prophet with 60 Strength swinging a Giant-Crusher is mechanically identical to a Hero who did the same thing. The one hard limit is the floor: no attribute can be respecced below the value your class started with.
Because it's the only class with no pre-spent points. Every other class has been levelled up for you into a shape someone else chose — the Confessor's 14 Faith and 13 Mind are permanent whether you ever cast an incantation or not. The Wretch is the flattest possible floor, which makes it the most flexible class in the game and, at the same time, never the most efficient one. A pure sorcerer is actually better off as an Astrologer, whose 8 Strength and 7 Faith floors sit below the Wretch's 10.
Roughly the difference between a soldier who prays and a priest who fights. The Confessor is the Roundtable's covert agent: a Broadsword, a shield that blocks 100% physical, Assassin's Approach to muffle footsteps, and 12 Strength and 12 Dexterity to actually swing things. The Prophet has 16 Faith — the highest in the game — an 8 Endurance stamina bar, and a Short Spear. On this quiz you land on Confessor when conviction pairs with caution, and on Prophet when conviction runs ahead of every practical consideration in the question.
It's the best opening kit and it isn't close, though the reason is the equipment rather than the stats. The Uchigatana applies blood loss, which does a percentage of an enemy's maximum health regardless of how under-levelled you are, and the Longbow with 30 Bone Arrows means you can pull enemies one at a time in a game that mostly kills new players by ambushing them in groups. Its 15 Dexterity and 13 Endurance are ordinary. Hand a Vagabond an Uchigatana at level 9 and the advantage largely evaporates.
The Hero, at about 7.5% of possible answer sets, with the Warrior just behind on 8.4%. The Hero is rare because it needs near-maximum Force with almost no Guard — most people who answer aggressively also answer cautiously somewhere, and one shield-shaped answer pushes them into Vagabond. The most common result is the Confessor at 12.6%, because Conviction paired with Guard is the single most popular combination people actually produce.
Pick the starting armament, not the class name. If your result is a class whose weapon appeals to you, take it — the stat differences will be gone by level 40. If the weapon doesn't appeal, look at your Guard reading instead: a high score means you want a shield in the offhand and should start Vagabond or Confessor regardless of what the quiz called you, and a low one means you'll be rolling through everything anyway and the shield is dead weight you paid stat points for.

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