Witchspire: All Six Starting Coven Classes and Guide on and Which to Pick

Image Credits: Envar Games

Witchspire covens mainly shape your opening weapon, outfit color, and early perks, so here’s how all six starting classes compare and which one best fits your playstyle.

Witchspire drops the coven question on you at the very start, in the character creator, right next to the sliders for your witch or warlock. It looks like the kind of choice that defines your whole run — pick wrong and you’re stuck as a melee bruiser when you wanted to sling spells. It isn’t. Below is what each of the six covens actually hands you, what the choice really changes, and how to land on one without overthinking it.

QUICK ANSWER
Witchspire has six covens to choose at character creation, but your pick only sets your starting weapon, your outfit’s color palette, and a few early passive perks — every character can eventually learn every weapon, armor and spell, so there is no wrong choice (you just can’t switch covens later without starting a new character).

What your coven choice locks in

Wolkenstürmer class screen shows melee weapons and armor.
Wolkenstürmer class screen shows melee weapons and armor. | Miezendine/YouTube

Witchspire does not use a hard class system. The coven you join is permanent for that character — there’s no respec or coven-swap, and the only way to “change” it is to roll a fresh save. But being locked in doesn’t mean being boxed in. Every character can later learn every weapon, every piece of armor and every spell in the game, no matter which coven they started in.

So what does the choice decide? Three things, really: your starting equipment, your outfit’s color palette, and a handful of early-game passive perks meant to smooth out your first few hours. The starting weapon is the least sticky of those — you replace it fairly quickly by unlocking new weapon recipes through main quests or simply by looting better gear. That leaves the cosmetic palette as the most genuinely permanent thing the choice nails down.

The covens sit somewhere between “playstyle class” and “cosmetic flavor.” Each one is pitched around a role — melee, ranged, crafting, nature, exploration, elemental magic — but because you can learn anything later, treating them as rigid, build-defining classes overstates what they do. Think of a coven as a head start in a direction, not a cage.

All six covens and their starting kit

Weißager class screen shows ranged gear and critical hit bonuses.
Weißager class screen shows ranged gear and critical hit bonuses. | Miezendine/YouTube

There are six covens in total. The Cloudpiercers, the Starsmiths, the Foretellers,  the Wildroots, the Tomekeepers, and the Nightscribes

The Cloudpiercers are the frontline melee pick. You start with the Apprentice Cloudpiercer Spellblade — a melee weapon — and sturdier armor, their affinity is Lux, and their look leans into warm browns, oranges and gold. The Starsmiths are the crafters and base-builders: you begin with your first crafting tools and reinforced gatherer clothing, their affinity is Crystal, and their palette runs to light purples and lavender. The Wildroots are the nature mages and survivalists, starting with the Apprentice Wildroot Wand — a staff that can pin enemies in place with vines — on a Nature affinity, dressed in green, brown and maroon.

The remaining three cover a tactical ranged-crit role (starts with a ranged weapon or a fate-focused tool, built around landing critical hits), an explorer role (starts with survey-style gear and is built for fast map progress), and a classic elemental spellcaster role (starts with a basic magic wand for bombarding enemies at range). 

Coven Playstyle / role Starting weapon Early passive perk
Cloudpiercers Melee / frontline Apprentice Cloudpiercer Spellblade (melee) More maximum health; sprinting and dodging in armor costs less stamina
Starsmiths Crafter / base-builder Apprentice Starsmith Spellblade, plus starting crafting tools Gear and tools you craft have more durability
Foretellers Tactical ranged damage A ranged weapon or fate-focused tool (unconfirmed) Higher critical-hit chance and easier dodging in combat
Wildroots Nature caster / survivalist Apprentice Wildroot Wand (nature) Stronger healing and faster health regen, plus poison and swamp-gas resistance
Tomekeepers Exploration / fast progress Explorer / survey gear (unconfirmed) Larger map sight radius, faster fog-of-war reveal, fewer rare materials for research
Nightscribes Ranged spellcaster A basic magic wand (unconfirmed) Increased elemental damage and reduced mana cost on spells

Which coven to pick for your playstyle

Because you’ll eventually learn everything, the cleanest way to choose is to follow your gut on how you want the first few hours to feel, then lock in the part that actually lasts. Start by deciding the broad shape: do you want a spellblade in hand or a wand? If you’re after melee and want to wade into the action and soak hits, the confirmed spellblade covens — Cloudpiercers or Starsmiths — are the natural fits, with Cloudpiercers leaning combat and Starsmiths leaning crafting. If you’d rather play at range with a staff, Wildroots is the confirmed wand option, and the elemental-mage coven is the one to look at if you want pure spell-slinging.

If a particular role is calling to you, match it directly: tactical ranged damage points to the crit-focused coven, relaxed exploration and survival suits the Wildroots (their healing, regen and hazard resistance make poking around dangerous zones a lot calmer), fast map and research progress points to the explorer coven, and crafting-heavy play is squarely the Starsmiths. 

Then settle the tiebreaker on the one thing that sticks: the outfit color palette. Cloudpiercers wear warm browns, oranges and gold; Starsmiths go light purple and lavender; Wildroots run green, brown and maroon. Since the starting weapon gets swapped out fast and the perks may not even be active yet, the look is the most permanent thing you’re choosing — so pick the coven you’ll be happy staring at. The honest bottom line: there is no wrong choice. Anything you didn’t take, you can grow into later.

QUICK WIN

Choose by outfit color, not by perks. Your starting weapon gets replaced quickly and the passive bonuses may not be live yet, so the palette is the only part of the choice you’re truly stuck with.

Frequently Asked Questions

Can you change your coven later in Witchspire?

No. Your coven is permanent for that character — there’s no in-game way to swap it. The only route to a different coven is to start a brand-new character. The upside is that the choice doesn’t limit that character’s future at all.

How many covens are there in Witchspire?

Six — the Cloudpiercers, Starsmiths, Foretellers, Wildroots, Tomekeepers, Nightscribes).

Does your coven choice lock you out of any weapons, armor, or spells?

No. Every character can eventually learn every weapon, every piece of armor and every spell in the game, regardless of which coven they started in. The coven only sets your starting gear, your outfit colors and some early passives — it never gates your long-term build.

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