A character's class determines which skills they can use and affects their starting health.
Fighter[]
From the primitive barbarian warriors to the highly trained legionary soldiers and noblemen in search of honor, fighters come from all walks of life and ranks of society. They are trained to use a variety of close combat weaponry and armors.
- Warrior Skills
- Health +25
Mage[]
Studying arcane knowledge lets mages tap into the forces of nature and elements and form them into powerful spells.
Rogue[]
Rogues are the masters of stealthy combat and ranged weapons. Some rogues are common thieves while others are deadly dagger-wielding assassins or noble huntsmen.
- Rogue Skills
- Health +10
All skills are available to all characters, regardless of class. Instead, a character's class grants them unique traits.
Alchemist[]
- Health 50 (+6 per level)
- Energy 50 (+4 per level)
- Herbs in your inventory multiply. The growth rate is determined by the number of steps taken.
- After the required number of steps is met (static - unaffected by Alchemy, character level, or steps already taken prior to picking up a herb), the game checks if the alchemist is carrying the corresponding herb (at least a single unit of each in inventory or in a container). If the conditions are met, a new herb spawns in the alchemist's inventory.
- Firearms have 50% less chance to malfunction.
Herb | Steps |
---|---|
Blooddrop Cap | 850 |
Etherweed | 930 |
Mudwort | 1950 |
Falconskyre | 2500 |
Blackmoss | 3700 |
Crystal Flower | 4500 |
Barbarian[]
- Health 80 (+10 per level)
- Energy 30 (+3 per level)
- Strength +1 per level
Battle Mage[]
- Health 50 (+5 per level)
- Energy 50 (+5 per level)
- Weight of equipped armor is reduced by 50%.
- You can cast spells with your bare hands.
- You gain Protection +10 and Resist All +10 when equipped with a magical staff or an orb.
Farmer[]
- Health 30 (+5 per level)
- Energy 30 (+5 per level)
- You receive no skillpoints at first level.
- Instead of slaying monsters, you gain experience points by eating food.
Fighter[]
- Health 60 (+7 per level)
- Energy 30 (+3 per level)
- Special attacks with melee weapons take half the time to build up and cost 25% less energy.
Knight[]
- Health 60 (+7 per level)
- Energy 30 (+3 per level)
- Protection +1 per level
- Weight of equipped armor is reduced by 50%.
- Evasion bonus of equipped shields is increased by 50%.
Rogue[]
- Health 45 (+5 per level)
- Energy 40 (+5 per level)
- When dual-wielding, you suffer only 25% penalty to weapon damage (normally 40%).
- +1% chance per level to score a critical hit with missile or throwing weapons.
Wizard[]
- Health 35 (+3 per level)
- Energy 50 (+7 per level)
- Willpower +2
- You can cast spells with your bare hands.