Three roles, and none is enough alone
Your class decides how you play, not your numbers. Each has full range within its own craft — and needs the other two.
- Health
- 140
- Damage
- 12
- Range
- 2.2 m
- Attack
- physical
Adventurer
Hunts, escorts caravans and defends towns.
The class that fights with weapons. It can use any of them, and each weapon type has its own skill tree — which only works with that weapon in hand.
Weapons: All of them: sword, dagger, axe, spear, bow, mace.
To understand the class
- Basic Attack Its mastery turns into extra damage — the more you hit, the harder you hit.
- The weapon rules You cannot throw Multiple Daggers while holding a bow, or Raise Shield without a shield.
- Provoke Draws the monsters’ attention to you — and it is the only thing that holds Satan back on his march.
Skills
- Bleeding Strike
- Thrust
- Whirlwind Attack
- Hamstring
- Apply Poison
- Multiple Daggers
- Piercing Shot
- Ricochet Shot
- Pinning Shot
- Axe Momentum
- Bloodthirst
- Stunning Blow
- Crater Strike
- Shove
- Raise Shield
- Boomerang Shield
- Heavy Strike
- Provoke
- Dash
- Critical Instinct
Evolves into: Ranger and Tank
- Health
- 100
- Damage
- 26
- Range
- 1.9 m
- Attack
- magical
Mage
Hunts, heals and enchants.
Wields every element — fire, wind, earth and water — and its attack is magical: it never misses. Between two spells of the same element there is always a passive, so whoever spreads points across every element gets good at none.
Weapons: Staff, wand, spellbook and crystal ball.
To understand the class
- Heal Heals 32 + 3 × INT — and it heals the Crystal too.
- Static Three charges on the body: whoever hits the Mage up close is electrocuted for a second, unable to move or attack.
- Water Clone Draws monsters in and, once bitten, bursts and soaks everyone nearby — and wet targets take 20% more wind damage.
Skills
- Heal
- Light
- Break the Silence
- Focus Ray
- Fire Lance
- Fire Wall
- Combustion
- Lightning
- Static
- Stone Ball
- Petrify
- Water Blade
- Puddle Form
- Water Clone
Evolves into: Healer, Summoner and Elementalist
- Health
- 110
- Damage
- 9
- Range
- 1.9 m
- Attack
- physical
Merchant
Crafts, sells and transports.
Hits like an ordinary person and has no attack skills: its power is the craft. Only the Merchant crafts items, refines materials, salvages what is left and mints coins. It makes the building kits, pulls the cart and opens shop wherever it stands.
Weapons: The hammer — the tool of those who craft and build.
To understand the class
- Basic Attack For the Merchant it does not become damage: it becomes the chance, from 1% to 50%, that a monster drops one extra item.
- Craft Item Mastery belongs to each recipe: forge a thousand basic swords and you forge ever better basic swords. Every piece carries the name of whoever made it.
- Save Item Up to five backpack slots that death does not take.
Skills
- Craft Item
- Refine Material
- Salvage Item
- Mint Coin
- Steady Hand
- Panic
- Reinforce Building
- Use Cart
- Shop Specialization
- Reinforced Wheels
- Greased Axle
- Mining Specialization
- Save Item
- Penny Pincher
- Bountiful Refining
- Make Use of Scraps
Evolves into: Specializations still to be decided
The specializations already exist in the game and are chosen at job level 40, but for now they use the numbers and the art of the base class.
Skills grow by being used
- Every class has SP. It is the mana for skills, the same for everyone, and it refills on its own — standing still or walking.
- An active skill costs 1 point; the rest is practice. You unlock an active skill with one job point; from then on it only improves by using it, across 30 levels of mastery.
- Passives are bought. Unlocking an active skill opens the passives that hang from it — and only passives go up point by point, with a small, fixed gain per level.
- Basic Attack starts unlocked. It sits at the center of every class constellation, for free, and trains with every hit.
- Max level is 99. At the cap everyone has the same attribute budget: what sets two characters apart is what they practiced and what they wear.