Classes
Six heroes. They differ in starting stats, in how far each stat can be raised, and in how much life and mana a level or a point buys - and each has its own three-page skill tree.
At a glance
Starting attributes
What a new character begins with, before a single point is spent.
| Class | Str | Mag | Dex | Vit | Life | Mana | Block |
|---|
Attribute ceilings
The highest each attribute can be raised to. This is the sharpest difference between the classes - a Sorcerer's 250 Magic against a Barbarian's zero is the whole character in one number.
| Class | Max Str | Max Mag | Max Dex | Max Vit |
|---|
Life and mana curves
What each character level and each spent point is worth. "Per level" is granted automatically; "per point" is what you buy when you raise Vitality or Magic.
| Class | Life / level | Mana / level | Life / Vitality | Mana / Magic |
|---|
Reading the curve. A Barbarian gains 2 life per level and 2.5 per point of
Vitality; a Sorcerer gains 1 life per level and 1 per point, but 2 mana per level and 2 per point of
Magic. Over 99 levels those small differences are most of what separates the classes.
What every class shares
- Naked start. No gear, no potions, no gold, both buttons on the bare fist.
- One skill point per level, spent on the class tree or on deepening a spell.
- No vanilla class skill. Item Repair, Trap Disarm and the rest are retired; the tree is the skill system.
- Every spell is learnable by any class that meets the level band and the Magic requirement - the tree is what makes a class distinct, not the spell list.
Experience
The full ladder to level . One skill point per level, so the whole pool is points.
| Level | Experience | Gained this level |
|---|