Three classes, picked when the character is made and never changed. Items say which class may use them; what really sets the classes apart is how hit points, mana and capacity grow and how fast each skill trains.
The front line and the lurer. The most hit points and capacity, the fastest sword, axe and club training, the heaviest armour and a shield that blocks blows outright. Spells built on the weapon in hand: berserk (dru kru, a whirlwind round you every 4 seconds, as strong as the more monsters stand beside you) and brutal strike (kar kru, a crushing blow at one creature every 6 seconds), plus light healing (velu), which runs on the healing clock - you can heal and strike in the same second. Both grow with the weapon in hand and its skill, then with level. A warrior's magic level climbs slowest of all, so of the runes it is the explosion that counts: it grows with level far more than with magic.
Weapons: Swords, axes and clubs in one hand, a shield in the other.
Growth
| Level | 1 | 8 | 20 | 35 | 50 | 80 | 100 |
|---|
| Hit points | 150 | 255 | 435 | 660 | 885 | 1,335 | 1,635 |
| Mana | 5 | 40 | 100 | 175 | 250 | 400 | 500 |
| Capacity | 800 | 1,150 | 1,750 | 2,500 | 3,250 | 4,750 | 5,750 |
Per level: +15 hit points, +5 mana, +50 capacity. Regenerates 1 hit point every 6 s and 1 mana every 6 s - promoted (see the promotion under How things work), 2 hit points every 6 s and 2 mana every 6 s.
Training
Melee (sword, axe, club)fast
Distancevery slow
Shieldingfast
Magic levelvery slow
Starting kit
What to use
Spells
How to level
Gather what you hunt round you and let berserk work; keep velu going while you are hurt and save the potions for the big holes - that is what makes a warrior the cheapest class to keep hunting. Archers and casters that keep their distance are a warrior's bane: lure them to a wall or bring a rune.
- 1–10: Barn cellar, Northgate Farms, The sea cave, Bear Hills and the pine wood, Castle fields
- 10–20: The swamp landing, The horned mountain, The mire mother's den, The Old Chapel, The city crypt
- 20–35: The thieves den, Grothmar, The haunted woods, The salt road, Dawnwatch
- 35–60: The dead lands, The Cinder Sanctum, The uruk pits, The minotaur city, The Greyspine foothills
- 60+: The Smoke Tunnels, The Webwood, Brimstone Pits, The Widows Nest, The deep dunes
Mage
The caster - healer and rune-maker in oneThe caster: the biggest burst and the biggest area. By far the most mana and the fastest magic level - every spell and rune grows with level and magic level; strikes (kar sel / kar vor / kar nok) at one creature, fire burst (dru vor) burning everything within two squares every 3 seconds, and once the mana is there (about level 40) hell's core (dru vor tor): 1200 mana, everything within three squares, the hardest hit in the game - once every 10 seconds, so use it to kill. Every rune hits hardest in a mage's hands - sudden death from level 45 - and the magic shield (orm): while it lasts, blows drain mana before life. The fewest hit points and the least capacity: a mage pays for its power in mana potions, and dies quickly when caught without the shield.
Weapons: A wand in the weapon hand and a spellbook in the other; robes and a mage hat.
Growth
| Level | 1 | 8 | 20 | 35 | 50 | 80 | 100 |
|---|
| Hit points | 150 | 185 | 245 | 320 | 395 | 545 | 645 |
| Mana | 40 | 250 | 610 | 1,060 | 1,510 | 2,410 | 3,010 |
| Capacity | 800 | 940 | 1,180 | 1,480 | 1,780 | 2,380 | 2,780 |
Per level: +5 hit points, +30 mana, +20 capacity. Regenerates 1 hit point every 12 s and 1 mana every 3 s - promoted (see the promotion under How things work), 2 hit points every 12 s and 2 mana every 3 s.
Training
Melee (sword, axe, club)very slow
Distancevery slow
Shieldingslow
Magic levelfast
Starting kit
What to use
Spells
How to level
Alone: keep the magic shield up, kite, and carry plenty of mana potions - it is the most expensive way to hunt, and the fastest. With a warrior holding the monsters you can drop the shield, heal yourself on the healing clock and burn the whole pack: a mage gets the most out of a blocker.
- 1–10: Barn cellar, Northgate Farms, The sea cave, Bear Hills and the pine wood, Castle fields
- 10–20: The swamp landing, The horned mountain, The mire mother's den, The Old Chapel, The city crypt
- 20–35: The thieves den, Grothmar, The haunted woods, The salt road, Dawnwatch
- 35–60: The dead lands, The Cinder Sanctum, The uruk pits, The minotaur city, The Greyspine foothills
- 60+: The Smoke Tunnels, The Webwood, Brimstone Pits, The Widows Nest, The deep dunes
The archer: the strongest steady damage on one target. Bows and crossbows from a distance, the ethereal spear (kar fel - your best shot, every 2 seconds, through any armour), arrow rain (dru fel - a volley on your target and the squares round it), good healing magic (velu tor, velu ves) on its own clock, and runes at the ranger's own magic level, which climbs far slower than a mage's. The spells grow with the bow or crossbow, the ammunition loaded and distance skill, then level. Rangers learn to take a blow: every 10 levels give 1% natural protection against all damage (15% at most), on top of what they wear.
Weapons: A bow (arrows) or a crossbow (bolts) - both two-handed - with the ammunition in the ammo slot.
Growth
| Level | 1 | 8 | 20 | 35 | 50 | 80 | 100 |
|---|
| Hit points | 150 | 220 | 340 | 490 | 640 | 940 | 1,140 |
| Mana | 25 | 130 | 310 | 535 | 760 | 1,210 | 1,510 |
| Capacity | 800 | 1,080 | 1,560 | 2,160 | 2,760 | 3,960 | 4,760 |
Per level: +10 hit points, +15 mana, +40 capacity. Regenerates 1 hit point every 8 s and 1 mana every 4 s - promoted (see the promotion under How things work), 2 hit points every 8 s and 2 mana every 4 s.
Training
Melee (sword, axe, club)very slow
Distancefast
Shieldingfast
Magic levelslow
Starting kit
What to use
Spells
How to level
Keep a square or two between you and the monster, spear on cooldown, rain arrows on a group, and heal with spells while you shoot. Strong monsters keep pace with you, so do not count on outrunning them.
- 1–10: Barn cellar, Northgate Farms, The sea cave, Bear Hills and the pine wood, Castle fields
- 10–20: The swamp landing, The horned mountain, The mire mother's den, The Old Chapel, The city crypt
- 20–35: The thieves den, Grothmar, The haunted woods, The salt road, Dawnwatch
- 35–60: The dead lands, The Cinder Sanctum, The uruk pits, The minotaur city, The Greyspine foothills
- 60+: The Smoke Tunnels, The Webwood, Brimstone Pits, The Widows Nest, The deep dunes
Total experience to reach each level (the classic curve). You walk faster with every level (2 speed points a level over a base of 220).