Classes
The class spreads thirty points and grants ten percent to one stat. The race shifts attributes without changing the total. Neither closes any door.
#Level
#Class
| Class | Kind | Spread | |
|---|---|---|---|
| Warrior | Toughness and physical damage | 14STR6AGI4INT3CHA7VIT | Takes the hit and gives it back. The simplest way in: high strength, high stamina, little to manage. |
| Paladin | Defense and healing | 10STR4AGI6INT6CHA8VIT | Hits hard and heals itself. Slower than a warrior, but goes down far less often. |
| Rogue | Crits and evasion | 5STR14AGI5INT4CHA6VIT | Can't take a hit, so it avoids them. Lives off crits: enormous payoff with the right gear. |
| Bandit | Fast damage and gold | 10STR10AGI4INT5CHA5VIT | Hits often and loots more. Less fragile than a rogue, less heavy than a warrior. |
| Hunter | Range and precision | 6STR11AGI4INT3CHA10VIT | Attacks before anything reaches it. Depends on keeping distance and a good weapon. |
| Cleric | Healing and endurance | 4STR4AGI11INT7CHA8VIT | Holds out indefinitely even hitting softly. The class that dies least while farming. |
| Druid | Magic and regeneration | 4STR5AGI11INT5CHA9VIT | Mixes magic damage with constant recovery. Comfortable for long unattended sessions. |
| Wizard | Pure magic damage | 3STR5AGI15INT3CHA8VIT | The highest damage ceiling and the frailest body. Dies without gear; devastating with it. |
| Bard | Support and versatility | 5STR8AGI9INT9CHA3VIT | Excels at nothing and works at everything. The most flexible if you don't know how you'll play yet. |
| Pirate | Versatile physical | 11STR9AGI4INT6CHA4VIT | Strength and agility in equal parts. Adapts to almost any weapon that drops. |
| Guardian | Pure endurance | 6STR5AGI4INT3CHA16VIT | Hits softly and does not care: outlasts the problem. The class that survives mistakes. |
| Crusader | Steel and spell | 10STR4AGI10INT6CHA4VIT | Strikes with the blade and with the word. Neither at its peak, both at once. |
No class has forbidden gear: the only thing asked to wear a piece is the LEVEL. A wizard can carry a Citadel cuirass and a sword, and is wrong to, but nothing stops them. What follows is not what it can use but what SUITS it: the lines whose attributes are the ones the class highlights.
The weapon decides what it hits with, and the class does not decide that: a wizard holding a sword hits with the sword. The one that matches each class comes from its highlighted attribute.
#WarriorToughness and physical damage
Takes the hit and gives it back. The simplest way in: high strength, high stamina, little to manage.
#PaladinDefense and healing
Hits hard and heals itself. Slower than a warrior, but goes down far less often.
#RogueCrits and evasion
Can't take a hit, so it avoids them. Lives off crits: enormous payoff with the right gear.
#BanditFast damage and gold
Hits often and loots more. Less fragile than a rogue, less heavy than a warrior.
#HunterRange and precision
Attacks before anything reaches it. Depends on keeping distance and a good weapon.
#ClericHealing and endurance
Holds out indefinitely even hitting softly. The class that dies least while farming.
#DruidMagic and regeneration
Mixes magic damage with constant recovery. Comfortable for long unattended sessions.
#WizardPure magic damage
The highest damage ceiling and the frailest body. Dies without gear; devastating with it.
#BardSupport and versatility
Excels at nothing and works at everything. The most flexible if you don't know how you'll play yet.
#PirateVersatile physical
Strength and agility in equal parts. Adapts to almost any weapon that drops.
#GuardianPure endurance
Hits softly and does not care: outlasts the problem. The class that survives mistakes.
#CrusaderSteel and spell
Strikes with the blade and with the word. Neither at its peak, both at once.