Classes

⚔️ Warrior

A Warrior is a hack-and-slash character, who solves most problems by cutting them to pieces, but will occasionally fall back on the help of a magical device. Their prime stats are strength, constitution, and dexterity, and they will strike more blows with melee weapons than any other class. Warriors excel at fighting, shooting and throwing, but perform poorly at most other skills. A warrior has bad stealth and cannot learn any spells.

🏹 Archer

An Archer can shoot a squirrel in the eye so fur would not be spoiled. Masters of ranged combat, they don’t really know from which side to hold a sword; they don’t need one honestly. With the ability to hurl multiple arrows at long distances, an Archer can inflict more damage in a single turn than any other character class, including mages. However, outside of their powerful bow, Archers are relatively weak compared to other classes. They lack healing and defensive spells that magical classes possess to compensate. Archers excel particularly with bows, achieving incredible speed and precision far superior to crossbows or slings. With experience, some Archers learn to coat their arrows with poison or use sharper tips to inflict deeper wounds.

Also they can see farther than others.

👊 Monk

Monks are warriors who fight barehanded, forgoing weapons and bows. Their training in martial arts makes them exceptionally powerful without armor or weapons. As they advance in levels, they gain new techniques to hit opponents more effectively and receive extra damage, defense, and attacks per round.

Monk abilities by level:

– Level 10: fall like a feather.

– Level 15: resistance to fear.

– Level 20: resistance to confusion.

– Level 25: resistance to paralysis.

In time, a monk can learn how to stun and slow opponents. They must wear light armor to stay unencumbered and fully benefit from their class bonuses. Monks don’t use mana at all, but monastic training makes them faster than any other character class! They can also throw objects with surprising accuracy.

🧙 Mage

A Mage relies on their wits to survive. They cannot hope to simply hack their way through the dungeon, and must therefore use magic to defeat, deceive, confuse, and escape. A mage is incomplete without an assortment of magical devices to complement their spells. They can master high-level magical devices far easier than anyone else, and have excellent saving throws to resist effects of spells cast at them. However, they are incredibly weak, getting few hit dice and suffering strong penalties to strength and constitution. Intelligence is their primary stat and at high levels they can cast many spells without chance of failure. There is no rule that says a mage cannot become a good fighter, but spells are their true realm, and they will get fewer blows with melee weapons than other classes.

Their spells range widely – from simple detection and teleportation to powerful elemental blasts and protective wards, with the Fireball spell being their specialty. They are also skilled at making some spells pierce through multiple enemies in a line.

They’re clumsy with ranged weapons until they become seasoned casters.

🌿 Shaman

A Shaman is a lover of nature, and at one with the natural world. Shamans have control over their environment and direct power over creatures, leading even to the ability to take their forms. As they grow stronger, they can transform into mightier beasts, from bears to mythical creatures.

Shaman skills are moderate, with some fighting ability, especially when transformed. They shape the flow of events to their purpose rather than relying on devices or missiles, but at high levels gain access to potent nature-based magic. They call upon raw natural forces, conjuring storms, quakes, and poison clouds. Shamans can calm, slow, or drive away foes, bending even the wildest beasts to their will. They harness the healing power of the wild to restore health and vitality. Their magic shapes the land itself – raising trees, splitting stone, and shaking the earth. Their senses extend beyond normal sight, revealing life, hidden paths, and forgotten lore. Shamans rely on wisdom and possess good saving throws.

They’re clumsy with ranged weapons until they become seasoned wardens.

📿 Priest

A Priest is a character of holy devotion. They explore the dungeon only to destroy the evil that lurks within, and if treasure just happens to fall into their packs, well, so much more to the glory of their temple! Priests receive their spells from a deity, and therefore do not choose which spells they will learn. Their prayers heal and protect, but can also bring ruin to the wicked. They are especially strong against evil beings, standing firm with divine power. Over time, priests gain ways to shield themselves, support allies, and even reshape the world around them.

They are familiar with magical devices, preferring to call them “instruments of God”, but are not as skilled as mages in their use. Priests have great saving throws and make passable fighters, better if they can find a blessed weapon. Wisdom is their primary stat and at high levels they can cast many prayers without chance of failure. Priests have poor stealth.

Though initially weak, priests can become decent fighters who strongly prefer blunt weapons over edged ones; wielding non-blessed weapons results in severe penalties.

They’re clumsy with ranged weapons until they become seasoned preachers.

😈 Warlock

A Warlock must live by his wits. He cannot hope to simply hack his way through the dungeon, and so must therefore use his magic to defeat, deceive, confuse, and escape.

Warlocks seek to master the spirits of sentient creatures, creating servants of their own will. They walk a dark and wicked path, risking harm to their own body and mind. Their magic summons, commands, and banishes spirits, blurring the boundary between life and death. With time, they transcend mortal flesh, embracing darker forms

Their spells demand high intelligence and frequently harm the caster or place them in danger. In return, they achieve awesome power at high levels. The ultimate aim of the warlock is to supplant the Dark Enemy and set up a tyranny in his place.

Warlocks possess natural infravision that grows stronger as they advance, allowing them to see deeper into the shadows they love so much.

They’re clumsy with ranged weapons until they become seasoned cultists.

✝️ Paladin

A Paladin is a holy warrior. Paladins are exceptional fighters, second only to the warrior class, but less proficient with missile weapons. In close combat, they can strike with their shield to disrupt foes. They combine martial prowess with divine prayers, standing as champions against evil, smiting dark forces and shielding themselves with holy power. Though their magic develops slowly, it grants healing, protection, and strength in battle. Over time, they can bless their weapons and armor, see hidden threats, and find their way through darkness. Paladins receive prayers at a slower pace than priests, but can use all but the most powerful ones.

Paladins have poor stealth, perception, searching, and magical device use. They have a decent saving throw due to their divine alliance. Their primary stats are strength and wisdom. Their presence commands respect, though it varies among individuals.

🗡️ Rogue

A Rogue is a character who prefers to live by their cunning. They blend agility, stealth, and a touch of magic to survive. Though capable of fighting their way out of tight spots, rogues truly excel as masters of traps and stealth, enabling them to avoid many encounters or secure the first strike in combat. They can steal items from monsters, but need to be wary of being caught. Rogues possess unmatched perception, often noticing traps or secret doors before they even look for them. While better with magical devices than combat-focused classes, rogues cannot fully rely on their performance.

Their spells lack the offensive power of a mage’s arsenal, and even the simplest magics may fail until they develop greater intelligence. They use poisons, traps, and darkness to gain the upper hand, slipping away when danger strikes. Their magic helps them navigate, evade, and control the battlefield – just don’t ask them to carry your loot. They’ll probably “lose” it on the way.

They gain experience a bit faster than others.

🌲 Ranger

A Ranger is at home in nature, and good at turning the environment to good use. Rangers balance melee prowess with deadly marksmanship, and are among the best of all classes with missile weapons, especially bows.

Rangers are deeply attuned to nature, drawing strength and resilience from the wild. Forest magic keeps them going long after others would fall. Their connection to the land grants them powerful survival abilities – they can cure themselves with herbs, resist poisons, and never suffer from hunger. They excel at detection and navigation, able to sense nearby life and uncover hidden areas.

Their arrows strike with deadly precision, often enhanced by nature’s power. In battle, Rangers can become swift and relentless, while their tactical skills allow them to shape the environment and stay one step ahead of their foes.

A Ranger has solid stealth, sharp perception, a knack for searching, strong saving throws, and handles magical devices better than most. Their primary stats are strength, wisdom and dexterity.

🖤 Blackguard

A Blackguard is a brawler of no principle, who lives for the joy of maiming and killing. Blackguards prefer heavy weapons and shields, and learn a few spells for the purpose of wreaking more destruction.

They charge into battle, striking with brutal force, stunning, and scattering foes. They regenerate through sheer rage, strike faster, and crush foes with shield blows. Masters of fear, they taunt and break enemy spirits, while bolstering their own with demonic resilience. With time, they can embrace their inner beast, taking the form of a werewolf to wreak even greater havoc. They can summon dark minions, unleash earthquakes, and even take flight when the battle demands. Their lust for blood is legendary, with a blackguard in full cry nigh on impossible to kill.

Blackguards scorn skills apart from slaughter, and require strength and intelligence (or rat-cunning) to thrive in the dungeon.

✨ Sorceror

Sorcerers use intelligence primarily, determining how much mana they have to cast spells and how low their failure rate is. They are the greatest wielders of arcane power. Their spells range from simple missiles and beams to storms of mana, tidal waves, and chaotic blasts that tear through entire areas. They control the battlefield – teleporting, reshaping terrain, sealing spaces with runes while defending themselves with mana shields and wraithform. Their unmatched mana reserves and telepathic abilities make them supreme strategists in the dungeon.

Though a high-level Sorcerer can be very powerful, getting there can be a difficult journey. They are the worst fighters, being unable to use any weapon but a Mage Staff comfortably, and still unable to be even remotely effective with it. A Sorceror has very few hit points compared to other classes, making survival difficult in the beginning. That’s why this class is not recommended for beginners.

They’re clumsy with ranged weapons until they become seasoned arcanists.

⛔ Unbeliever

The full opposite of Sorcerors, Unbelievers so strongly despise magic that not only do they refuse to use magic spells, they refuse all training in the use of magic items, which leaves them totally incompetent when trying to use them, although they can still quaff potions and read scrolls. Their disbelief grants them an anti-magic aura, making magic fizzle nearby. Unbelievers can prevent magical gates from opening around them, eventually extending to a complete suppression of teleportation and all magic in the surrounding area. They replenish their forces when fighting unnatural magic users and can sense invisible creatures in melee range. Their presence can cancel magic effects – when they drink from magic fountains, they often unmagic it. Their sheer will lets them resist most curses, though they can’t lift them.

🏹 Hunter

Hunters aren’t good at fighting, but can shoot and throw faster than others, landing multiple hits quickly. They can die quickly too, however. Hunters are to arrows what Warriors are to melee. They are the best with any bow, crossbow or sling. They can use wide-range of tricks and traps in their hunt in the dungeons. Hunters blend archery and magic, to empower their shots with fire, frost, lightning, acid, poison, and even sound. Their missiles can explode, confuse enemies, pierce armor or combine the forces of nature in a single deadly strike. They sense living creatures nearby, map surroundings, extend their vision, resist poison, cure ailments, and never starve thanks to their unique survival skills.

Hunter is very bad at melee, being only better than the old saggy sorcerers. Wisdom and dexterity are the hunter’s primary stats.

🧠 Telepath

The Telepath is a hero who uses the powers of mind instead of magic; mindcrafters, they can weaken or even kill with their wits. Their abilities range from extrasensory perception to mental domination of others.

Telepaths wield mental blasts, crush minds, confuse and stun their foes. They sense monsters, read thoughts, map surroundings and reveal hidden objects. Their minds can control light, heal their bodies, and resist many dangers. Through telekinesis, they move objects and displace enemies from afar. They shield themselves with force fields, resisting poison, elements and time. Advanced Telepaths manipulate probability, travel through space-time, and unleash devastating waves of pure mental force. Telepaths channel their powers in steady beams, never missing their mark, with minds shielded from amnesia and memory loss. They use the Wisdom score to determine how well they can perform these psychic powers.

In solo combat, a Telepath is slightly weaker than a Priest, although a Telepath is never penalized for wielding an edged weapon (unlike a Priest).

🌪️ Elementalist

Elementalists wield the four elements – Air, Fire, Earth, Water – bending them to their will. They share the bloodline of Mages, but walk a rougher path, caring little for support spells and focusing instead on raw destruction. Walls crumble, storms rage and flood the halls, the stone beneath their feet shifts and turns to mud. Their weapons crackle with elemental power, their bodies shielded from harm by flame, frost, acid and shock. Surges dance at their fingertips, unleashed in bolts, balls, waves and storms. Their elemental spells can form beams, hitting everything in their path. As masters of the elements, they gain intrinsic resistances as they grow: fire at 10, cold at 15, acid at 20, lightning at 25.

Each time they level up, they can sharpen their craft by studying the same spells again, making each one stronger and more potent.

They’re clumsy with ranged weapons until they become seasoned conduits.

🌀 Summoner

A Summoner begins their journey frail and defenseless, with little skill in combat and only a handful of minor spells to strike at foes. Yet, their true strength lies elsewhere. With a whispered word or a secret gesture, they call forth creatures who fight in their stead. Though the Summoner keeps a safe distance, the victories of their companions still nourish their growth.

Summoners master countless summoning rites: from jellies and vortices to hydras. They charm their minions, extend their lifespan, or even make them explode. Their magic extends beyond summoning – they illuminate the darkest corners, sense lurking evil, heal wounds, or open portals to escape trouble. They shield themselves as they grow stronger. Their thunderstorms burst outward, and when needed, they can banish foes or prevent other creatures from calling reinforcements. Some spells don’t even drain mana, like calling a swarm of angry bees.

Wisdom guides their spellcasting and determines how many allies they can control and how effectively they command them. Their natural charisma enhances their magical abilities. While they favor clean, blessed weapons when forced into combat, they remain clumsy with ranged weapons until becoming seasoned masters.

🦎 Shapechanger

Shapechangers possess the ability to transform into various creatures by defeating them in battle. They are fighters that gain abilities from the forms they can mimic. Shapechangers excel in melee combat, benefiting from their current form’s advantages (resistances, melee brands, defense, speed, damage boosts). Some forms provide innate spells – from simple strikes to storms, from healing touches to dark summons… and even breath attacks! Some forms whisper of powers that control, others of those that destroy.

Shapechangers receive basic mana points to cast these spells*. The higher the level of the monster, the more of these creatures the Shapechanger must vanquish before they can assume their form. While transformed, they lose their intrinsic abilities and gain those of the creature they’ve transformed into, plus whatever abilities and resistances are provided by their equipment.

Outside of battle, Shapechangers rarely win hearts – their presence is unsettling, something not quite human lingering beneath the surface.

*Some breath attacks, like for the Dragon race, don’t cost mana but hit points instead. Additionally, some races with their own polymorph or shape-shifting abilities have certain restrictions on being Shapechangers.

🦁 Tamer

Scar-covered hands of a tamer – a person who devoted their life and (remaining) limbs to care for wild creatures – tell you everything about how tedious and dangerous this path is. Dense thickets, burning sands, treacherous mountains – you’ll go anywhere to find a dragon in its den… and make friends with it. That is your life’s ambition.

A tamer’s body is fragile, but their companion stands between them and danger. Their strength lies in the bond they share with their beasts. Each creature you befriend teaches you something new – a way to fight, to heal, or to endure. A frog’s leap through poison clouds, the sharp eye of a falcon, the calming warmth of a bear – all become part of you.

When wounded in battle, a tamer’s companions never truly perish – they retreat to recover, maintaining the mystical bond that allows them to be summoned again when needed. This resilient connection, forged through trust and respect, ensures that a tamer is never truly alone for long.

Tamers rely not only on their furry friends. They know their own tricks too – how to vanish in a blink, walk unseen, or even command the wilds to part.

It’s not brute strength that tames a beast, but patience, wisdom, and a touch of charm. Animals feel it. They trust you. Sometimes. And with time, maybe even the dragons will.

🍃 Druid

Druids are wanderers of the wild, attuned to the presence of nearby animals and even able to shift into their forms. Skilled in martial arts and avoiding weapons, they also wield nature magic. Every 5 levels they can learn a new animal form to transform into; some forms have innate abilities (to use them, press ‘y’ key). Druids must find spellbooks in the dungeons; such books are not for sale.

Druid forms:

– BIRD: fast and able to fly over water and other terrain; can heal (‘y’). Fragile and worthless in combat, but can dodge melee attacks well. Resistant to gravity.

– RAT: harmless and stealthy, rats can find little cracks and holes in the walls to pass through them. They can avoid traps most of the time and are able to sniff items to detect curses on them. Resistant to poison and can life drain.

– BOAR: finds edible plants which reduce nourishment consumption; good at mushroom identification. Boars are very wise, have high vitality and are fearless. Can charge at enemies from a distance (‘y’).

– CAT: stealthy and nimble. Can backstab sleeping targets. Regenerates especially fast, but poor at mana restoration.

– WOLF: makes fast vicious attacks; can howl to summon allies (‘y’). Less resistant to magic, except dark arts. Reckless in defense, but generates rage while in combat.

– BEAR: tough and powerful, but very noisy and a bit clumsy. Can survive even very harsh blows and curses. Can bash enemies and stun them.

Druids’ hitpoints are not influenced by their forms and they cannot cast spells while in animal form. They are bad at trap disarming and using magical devices.

They’re clumsy with ranged weapons until they become seasoned sages.

💪 Fighter

Mercenary who uses different fighting tricks and blows to survive at all costs.

They fight dirty if needed, but rely on skill and instinct more than brute force: they dodge, strike back, roll aside, and hit where it hurts the most. Known for their reckless attacks and sudden retreats, fighters balance between luck, experience, and survival instinct. Between fights, they patch themselves up – no wizardry, just rough hands and grit. And as seasoned warriors, they value every calm moment and can take a nap here and there, which helps restore their vigour even after nasty encounters.

Fighters can sense hidden weapon properties better than others and may identify cursed gear without using magical means. Their focus (“mana” pool) depends on the combination of their strength and intelligence.

Fighters are very superstitious and believe in fortune. As they care deeply about signs and omens, they may get lucky enough to survive blows that would be mortal wounds for anyone else.

🛡️ Knight

Noble knight in heavy armour who charges into enemies with immense power. They cannot be confused and can use their shield with astonishing mastery.

They can change stances: balanced, defensive, and offensive – switching tactics depending on the situation.

Balanced stance steadies the mind, removing confusion.
Defensive stance toughens them up, shrugging off stunning blows.
Offensive stance fuels their courage, pushing away fear.

Knights are resilient and disciplined, but lack stealth and magical finesse. They excel in melee combat and can handle crossbows when needed, turning raw strength and endurance into their greatest advantages.

Their code of honour forbids them from attacking unaware enemies – they always announce themselves before engaging in combat.

🧭 Traveller

Jack of all trades, master of none…”

A common soul who knows a bit of magic and isn’t too bad with a weapon. They never walk alone – there’s always a four-legged friend by their side. Travellers are sure they know everything about maps, directions and cardinal points… but their overconfidence often leads to real trouble. They set out with a handful of useful items, just in case. Seasoned travellers are no strangers to fear; they can teleport, patch themselves up, or conjure a snack when hunger bites. They kindle bonfires to ward off beasts, sketch maps when lost, sense nearby evil, and hurl bolts of fire when words fail. They know how to bless themselves before a fight, discover hidden paths between levels, blink away from danger, and never forget the value of a well-placed glyph.

They’re clumsy with ranged weapons until they become seasoned adventurers.

p.s.
..though oftentimes better than master of one“.

🎭 Bard

Expert in musicianship and singing, you can not only bring joy to people, but also know how to use music magic to bring cure and wreak havoc. Bards weave magic into their music – from soothing tunes that mend wounds to thundering chords that shatter walls. Their voice can calm foes or drive them into confusion. When danger rises, they call upon ancient hymns to shield themselves or raise a glyph of protection. Some songs grant speed, some courage, and others strike like a storm.

Bards are naturally charismatic, charming crowds with ease. Though quite slender, they’re surprisingly nimble and quick on their feet.

They are resistant to sound attacks.

💥 Battlemage

Battlemages specialize in destroying enemies not only with the power of the elements, but also with skillful melee combat – making them a universal death machine. There’s no reason a Battlemage can’t become a good fighter, but magic is their true realm.

Their spells rarely fail, and their magic bends toward battle – layering resistances, hurling lightning and ice, or tearing the earth itself apart. From a spark to a storm, from a stone to a black hole – their arsenal leaves little untouched as they teleport through the fray, strike from unexpected angles, and wield heavy weapons with brutal efficiency. When wounded, they know how to patch themselves up and keep going.

Unlike other magic users, Battlemages have no trouble wielding ranged weapons or throwing objects.

💀 Necromancer

Weak and fragile, necromancers wield the power to raise and command armies of the dead – fallen foes rise again at their side. Resistant to nether, they weaken minds, drain life, and summon bone and poison to their advantage. The most powerful necromancers even bind golems to their will. Withered in body and distant in spirit, they rely on intellect and the loyalty of the dead to keep them standing. Their spells rarely fail. With each level, their sight into the darkness sharpens – they see farther where others are blind. Though poor in melee, they siphon a touch of life from living foes – a hint of traumaturgy. And while not skilled fighters, they know how to dig (graves… a professional touch).

They are clumsy with ranged weapons until their souls wither.

🙏 Hermit

Once frail and burdened by sickness, the hermit turned to the path of light. His body never fully recovered, but his spirit grew unbreakable. A holy monk sworn never to wield a weapon – though his vow doesn’t stop him from crushing skulls with bare hands.

Hermits fight through martial arts and channel sacred light to heal, protect, and strike down evil. Their magic pierces darkness, burns the wicked, and shields from harm. They know secret rituals to bless the ground beneath them or craft sacred water when needed.

During their quiet, humble training, hermits become stealthier than wind. Their wisdom isn’t worn on their sleeve, but it lingers in every step and settles in every strike.

They’re clumsy with ranged weapons until they become seasoned pilgrims.

🔮 Wizard

A legendary magician, keeper of ancient secrets long forgotten by the world. Their magic isn’t about simple fireballs – it warps the fabric of reality itself. A wizard snaps fingers, and the air ripples, twisting enemies into something else entirely – feeding on the chaotic energy left behind. They twist space to blink away, then pull it taut to tear open new paths. Their power distorts the world – sparks jump where none should, frost whispers in circles, and unseen hands shape the fight. When needed, they call the void – unleashing storms that break the ground or tearing the sky to rain down raw magic. Some whisper they’ve bargained with daemons, but no one dares ask twice.

Yet wielding such forces comes at a price: their body wears thin against the chaos they summon. Minds burning bright with arcane fire, they grow grumpy, subtle, and quick to anger. Some say they balance on the creeping edge of madness.

They remain clumsy with ranged weapons until they become seasoned magi.

💰 Trader

An enterprising merchant who went into the dungeon to fulfill his life ambition: get enough money to open his own tavern. Traders aren’t fighters, but they know the value of a good bargain. As members of the Traders Guild, they can sell items to NPC stores – something others can’t do, since the authorities have declared all dungeon loot “cursed”. A rookie trader drives a hard bargain… badly. But with experience, they learn to get better deals.

Traders aren’t just merchants. They know how to patch armor, sharpen blades, and recharge magical devices – all for the right price. They sense hidden treasures and forgotten paths, guiding their steps. When words fail, they call upon old rituals, asking the gods for a little luck or a bit of chaos. Sometimes both. Their magic isn’t flashy, but it keeps them alive – a light in the dark, a potion when needed, a way to carve through stone walls. And when all else fails, they know a trick or two to slip away unnoticed, or send in a decoy to haggle while they make their escape.

The trader is proud of his cat, who follows him during adventures – always nearby, watching, judging, perhaps luckier than he is. When danger strikes, this feline companion doesn’t die but merely vanishes with an indignant flick of its tail, only to reappear later, utterly unimpressed by its master’s heroics and ready to be summoned again.

They carry more than most, their steps less burdened by heavy packs.

They can’t form a party with other players – the Traders Guild forbids it (and, honestly, they’re too greedy to split the loot).

They’re clumsy with ranged weapons until they become seasoned merchants.

🗡️ Assassin

Stealthy slayers who blend blades and shadow magic and know 100500 different ways to kill their prey fast and effectively. While not true magicians, assassins weave some dark spells into their craft, choosing each one carefully to suit their silent trade. They move swiftly, closing distance in a blink or slipping deeper into the dungeon unseen. Their strikes weaken, poison, and disorient, leaving prey helpless before the final blow. In darker arts, they know how to drain life from foes, vanish into shadows, or shield themselves with pure will. Where others fight openly, assassins control the battlefield long before the enemy realizes – making sure the fight ends before it begins. Most powerful assassins specialize in sentries – magic traps that shoot poison, blades, or elemental bursts at anything crossing their path.

Assassins use two spellbooks: Shadows for Beginners and Dark Evocations.

⚡ Phaseblade

A warrior who dwells between worlds and feels no weight or spatial burden. They teleport freely and use phase techniques to slice enemies apart. Swords are their weapon of choice; other weapons feel awkward and slow. They are especially annoyed by ranged weapons. They blink around the battlefield, strike and vanish, phase straight into enemies to land a blow, or unleash waves of force that knock foes around. They can restore their strength while phasing, cause earthquakes, teleport monsters away, and even create a circle of warding glyphs when things get too dangerous.

Their techniques never fail, and they can even teleport from places where others are trapped (with the exception of Titans and Half-Giants).

❄️ Cryokinetic

Some also call them ‘Weathermasters’. Cryokinetics can instantly change surrounding temperature to extremes. Few can endure their rapid shifts from burning heat to biting cold.

At first only their hands may burn or freeze on touch. But soon they start to command waves of flame, unleash plasma and blizzards, and sometimes summon both flame and ice at once. They regenerate fast, dash, and even seal themselves in invulnerable icy cocoons to recover.

At level 10 they brand their melee blows with fire or cold, and by level 30, they gain innate resistances to both.

They don’t fear lava and can’t slip on ice.

They’re clumsy with ranged weapons until they become seasoned.

⏳ Timeturner

Extremely brittle but lightning fast, they command time through void magic. They age and weaken their enemies, draining life and mana from those with minds. Some foes crumble to dust as time collapses around them. They create shields of time to absorb damage and can rewind wounds, though side effects like blindness or confusion may follow. They slip between dungeon levels, fast forward to deeper depths, or unleash waves of chaotic time to break their foes.

Speed buffs (e.g. from potions) affect them less and less as they gain levels, since they develop an inner passive speed bonus over time. Also, slowing effects don’t cripple them much.

At the peak of their power they gain resistance to time magic itself.

They’re clumsy with ranged weapons until they become seasoned seers.

🔍 Scavenger

Vagabond who ventured to the dungeons to get his hands on monster treasures, but also won’t say no to marauding corpses of other adventurers. He’s not one to waste time heading back to town – right there, in the depths, he salvages equipment into valuables and keeps moving. Scavengers can salvage ego items at level 20, random artifacts at 30, and true artifacts at 40 and beyond. Experience teaches them how to wring more gold from every scrap.

But they’re not just picking through dungeon trash – they’ve learned a few dirty tricks along the way. Scavengers can play dead to fool monsters or jump around like grasshoppers. They poison their blades and arrows, map out dungeons, and sniff out hidden treasure. If things get rough, they patch themselves up with bandages, cure poison, and most experienced ones are skilled enough to cause small earthquakes to shake things up. And if all else fails, they’ve got a backup meal to keep going. Life in the shadows taught them a bit of thievery, though they’ll never match a true rogue. But what they lack in finesse, they make up for in strength – able to carry more loot without breaking stride.

Scavengers are loners by nature – they can’t form a party with other players and prefer to work alone. Their only friend is a scrappy little rat – witty, mischievous, and surprisingly affectionate when no one’s looking. This rodent companion doesn’t truly die when struck down, but scurries off to the shadows with an offended squeak, ready to be called back once the danger passes. The rat’s uncanny knack for finding shiny objects often leaves its master wondering who’s really in charge of their peculiar partnership.

🧪 Alchemist

Alchemists trust not in steel or sorcery, but in the power of what they brew. Masters of potions, they craft all kinds of mixtures: healing draughts, explosive flasks, corrosive acids, potent poisons, elixirs that boost speed or grant resistances. Some potions reshape the battlefield itself – burning enemies, knocking them back, or even causing trees to sprout from the ground. Just throw them at foes to unleash their power! Other potions restore health or mana, cure poison, or transform the drinker into strange forms for a time.

To craft a potion, they first gather reagents. Some are organic, found in plants; others are minerals, mined from deep within the earth. Brewing takes time and focus, leaving the alchemist vulnerable while working. Brewed potions are soulbound – only the creator can use them. You can’t trade or drop them. To get rid of potions you don’t need, press ‘k’ to destroy them, drink them, or throw them at enemies.

Beyond potions, alchemists can shroud foes in corrosive fog and heal themselves using gathered herbs. They can even summon a golem to fight by their side!

They are loners by nature – alchemists trust their craft and their golem, but rarely trust other people. Forming a party with others? Not their way.

They’re clumsy with ranged weapons until they become seasoned artisans.

⚒️ Crafter

Crafters gather resources by chopping trees for logs or mining mountains for ore, then forge their own equipment, shaping weapons and armor to suit their needs. Crafting can be done directly in the dungeon. The higher their level, the better the quality – from simple items to those with magical properties. However, true artifacts can never be crafted. Crafting consumes materials and drains stamina, so choose when to craft wisely.

Crafter equipment is soulbound and can be used only by its creator; you can’t trade it or drop it on the ground. Use the ‘k’ key to destroy unwanted items.

Crafters can deploy battle sentries that evolve with experience – from whirling blades and dart launchers to spear throwers, advancing later to acid sprayers, fire turrets, and even storm pillars crackling with lightning. Advanced sentries consume more mana, and insufficient mana can leave the crafter severely exhausted.

They can also build walls during combat to shape the terrain, blocking enemies or creating cover, though construction takes time.

Crafters carry heavy loads with less penalty from weight. They are solitary by nature and cannot form parties with others.

🔥 Inquisitor

Inquisitors exterminate heretics, witches and other sacrilege magic riffraff. They despise sorcery and witchcraft, condemning them as black magic and idolatry. Inquisitors refuse to wield magic or use enchanted devices, relying instead on their fists and unwavering determination. Their hatred for magic is so strong that they suppress magical gates and, with experience, can block all arcane forces around them.

Despite their fanaticism, Inquisitors command forbidden powers through sheer will – either viewing them as divine gifts or acknowledging the truth and wielding these abilities to achieve ruthless goals. Their anti-magic field suppresses external spells, while their own dark rites function within it. They torture minds, drain souls, and call forth hellfire to purge heresy. They descend deeper into the dungeon, drawing strength from tormenting the wicked and summon hounds to aid their crusade. Their curses weaken enemies, walls imprison sinners, and retribution inevitably finds all heretics.

Though they shun conventional magic, they still quaff potions and read scrolls – minor evils necessary to combat greater ones.

They prefer breaking bones with their bare hands rather than using weapons…

They replenish their life force by harming foes who fear them, drawing power from the terror they inspire.

They’re clumsy with ranged weapons until they become seasoned persecutors.

🌾 Villager

Villagers are common folk. Without special strengths, their simple life provides them with practical skills.

Villagers journey with a loyal pet, which they can occasionally summon from the wilds. Their pet shows remarkable affection, often nuzzling close or playfully tripping them at the most inconvenient moments. If seemingly slain, the faithful companion merely retreats to lick its wounds, ready to be called back when needed. As they survive challenges together, Villagers develop keen senses to detect hidden doors, stairs, traps, or lurking monsters while patrolling. In time, Villagers learn to coat their weapons or arrows with poison and, as seasoned brawlers, master the craft of door-making to block dangerous passages. Each of these tasks draws upon stamina provided by their constitution. Though modest, these skills help them endure where others might falter.

In desperate times, when hunger’s grip tightens, a Villager may search through abandoned fields in the suburbs – once abundant with harvest, now barren and forsaken, touched by the gods’ curse. No livestock remains, and the soil yields almost nothing. Yet with persistence, a Villager might uncover a few forgotten roots or buried crops left behind. It is technically stealing – but when choosing between starvation and salvaging what a farmer abandoned, even the crow claims grain it never sowed.

They can harvest wood and extract ore with increasing efficiency as they gain experience.

They handle ranged weapons awkwardly until they mature into seasoned adventurers.

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