
Classes and stats
Seven callings, seven stats, and every skill of the original. Each starting stat is 10 to 14, 80 in all; the forge suggests a spread for each class, and you may change it.
The seven classes
| Class | Calling | Str | Vit | Dex | Agi | Int | Wis | Mag | Spells |
|---|---|---|---|---|---|---|---|---|---|
| Warrior | Steel and fury. Great weapons and the heaviest blows on the field. | 14 | 12 | 12 | 12 | 10 | 10 | 10 | Abilities to come |
| Mage | Wields the old words. The strongest spells, fire and frost at will. | 10 | 11 | 10 | 10 | 13 | 12 | 14 | Magic Missile, Create Food |
| Ranger | Death at a distance. A bow, a full quiver, and patience. | 11 | 11 | 14 | 13 | 10 | 10 | 11 | Abilities to come |
| Battle Mage | Blade in one hand, spell in the other. Feared for both. | 13 | 12 | 10 | 10 | 12 | 10 | 13 | Magic Missile, Create Food |
| Tank | The wall. Draws the enemy's anger and holds the line for the rest. | 13 | 14 | 11 | 12 | 10 | 10 | 10 | Abilities to come |
| Healer | Mends the wounded and calls back the fallen. The party's lifeline. | 10 | 12 | 10 | 10 | 13 | 14 | 11 | Heal, Create Food |
| Rogue | Quick and unseen. Daggers, poison, and the blow from behind. | 11 | 11 | 13 | 14 | 10 | 10 | 11 | Abilities to come |
Numbers are each class's suggested starting stats; the highest are picked out in gold.
The seven stats
Strength
Blows, carrying weight, and what heavy weapons and armour need.
Vitality
Health, and how fast health and stamina return.
Dexterity
Accuracy with every weapon.
Agility
Dodging blows.
Intelligence
Learning spells and casting them without failing.
Wisdom
Healing power and how fast mana returns.
Magic
Mana and the damage of spells.
Each level brings 3 points to spend, up to 200 in any stat. Health returns every 15 seconds, mana every 20 and stamina every 10; running costs 1 stamina a step.
Heroes in motion
The heroes' own motions, as the game plays them.
Male hero
Female hero
Skills
Each skill has a mastery from 0 to 100, raised by use and capped at twice a stat; all of them together stop at 900.
| Skill | What it does | Starts at | Limited by |
|---|---|---|---|
| Mining | Digging ore with a pickaxe. Trained by mining. | 0 | Twice your Strength |
| Fishing | Catching fish. Trained by fishing. | 0 | Twice your Dexterity |
| Farming | Growing crops. Trained by farming. | 0 | Twice your Intelligence |
| Magic Resistance | Shrugging off spells. Trained each time you resist one; limited to twice your level. | 2 | Twice your level |
| Magic | Casting spells: the higher it is, the less often a spell fails. Every spell cast trains it; limited to twice your Magic. | 20 | Twice your Magic |
| Hand Attack | Fighting with bare fists. Each landed blow trains it; limited to twice your Strength. | 20 | Twice your Strength |
| Archery | Fighting with bows. Each landed arrow trains it. | 0 | Twice your Dexterity |
| Short Sword | Fighting with daggers and short swords. Each landed blow trains it. | 20 | Twice your Dexterity |
| Long Sword | Fighting with long swords. Each landed blow trains it. | 0 | Twice your Dexterity |
| Fencing | Fighting with rapiers and estocs. Each landed blow trains it. | 0 | Twice your Dexterity |
| Axe Attack | Fighting with axes. Each landed blow trains it. | 0 | Twice your Dexterity |
| Shield | Blocking with a shield. Each blocked blow trains it. | 0 | Twice your Dexterity |
| Alchemy | Brewing potions. Trained by brewing. | 0 | Twice your Intelligence |
| Manufacturing | Forging weapons and armour. Trained by crafting. | 0 | Twice your Strength |
| Hammer | Fighting with hammers. Each landed blow trains it. | 0 | Twice your Dexterity |
| Pretend Corpse | Playing dead so monsters lose interest. | 0 | Twice your Intelligence |
| Staff Attack | Fighting with wands and staves. Each landed blow trains it; limited to twice your Magic. | 20 | Twice your Magic |
| Poison Resistance | Shrugging off poison. Trained each time you resist it. | 0 | Twice your Vitality |