Pools, elements, weapons and the off-hand rule - the four shapes of risk.
Every class has health and mana, and every class can reach the last level. What differs is how a
trip is paid for: how smoothly it goes, how much of the backpack the supplies eat, and what
an unlucky hour looks like. Pick a shape of risk, not a number.
Knight
Mace and shield, the largest health pool and the deepest backpack. Cheap trips, slow experience and the most predictable hours in the game - a blocked hit is a whole hit that never happened.
Wooden Clubweapon
Wooden Shieldoff-hand
Meleeskill
Shieldingskill
health936 at L1 · +156 per level
mana144 at L1 · +20 per level
carry560 oz at L1 · +28 oz per level
Paladin
A bow at range, holy and physical damage, balanced on every axis. The only class that carries ammunition: a third supply in the pack and a third cost to manage.
Hunting Bowweapon
Distanceskill
health740 at L1 · +104 per level
mana240 at L1 · +60 per level
carry440 oz at L1 · +22 oz per level
Mage
A two-handed staff, fire and energy, the fastest experience in the game - paid for in mana potions. Fragile by design: defence is armor alone, so every trip is a bet with a known price.
Cinder Staffweapon
Magicskill
health520 at L1 · +52 per level
mana320 at L1 · +120 per level
carry318 oz at L1 · +15.9 oz per level
Druid
A one-handed rod, ice and earth, lower upkeep and slower experience. The strongest self-healing of the four, and a real choice in the off-hand: a shield to survive or a crystal to heal faster.
Spore Rodweapon
Wooden Shieldoff-hand
Clouded Crystaloff-hand
Magicskill
Shieldingskill
health520 at L1 · +52 per level
mana320 at L1 · +120 per level
carry280 oz at L1 · +14 oz per level
Bars compare the four classes at L150; the numbers under them are the line
each pool follows from level 1.
Pools, level by level
A pool is a straight line: a base at level 1 plus a growth per level that is a
property of the class itself. Health is the buffer that absorbs a bad streak, mana is what the spell
book spends, and carry is how many hours of supplies fit before loot has nowhere to go.
| Class | L1 | L25 | L50 | L100 | L150 |
Knight health | 936 | 4,680 | 8,580 | 16,380 | 24,180 |
| Knight mana | 144 | 624 | 1,124 | 2,124 | 3,124 |
| Knight carry (oz) | 560 | 1,232 | 1,932 | 3,332 | 4,732 |
Paladin health | 740 | 3,236 | 5,836 | 11,036 | 16,236 |
| Paladin mana | 240 | 1,680 | 3,180 | 6,180 | 9,180 |
| Paladin carry (oz) | 440 | 968 | 1,518 | 2,618 | 3,718 |
Mage health | 520 | 1,768 | 3,068 | 5,668 | 8,268 |
| Mage mana | 320 | 3,200 | 6,200 | 12,200 | 18,200 |
| Mage carry (oz) | 318 | 700 | 1,097 | 1,892 | 2,687 |
Druid health | 520 | 1,768 | 3,068 | 5,668 | 8,268 |
| Druid mana | 320 | 3,200 | 6,200 | 12,200 | 18,200 |
| Druid carry (oz) | 280 | 616 | 966 | 1,666 | 2,366 |
The off-hand rule
Only Knight and Druid use the off-hand slot. The bow and
the staff are two-handed, so Paladin and Mage
carry nothing in the second hand at all - their defence comes from armor and from not being hit.
Blocking is a whole hit removed, not a percentage shaved off it. That is why the
shield classes read as steady and the two-handed classes read as fast and sharp.
Who can wear what
Two different questions, and the armory answers both for
every piece. A piece belongs to a class set - the gear built for that class's profile - but
the equip gate is wider: melee weapons are open, so a paladin may swing a mace if they want to. Armor
comes in a heavy line (Knight, Paladin) and a light line
(Mage, Druid); jewellery and backpacks fit everyone.
| Weapon and off-hand | Elements | Armor line | Skill that gates the book |
Knight Mace, one-handed · Shield | Physical | Heavy | Melee |
Paladin Bow, two-handed · None - the bow takes both hands | Holy Physical | Heavy | Distance |
Mage Staff, two-handed · None - the staff takes both hands | Fire Energy | Light | Magic |
Druid Rod, one-handed · Shield or power crystal | Ice Earth | Light | Magic |