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
Sword 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 Swordweapon
Wooden Shieldoff-hand
Meleeskill
Shieldingskill
health936 at L1 · +156 per level
mana144 at L1 · +20 per level
carry665 oz at L1 · +28 oz per level
Paladin
A crossbow 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 Crossbowweapon
Distanceskill
health740 at L1 · +104 per level
mana240 at L1 · +60 per level
carry545 oz at L1 · +22 oz per level
Mage
A two-handed staff, fire and energy, fast experience 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 experience as fast as any class. 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) | 665 | 1,337 | 2,037 | 3,437 | 4,837 |
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) | 545 | 1,073 | 1,623 | 2,723 | 3,823 |
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 crossbow 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 sword 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 Sword, one-handed · Shield | Physical | Heavy | Melee |
Paladin Crossbow, two-handed · None - the crossbow 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 |
The wardrobe
An outfit is what your character looks like on the scene and on the card - and nothing else.
No outfit changes a single number of a trip. Every set is drawn for all four classes; the
quest shelf comes with the tier, the dungeon shelf is bought with that dungeon's tokens, and the
premium shelf is where gems and the subscription go.
Quest shelf
One per tier, paid out by the final quest of that tier - earned, never bought.
Greenfields Garb
Tier 1 final quest
Forest Warden
Tier 2 final quest
Jungle Vestment
Tier 3 final quest
Cavern Shroud
Tier 4 final quest
Castle Regalia
Tier 5 final quest
Ashen Raiment
Tier 6 final quest
Dungeon shelf
Named after the dungeon that sells it; the tokens come from clearing it.
Bristlewarren Outfit
Bristlewarren token shelf, 1,000 tokens
Thornhollow Outfit
Thornhollow token shelf, 1,000 tokens
Forgedeep Outfit
Forgedeep token shelf, 1,000 tokens
Ironvigil Outfit
Ironvigil token shelf, 1,000 tokens
Emberthrone Outfit
Emberthrone token shelf, 1,000 tokens
Premium shelf
Gems, gold or the subscription. Cosmetic by rule - see fair play.
Gilded Eclipse
While premium is active
Stormwarden
Gem shelf, 500 gems
Bloodveil
Gem shelf, 500 gems
Cinderforge
Gem shelf, 500 gems
Moonfang
Gem shelf, 500 gems
Dunecrown
Gem shelf, 500 gems
Drakescale
Drakescale pack only
Bonecrown
Gem shelf, 500 gems
Plaguebeak
Gem shelf, 500 gems
Midas Outfit
500,000,000 gp, paid once; the Gems ladder top 3 wear it for a month
Tier outfits take a dye: 8 colors
(crimson, royal blue, moss, plum, ash, old gold, deep sea, bone), each a row on the
token shelf and owned by the character that farmed it.