Scroll down or click for more information about Attributes, Class Overviews at a Glance, and Race Selection.



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Class Chacteristics

Click column headings to sort. All stats rated out of 5

Name  Damage  Healing  Utility  Range  Mobility  Survival  
Arcanist314222
Infiltrator404022
Priest151223
Ranger302532
Sacrier205033
Shifter231053
Treasure303422
Trickster323343
Vindicator421015
Wizard503310




Class Attributes

AP:

Action Points. Most classes have 6 AP. Regenerates each Turn. For example, you could cast a 2 AP Talent then attack with a 4 AP weapon, in one turn.

MP:

Movement Points. Indicates the number of tiles you may move in one Turn. Regenerates each Turn. Movement can be done in segments.

HP:

Health Points. If reduced to 0, you are at risk of dying. Does not regenerate by itself and can only be restored by spells, items or Resting.

Mana:

Each Talent costs mana to spend. If you do not have enough Mana, you cannot cast Talents (though you may use Weapons). Does not regenerate by itself.

Wisdom:

Primary attribute of the Priest, increasing their power. Also increases Religion, Insight, Perception and Medicine.

Strength:

Primary attribute of the Shifter and Vindicator, increasing their power. Also increases Carrying Capacity (bag space), and Athletics.

Dexterity:

Primary attribute of the Infiltrator and Ranger, increasing their power. Also increases AC (dodge), Acrobatics, and Stealth.

Intellect:

Primary attribute of the Arcanist and Wizard, increasing their power. Also increases Mana, History, and Investigation.

Constitution:

Primary attribute of the Sacrier, increasing their power. Also increases HP.

Charisma:

Primary attribute of the Trickster and Treasure Hunter, increasing their power. Also increases Mercantile.

Ranged Damage Dealers

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Wizard

  • Extremely high damage
  • Fragile and slow
  • Good utility spells
  • Knows magical lore

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Ranger

  • Furthest range possible
  • Good damage and mobility
  • Communes with animals
  • Wilderness survival

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Arcanist

  • Crafts potions and bombs
  • Some damage and healing
  • Excellent utility
  • Copes with most scenarios

Melee Fighters

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Vindicator

  • Difficult to kill
  • Powerful melee damage
  • Slow and easily trapped
  • Relies on shields and armour

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Sacrier

  • Highest health possible
  • Gets stronger as it gets hit
  • Uses fists, no armour
  • Superior battlefield manipulation

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Infiltrator

  • Vicious melee attacks
  • Relies on stealth
  • Easily hurt if caught
  • Can find a way into anything

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Shifter

  • Copies appearance of others
  • Quickest and most mobile
  • Decent damage, good healing
  • Offers little utility

Utility and Support

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Priest

  • Most powerful healing
  • Tough to take down
  • Low damage
  • Seeks answers from the Gods

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Trickster

  • Hybrid melee-ranged attacker
  • Great at everything...
  • ...if the rolls work out
  • Can win big or fail spectacularly

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Treasure Hunter

  • Easily secures gold and items
  • Locks are no problem
  • Long-range damage dealer
  • Merchant and trader

Races

Race choice in the diverse Empire of Rath is generally cosmetic, though it may sometimes influence how people react to you. Other sentient races may be chosen, within reason (no dragons, for example!)>

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