The game

Classes and skills

You do not choose a class. You pick one up, and you can put it back down again.

Whatever is in your hands is what you are

You arrive in Aeven in a peasant's clothes with empty hands, carrying one weapon for every trade you could take up. Draw the sword and you are a warrior. Swap it for a dagger and you are a rogue, with the rogue's own level, the rogue's own skills and the rogue's own idea of what armour is for.

Nothing about that is permanent. Your warrior does not go anywhere while you are being a rogue: pick the sword back up and you are exactly where you left off. The only rule is that you cannot swap kit in the middle of a fight, or in the few seconds after one, because changing what you are between two blows would make a nonsense of the whole thing.

  • Commoner

    No weapon and no trade. What everybody starts as, and what you are again the moment your hands are empty.

    What empty hands make you

  • Rogue

    Fast, light and close. Fights with a dagger.

    Pick up a dagger

  • Warrior

    A two-handed sword, and nothing in the other hand.

    Pick up a greatsword

  • Ranger

    A bow, and the distance to use it.

    Pick up a bow

  • Cleric

    A wand and a shield, and what the two can put back.

    Pick up a wand

  • Mage

    A staff, and what it can throw.

    Pick up a staff

  • Knight

    Sword and shield, and the weight to stand still with them.

    Pick up a sword

The long version, including what a class change costs you: Choosing a class .

What you can learn

A new character is made with exactly one skill's worth of points, so the first thing you do is choose. Every level pays for more.

Commoner

Nothing to learn here yet. This one is waiting on its skills.

Rogue

  • Poison Stab

    A quick blade, coated. It hurts on the way in and keeps hurting.

    Strike for 120% weapon damage and poison what you hit.

  • Shadowstep

    Step into the dark and out of it again behind whatever you are fighting.

    Dash up to 8 tiles behind your target, strike for 150% weapon damage (262% if their back is turned) and leave them bleeding.

    Learn Poison Stab first

Warrior

  • Bash

    A heavy blow with the weapon in your hand.

    Strike for 175% weapon damage, with improved accuracy.

  • Enrage

    Give in to it. You hit far harder, and everything hits you harder back.

    Deal 50% more damage and take 40% more, for 8 seconds.

    Learn Bash first

  • Slam Strike

    Leap across the ground and bring your weapon down on what you land beside.

    Leap up to 10 tiles, strike for 160% weapon damage and stun for 3 seconds.

    Learn Bash first

  • Whirlwind

    Spin with the weapon held out, cutting everything within reach.

    Spin three times, striking everything within 1 tile for 60% weapon damage a turn, and 80% on the last.

    Learn Slam Strike first

Ranger

  • Arrow Barrage

    Fire three arrows skyward, unleashing a deadly barrage upon your target.

    Loose 3 arrows at a target up to 5 tiles away for 45%, 45% and 80% weapon damage.

  • Eagle Eye

    Keen senses that pick out a weakness at distance, and the steadiness to put an arrow through it.

    Always active. Every blow you land with a bow or other ranged weapon deals 5% more damage.

  • Hunter’s Mark

    Mark your prey, exposing its weakness to your deadly arrows.

    Shoot a marked arrow at a target up to 7 tiles away for 100% weapon damage. Marked, it takes 20% more damage from you for 8 seconds.

    Learn Arrow Barrage first

  • Rain of Thorns

    Draw your bow to the heavens and unleash a devastating storm of arrows upon your enemies.

    Rain arrows onto a place up to 7 tiles away. Everything within 3 tiles takes 8 hits of 25% weapon damage, the last for 70%.

    Learn Arrow Barrage first

  • Lava Arrow

    Loose a red-hot arrow that leaves a trail of molten lava burning on every tile it crosses.

    Set fire to the ground along a line 5 tiles ahead of you. Anything standing in it burns, for 8 seconds.

Cleric

  • Minor Heal

    Restore a little health to yourself or somebody nearby.

    Restore 8 health to yourself or an ally within 4 tiles, for 6 MP.

  • Heal

    Restore a great deal of health to yourself or somebody nearby.

    Restore 30 health to yourself or an ally within 4 tiles, for 12 MP.

    Learn Minor Heal first

  • Divine Ward

    Bless an ally with divine protection.

    Bless yourself or an ally within 4 tiles with divine protection, raising their armour by 25% for 60 seconds, for 12 MP.

    Learn Heal first

Mage

  • Teleport

    Blink a short distance in the direction you are facing.

    Blink up to 2 tiles ahead for 4 MP. Stops at the first blocked tile.

  • Fireball

    Hurl a ball of fire in the direction you are facing.

    Hurl a fireball up to 3 tiles for 120% fire damage.

  • Magic Bolt

    Call a bolt of raw magic down onto one enemy. It bursts where it lands, and a practised mage calls down more than one.

    Call a bolt of magic down on a target up to 5 tiles away for 130% magic damage.

  • Destroyer Meteor

    Call a burning meteor down onto a place you choose. Everything near where it lands is caught in the blast and set alight.

    Call down a meteor up to 8 tiles away. Everything within 3 tiles of the impact takes 250% fire damage and burns.

    Learn Fireball first

Knight

  • Shield Throw

    Hurl your shield at an enemy. It strikes them heavily and spins back to your arm.

    Throw your shield up to 5 tiles for 130% weapon damage and stun for 3 seconds. Requires a shield.

Skills go on an action bar you can page through, and you put them there by dragging or by selecting one and pressing a number. Both work with a thumb.

What you can leave on somebody

Some blows do more than take health off. What they leave behind shows as a mark above the bar.

  • Poisoned

    Keeps hurting after the blow lands, and armour is no help at all. It can finish somebody off on its own.

  • Stunned

    They cannot move, swing or cast until it wears off. A very short window, and long enough.

  • Burning

    Fire that stays on them after the spell has gone out.

  • Bleeding

    A wound that costs them a little at a time while they are trying to get away.

  • Enraged

    Not something you do to somebody else. You hit far harder and everything hits you harder back.