Beta
Vocations
One character, all vocations
Upon leaving Rookgaard, an Oracle will grant you all vocations at once.
Oracle will ask you to choose vocation that will inherit the Level and Experience you've gained on Rookgaard, on other vocations you will be granted exactly level 10 and 0 experience towards level 11.
You can change your active vocation any time you're out of combat using commands such as !druid, !archer etc.
You can use command !vocations in game to see levels and progress towards next level for all vocations.
Maximum life and mana points are determined by your active vocation, and killing monsters will grant experience only to active vocation.
Your capacity is determined by your highest vocation level, 15 capacity per level, no matter which vocation.
Maximum level for crafting skills is also determined by your highest vocation level.
Spells are shared between all vocations, for example after learning "Strong Haste" once you can use it on your Sorcerer, Druid and Necromancer.
At level 20 each vocation can unlock Adept at its class master. This unlocks special abilities, such as Necromancer's Bone Guardian, or Archer's Traps.
At level 60 it can unlock Master. One blow in a hundred with your own class weapon then calls up your Master ability — the Knight's Frenzy, the Archer's Hawk Eye, the Sorcerer's Ember Elemental, or the Druid's Earth Elemental form.
Weapon Mastery
The front line. You stand in the middle of the fight and stay there.
Your promotion gives you a specialisation in your weapon, and the three melee types stop being interchangeable — each one now does something the others don't. Which weapon you draw becomes a decision about the fight in front of you, not just about attack values, so a knight carries more than one and switches.
Axe
Your swings spill into the creatures beside your target. The weapon for being surrounded.
Club
Blunt force gets through heavy plate. The weapon for the armoured things everything else bounces off.
Sword
Tighter defence, more hits turned aside. The weapon for when you are the one being hit.
Simple to play, hard to kill, and the only class whose gear choice changes tactics mid-hunt.
Traps
Bows and crossbows, fought at range and on the move.
Once promoted, the archer stops simply shooting things and starts preparing the ground. You lay traps, then pull monsters across them — the damage is waiting for them before they ever reach you. Trap damage bleeds through armour that would blunt an arrow, so the tougher the target, the more the traps matter.
There are three of them and they cost exactly the same, so the only question is ever which one: one bleeds whatever steps on it, one detonates across a whole square, and one roots the thing in place until somebody shoots it. Only one can be armed at a time.
It rewards knowing the map and thinking a step ahead: choose the spot, set it up, go and fetch them. Played well, the fight happens where you decided it would.
Mobile and deliberate. Weak if you stand still and trade shots, strong if you make the monsters walk your route.
Ranged caster
The most fragile vocation in the game, and the most direct.
No companion, no melee worth falling back on — just damage at distance. You kite: hit, step away, hit again, and never let anything close the gap. Anything that reaches you is a real problem, so the whole class is footwork.
His promotion is about reach. He is handed a spellbook, and while he carries one his two strikes stop being a swing at the tile in front of him and become shots at whatever he has targeted, three squares out. Same damage — the book buys the distance, which for the class whose whole problem is being reached is the thing worth having.
High damage, no safety net. The least forgiving vocation to learn and the one that punishes bad positioning hardest.
Dryad
A caster who fights through someone else.
Once promoted, the druid summons a Dryad and starts casting through her: the spells leave from where she stands, not where you do. Monsters never go for her, so she is never in danger from what she is shooting — but she also does not move herself into a good angle. That part is your job.
So the druid plays the fight around his companion. Kite the monsters into her line, or plant yourself in front of them and hold them still, whichever gets her a clean shot. She does the damage; you decide where it lands.
Indirect and positional. You are half caster, half handler — and unusually free to choose between kiting and tanking from one fight to the next.
Bone Guardian
A summoner with one servant, and it is the one that takes the hits.
Once promoted, a ritual at the tower altars raises the Bone Guardian and binds it to you permanently. It is your tank: it holds the front wearing the protection your own gear provides, while you keep your distance and fight from back there. The trade is real — while it stands you are markedly softer than you would be alone, because your defences are on it, not on you.
Your sceptre pays the same toll. On its own it deals its full damage for its full mana cost; while the guardian stands, both are halved — half the damage for half the mana. A shot is worth the same either way, but with the guardian up it is doing the hitting, not you.
It is not a summon you throw out each fight. It stays with you, across floors and between sessions, and it can die. Losing it means a trip back to the altar to raise another.
You are the mind and it is the body. The most self-sufficient vocation to hunt with, and the one with the most to lose in a bad fight.