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There are four main classes the player can choose from before entering the dungeon. Each has its own special abilities and tools!


Knight:
"A warrior who holds no knowledge in magic, but can wield a sword and shield with great strength." - Gatewatcher Volus

The Knight is the power class, able to mow through hordes of enemies without breaking much of a sweat. You'll be equipped with a Sword, Shield, Helm, and Tunic. The Knight doesn't have any magic powers, but does have a mana pool for his special attacks - which include Multi-Slash, Blade Lunge, and more. Due to the reliance on healing flasks rather than magic herbs, the Knight is more suited toward physical combat, and most of your souls will be kindled for Soul Flasks. At Focus Shrines, the Knight can choose which of his stats to upgrade - from Attack and Defense to Agility and Intelligence.

STATS:
  • Health: 45
    Mana: 10
    Attack: 40
    Defense: 15
    Agility: 20
    Intelligence: 15





Mage:
"A sorcerer well-versed in the arcane arts. Prefers spells over bulky weapons and armor." - Gatewatcher Volus

The Mage is the spells-heavy class. Your default equipment will include Mage Hands, Robes, and a Shawl. The Mage Hands don't do much damage, and should only be used as a last resort - the real power comes from the massive array of spells that can be used, from the elemental to the spiritual. The Mage will unlock basic versions of all the possible spells by the time he reaches Level 10, and after each boss battle a Focus Shrine will appear, allowing you to upgrade any one of your magic powers. This can be done to each spell up to five times, though you won't be able to max out every spell on any one playthrough.

STATS:
  • Health: 25
    Mana: 40
    Attack: 20
    Defense: 15
    Agility: 40
    Intelligence: 15





Thief:
"A stealthy cutpurse who knows their way around daggers, and can pick locks and pockets!" - Gatewatcher Volus

The Thief is the agility class. Your default equipment will include a Dagger, Black Tunic, Hood, and Novice Lockpick. The Thief's initial abilities include the Poison Dart and Rope Dagger, and will help you get out of danger in earlier battles. The Novice Lockpick can help bypass most of the key-hunting in the initial part of the dungeon, and can be upgraded to pick more advanced locks at Focus Shrines. The Dagger itself was designed to cut through the flesh of pursuers and city guards back on the surface, and happens to be just as effective on the corrupted, ghoulish skin of the fallen heroes in the tomb.

STATS:
  • Health: 25
    Mana: 10
    Attack: 20
    Defense: 15
    Agility: 20
    Intelligence: 40





Priest:
"An unwavering holy man, skilled with divine staves and healing spells. Good against undead." - Gatewatcher Volus

The Priest is the undead destroyer class. Your initial equipment will include a Staff, Buckler, Vestment, and Shawl. The Staff itself does decent damage, but like the Mage, the true power of this class is in the spells. You'll have a basic healing spell and a basic smite spell, the latter of which toasts any undead creatures. Due to the presence of a healing spell, the Priest can suffice using only magic herbs to keep himself going, which can lead to a lot of gold if you keep finding health flasks. The Priest's magic can, naturally, be upgraded at Focus Shrines.

STATS:
  • Health: 25
    Mana: 30
    Attack: 20
    Defense: 35
    Agility: 30
    Intelligence: 15