Players can choose one of the several available classes. Choose only one item in a given category if several are available. You can choose a shield
or a side weapon.
Watchman
You were a guard patrolling streets at night. It was a tough, but satisfying job. Now that the Sun has turned black, your shift will last eternal!
Strengths:
+20 HP
Increased Encumbrance
+1 to rolls against undead
Weaknesses:
-1 to rolls against dark spirits and arcane constructs
Equipment:
Armour:
City Watch Plate - 2 physical protection, heavy, encumbring
City Watch Studded Armour - 1 physical protection
Shield:
City Watch Buckler - 1 protection
City Watch Tower Shield - 2 protection, encumbring
Weapon:
Longsword - 15 physical damage, parry
Hatchet - 20 physical damage, mighty hack
Spiked Club - 10 physical damage, double damage against undead
Side Weapon:
Combat Dagger - 5 physical damage, stagger
Shortbow - 10 ranged damage, piercing shot
Charm:
Watchman's Lucky Coin - Reroll an overshot with a -1 roll penalty
Pouch of Salt - Repel a dark spirit for 2 turns
Items:
Lantern - lights up the darkness, loses 5 units of oil per turn [50/50]
Grindstone - Doubles melee damage for 2 turns, one-use [5]
Skills:
Tactics - Allows to predict enemy actions 2 turns in advance, 4 turns cooldows
Crushing Strike - A powerful overhead attack that deals doubled damage, 6 turns cooldown
Demiurge
Master of forbidden and dark arts, a powerful demiurge is able to harness the powers of the abyss itself.
Strengths:
+1 against demons and arcane constructs
Minor magic resistance
Weaknesses:
-1 against dark spirits and undead
Decreased encumbrance
Equipment:
Armour:
Dark Circle's Robe - 1 physical protection, +1 magic resistance, +2 dark resistance
Demiurge's Robe - 2 physical protection, +2 magic resistance
Scholar's Robe - no physical protection, +2 magic resistance, +2 dark resistance
Weapon:
Magic Ember - 15 magic damage, charged bolt
Dark Circle's Staff - 15 dark damage, 5 magic damage, black ray
Blackened Maul - 20 physical damage, 10 dark damage, slow, encumbring
Side Weapon:
Curved Dagger - 5 physical damage, fast, bleeding
Deathrod - 5 dark damage, curses
Charm:
Dark Circle's Pendant - charge an attack doubling it's damage, has to be recharged with kills [5/5]
Gravestone - repel an undead for 2 turns
Item:
Glowing Crystal - lights up darkness, takes 5 charges per turn [50/50]
Parchment - used in enchantments
Skills:
Field Recharge - recharges a magical item, but halves it's charge capacity, 2 turns cooldown
Magic Shield - Creates force field that pushes enemies away from the player and gives +2 physical protection, lasting 2 turns, 6 turns cooldown
Peasant
You were living your life of a medieval peasant until the apocalypse came!
Strengths:
None
Weaknesses:
-10 HP
-1 against all enemy types
Equipment:
A peasant takes whatever is at hand, thus equipment is completely random. It may be either a sock filled with stones or a weapon of mass murder.
Skills:
Town Fool's Luck - turns a roll into an overshot, 6 turns cooldown
Wild Charge - an risky and fast charge attack with doubled damage, 4 turns cooldown
Priest
Holiest of men and the most devoted to gods, even when they abandoned humanity.
Strengths:
+1 against dark spirits and accursed
+10 Faith
Minor Dark Resistance
Weaknesses:
-1 against undead and demons
Decreased Encumbrance
Equipment:
Armour:
Inquisitor's Plate - 2 physical protection, +1 dark resistance, encumbring
Cleric's Robe - 1 physical resistance, +2 dark resistance
Shield:
Inquisitor's Buckler - 1 physical protection
Weapon:
Cleric's Chime - 15 holy damage, triple blast
Inquisitor's Mace - 20 physical damage, 5 holy damage
Priest's Staff - 20 holy damage, 5 physical damage, holy ray
Side Weapon:
Consecrated Dagger - 5 damage, double damage against dark spirits
Charm:
Holy symbol - removes taint and curse, but has to be cleansed [5/5]
Holy Tome - doubles effects of holy defensive skills
Item:
Lantern - lights up the darkness, takes 5 units of oil per turn [50/50]
Ritual Wine - several rituals requite drinking a holy beverage
Skills:
Holy Aura - creates a protective aura dealing 20 holy damage per turn for 4 turns, 6 turns cooldown
Exorcism - banish a dark spirit, 6 turns cooldown
Wanderer
You've been travelling whole your life. Where? You don't know. Why? You have no idea. Nobody knows you here, and nobody will cry after your death.
Strengths:
None
Weaknesses:
None
Equipment:
Armour:
Wanderer's Cloak - 1 physical protection, lightweight
Chain Mail - 2 physical protection
Plate Mail - 3 physical protection, encumbring
Shield:
Buckler - 1 physical protection, lightweight
Kite Shield - 2 physical protection
Great Shield - 3 physical protection, encumbring
Weapon:
Longsword - 15 physical damage, parry
Claymore - 20 physical damage, slow, whirlwind
War Hammer - 15 physical damage, double damage against undead
Quarterstaff - 10 physical damage, double damage against undead
Longbow - 15 ranged damage, piercing shot
Crossbow - 20 ranged damage, slow, piercing shot
Side Weapon:
Shortsword - 10 physical damage, fast
Combat Dagger - 5 physical damage, stagger
Jagged Dagger - 5 physical damage, bleeding
Charm:
Pouch of Salt - repel a dark spirit for 2 turns
Wanderer's Ring - halves travel time
Item:
Torch - lights up darkness, takes 2 units of fuel per turn [36/36]
Lantern - lights up darkness, takes 5 units of oil per turn [50/50]
Grindstone - Doubles melee damage for 2 turns, one-use [5]
Parchment - used in enchantments
Skills:
Wanderers start without skills.