A dungeon hall in torchlightA dungeon hall in torchlightFour vocations

Vocations

At the start100 healthThe same for all four. What grows each level differs.
Abilities17Four or five each, all from level 1 but one.
WeaponsOpen to allOnly your own vocation’s weapons train you.
All four together+25% experienceFor a group that holds every vocation.

Every vocation trains Defense, but only while it wears a shield. Mining, Smithing and the other crafts are open to all four.

01 · Melee Fighting

Knight

Close-range fighting and defense.

Trains
Melee Fighting and Defense
Weapons
Sword, axe, mace or spear, and a shield. An axe makes wounds bleed, a mace ignores armour.
Each level
8 health and 5 mana more. Starts with 40 mana.
  • Heavy Strike

    Mana0

    One blow at double damage.

    Cooldown 8 s
  • Sweeping Strike

    Mana20

    A normal blow to every enemy next to you.

    Cooldown 6 s
  • Recover

    Mana25

    Heals 4 health a second for 6 seconds.

    Cooldown 12 s
  • Shield Bash

    Mana0

    A blow that cuts the target’s armour by 15 for 4 seconds. Needs a shield.

    Cooldown 10 s
02 · Distance Fighting

Ranger

Ranged attacks and movement. Hears monsters one and a half times farther than the others.

Trains
Distance Fighting and Defense
Weapons
Bow, crossbow, javelin and throwing knife.
Each level
6 health and 7 mana more. Starts with 55 mana.
  • Double Shot

    Mana0

    Two shots at once.

    Cooldown 8 s
  • Volley

    Mana20

    A shot at the target and at every enemy beside it.

    Cooldown 12 s
  • Conceal

    Mana25

    Unnoticed for 6 seconds, until you shoot.

    Cooldown 30 s
  • Pinning Shot

    Mana15

    Three quarters of the damage, and the target slows by 80% for 2.5 seconds.

    Cooldown 14 s
03 · Magic Level

Wizard

Spells and mana, with less health. Every shot of the wand costs mana.

Trains
Magic Level and Defense
Weapon
The wand. Each shot costs mana.
Each level
4 health and 12 mana more. Starts with 80 mana.
  • Fire Bolt

    Mana10

    Double fire damage, up to 6 tiles away.

    Cooldown 6 s
  • Frost Ring

    Mana25

    Ice damage to every enemy next to you, and 40% slower for 3 seconds.

    Cooldown 10 s
  • Ignite

    Mana15

    7 damage, then a burn of 3 a second for 6 seconds, up to 6 tiles away.

    Cooldown 10 s
  • Mana Shield

    Mana20

    For 15 seconds, half of every blow is paid from your mana.

    Cooldown 30 s
04 · Music

Bard

Songs that help allies and weaken foes. Healing that restores real health trains Music.

Trains
Music and Defense
Weapon
The lute, for sound damage.
Each level
6 health and 9 mana more. Starts with 60 mana.
  • Dissonant Chord

    Mana12

    1.6 times sound damage up to 5 tiles away. It breaks an enemy’s wind-up.

    Cooldown 6 s
  • Ballad

    Mana30

    A 20-second song. Every 2 seconds it heals you and your allies within 3 tiles.

    Cooldown 3 s
  • Enhancement

    Mana25

    A 20-second song. Your allies deal 3 more damage.

    Cooldown 3 s
  • Vicious Mockery

    Mana25

    A 20-second song. Enemies deal 3 less damage.

    Cooldown 3 s
  • Apotheosis

    Mana50

    From level 8. A burst two tiles wide: double sound damage to enemies, and it heals your allies.

    Cooldown 60 s

Better together

A group holds up to four players. The experience of a kill is split among everyone within 15 tiles, and the group earns a bonus on top. Build one.

Add to the group

Tap a player in the group to take them out again.

Group bonus+5%

2 players share the experience, with a bonus on top.

  • Two+5%
  • Three+10%
  • Four+15%
  • All four vocations+25%

For the first 60 seconds only the group that did the most damage may loot a corpse.

Your own look

Human, elf or orc, each with four skin tones, open to every vocation. Cosmetics never change your stats.

Colours
15 for cloth and leather, 10 for hair, chosen for each layer.
Pieces
5 tops, 8 hairstyles, 8 hats and 4 beards. 16 pieces are earned through quests and bosses.
The tailor
Changes your look for 20 gold, and is the only one with beards.

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