human
Even all round. Humans can take any class but the shaman.
- str
- 11
- dex
- 11
- agi
- 11
- sta
- 10
- int
- 9
- wis
- 8
11 classes
A first-person party dungeon crawler. Build four heroes, walk out into Embros, and see how far down it goes.
latest updates on instagram: @the_ultravisionSun-blasted desert, high walled cities, goblin caves lit by fungus, and marsh cities that do not want visitors.
You start in Vash, a walled town out in the Bleach, a sun-bleached stretch of desert by the sea with one road out. Past it are golden plains, a capital on a mesa, and a lot of dark under the ground. Something about the world is not right. You will find out what for yourself.
You do not play one hero. You make four, and you make each of them from scratch.
Each race starts with its own stat spread and its own list of classes. A troll will never be a wizard. A halfling makes a very good rogue.
Even all round. Humans can take any class but the shaman.
11 classes
Huge, tough and hard to kill. Not much for books.
warrior · shadow knight · shaman
Stubborn, sturdy and devout. Built for the front line.
warrior · rogue · paladin · cleric
The sharpest minds in Embros, in the frailest bodies.
paladin · ranger · enchanter · wizard · cleric
Quick, clever and comfortable in the dark.
8 classes, from rogue to necromancer
Small, nimble, and somehow always first to the treasure.
warrior · rogue · cleric · druid
Four families, three classes each. Every class is complete from level one and learns new abilities as it levels. Here are a few from each.
The wall at the front. Most HP, best defense, wears plate.
Hides, waits, and strikes from behind. Also the one who opens the chest.
Fists, feet and no armor. Very hard to pin down.
A holy knight in plate who can heal, stun and punish the wicked.
A dark knight in plate who drains, frightens and lives off the enemy.
Bow and blade with a little nature magic. Finds things in the wild.
Weak damage, huge control. Decides who gets to act at all.
Raises the dead, drains the living, and lets disease do the rest.
Fire, ice and lightning. The biggest damage in the game, and the thinnest robe.
The best healer in the game, in chain armor. Brings people back.
Spirit healer. Slows enemies down and speeds friends up.
Nature magic for everything: heals, fire, thorns and travel.
You walk the world in first person. When a fight starts, it happens right there. There is no separate battle screen.
Combat is turn-based. Each turn you can take one full action and a quick one, like stepping up and swinging, or two quick ones. Haste, slow, snares and stuns all move people up and down the turn order, which you can see at the top of the screen.
Enemies start at range and close in. Fighters step up to hold the line, while bows and spells reach anyone. Every hit runs through dodge, parry, riposte, shield block and then armor.
Big spells take time to cast. A stun, a fear or a mesmerize breaks the cast, and a hard enough hit can too. Protect your casters.
Pick locks, find and disarm traps, forage, track, make camp to rest, open portals, levitate down shafts, and breathe underwater. Your party's classes decide which of these you can do.
Every hero can take a trade. Gather materials, learn recipes from scrolls, and craft gear that comes out in better quality as your skill rises.
Heroes grow to level 50. Weapon and defense skills improve with use, and milestone levels give talent points to shape each class. Dying costs experience, so be careful.
Work-in-progress captures from the current build. Click any shot to enlarge it.