A classless spellbook of around 25 abilities across seven classes — mix and match freely, equip your own loadout, and back it up with dodge, block and real 3D effects.
Inspired by classless RPGs like WoW Ascension, the Spellbook opens as a real book — a page and tab for each class. Nothing locks you into one path: pull a melee cleave, a hunter's shot and a necromancer's curse into the same character if you like. Around 25 abilities in all, each with its own icon.
Steel and fury up close — cleave, stun and brawl toe-to-toe.
Loose arrows, pin foes and control the field from range.
Raw magical force, missiles and control over the battlefield.
Fire, ice and lightning bent to your will, each with its own burst.
Dark magic, decay and the risen dead do your bidding.
Totems, healing and nature's wrath in equal measure.
Curses, life-drain and demonic power to break the strongest foes.
Every ability has a short casting time, a cooldown, and damage or healing that grows with your level and its matching skill — all rendered with real 3D effects: fire, elemental storms and dark magic.
Some abilities are yours from the start. Others open when you reach a skill level in Magic, Fighting or Archery. The rest are found by combining two abilities into a stronger one through combine recipes.
Each ability takes a moment to cast and then rests on a cooldown before you can use it again. Timing your casts — and reading your enemy's — is the heart of a fight.
Damage and healing rise with both your character level and the matching skill, so the same fireball hits harder as your Magic climbs toward 100.
You equip a loadout of up to 18 abilities onto your action bar. On phone the bar splits cleanly — nine on the left, nine on the right, with a gap in the middle so your thumbs never fight for space. Swap abilities in and out of the Spellbook to suit the enemy, the moment or your mood: a burst caster one hour, a totem-planting healer the next.
Positioning wins fights. Walk, run and sprint to close or create space, then react in the moment.
Walk to line up a shot, or sprint to close the gap and chase down a fleeing foe.
A quick roll with brief invulnerability. Time it against an incoming hit and the world flashes “Dodged!”
Hold to raise your guard and soak the blow — incoming damage drops for as long as you defend.
Leap over hazards, gaps and low cover — movement is a tool, not just a way to travel.
The same combat, laid out for how you actually play — mouse and keyboard on PC, touch-first on phone.
Attack, cast and move with mouse and keyboard. Aim with the camera, fire abilities from the action bar with keys, and dodge, block, sprint and jump on comfortable bindings — no touch buttons clutter your screen.
A clean, touch-first layout you flip on with a combat-mode toggle. Three clusters of three action buttons frame the screen — movement on the left, core actions in the middle, ranged and controls on the right — with the ability action bar below and a skills bar across the top. Non-combat menus (bag, gear, skills, crafting, Spellbook and building) sit along the top of the screen, out of the way until you need them.
Projectile abilities lock onto the nearest enemy automatically, so casting feels natural on a touchscreen. No foe nearby? The ability still fires visibly forward, so a cast always gives feedback. Support effects like healing and totems stay centered on you and follow as you move.