Guide to the Character Classes


Hey, someone pointed out that there's no indications of what the various classes abilities are. I know some people like figuring this stuff out (if that's you, stop reading now) but others get frustrated.

So here's a quick guide:

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FIGHTER - hailing from the distant land of Generica, the fighter is a person wot loves to fight in fighty ways.

Special Abilities:

  • Critical Hit - has a chance to do x2 to x3 damage on a hit. Level up the CRIT stat to improve the odds.
  • Multi-kill - on a successful murderisation, the fighter gets an extra attack.

General Advice: the Fighter is a good all-rounder but particularly good at destroying mobs of smaller enemies. Their armour means they can usually take a couple of hits from big enemies - but shouldn't try to go toe-to-toe for too long.

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ARCHER - look, everyone gets the "shooting an apple off some kid's head" thing wrong the first few times, okay?

Special Abilities:

  • Bow - amazingly, the archer can fire arrows, which hurt. Level up the BOW stat to improve the range and damage.

General Advice: the Archer is invaluable for taking down monsters big* and small while they are still a ways off. However, they are so frail that even a small enemy can kill them if it gets into close range. By the way, arrows do more damage at close range, but the archer can't shoot at an enemy that's already up in their face.

*except one (dun-dun-der)

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BARBARIAN - the kind of person who doesn't realize that doors have handles.

Special Abilities:

  • Charge - this attack allows the barbarian to pelt across the room and smack a monster flying - dealing damage proportionate to the distance charged. Level up the CHG stat to improve the range.

General Advice: the Barbarian is great at dealing damage to both big* and small monsters - the knockback means that if the enemy often can't strike back. They are vulnerable to being mobbed or caught in tight spaces though.

*except one (dun-dun-you get the idea)

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DWARF - from a clan of uncivil engineers, the Dwarf makes short work of walls. (Do you see what I did there?)

Special Abilities:

  • Tunnel - the dwarf can smash his way through rock and stone. Level up the TUN stat to improve the distance tunneled.

General Advice: the Dwarf is very handy for shortcuts and escapes, and is a decent combatant (though not as much as the combat focused classes). The Dwarven goddess also tends to be more generous to them, because racism.

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ROGUE- fun fact: the fact that everyone likes rogues is where the term 'rogue-like' comes from.

Special Abilities:

  • Shadow Dash - the rogue can dash from wall to wall, even if there are enemies in the way. Level up DSH to improve the range.
  • Decoy - when dashing a shadowy decoy remains which can confuse enemies.
  • Expert Lockpicker - the rogue lockpicks with 100% success. (Note other characters might pick up skeleton keys that let them do the same).
  • Subverter - the rogue can subvert turrets, turning them against the enemies. (Note other characters might pick up magic wrenches that let them do the same).
  • Lucky - the rogue finds better loot, for themselves and the party.

General Advice: the Rogue can cover a lot of ground and so is an excellent scout and escaper. They can take a few hits, but can't really dish it out (unless you level up DAM, of course).

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ASSASSIN - their peers jump off building into haystacks; but dungeon crawling is a fine alternative for the hayfever-suffering acrophobic assassin.

Special Abilities:

  • Murder Swoop - the assassin can do a oblique murder-slide that does x4 damage. Level up SWP to improve the range.
  • Painkillers - if they have XP spare, the assassin will regain health each round (at a cost in XP)

General Advice: the Assassin can do more damage that any other character - but it's tricky to line it up right. Otherwise an okay fighter, but should stay away from the heavy hitters, or mobs of the small guys.

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CLERIC - the servant of a god that approves of gold and murder. /insert political joke here/

Special Abilities:

  • Repel - the Cleric can divinely repel enemies by brandishing a holy symbol and chanting.
  • Healing - the Cleric can heal other party members (but not themselves).
  • Divine Inspiration - if they have XP spare, the cleric will regain magic points each round (at a cost in XP)

General Advice: the Cleric's divine powers are useful for keeping the rest of the party alive - but they're not good at keeping themselves alive. The powers cost magic points - level up MP for more. Note the Dwarven goddess also tends to be more generous to clerics, because of divine interdepartmental cooperation.

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Okay, that's hope that helps! Happy Popping!

Note that there are some variant character classes unlocked as you play more - so keep your eyes open for those.

Feel free to ask questions.

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