Classes and levelling
There are four kinds of frog in the grove, and all four start out equal. Every new frog has 150 health and 50 mana, whatever the class. The difference shows up as you grow: in what each level gives you, in which skills come quickly, and in the spells you learn.
The four classes
| Class | Plays as | Each level adds (health / mana / carrying) |
|---|---|---|
| Knight | Front line. Sword and shield, wants to be hit so nobody else is. | +15 / +5 / +25 |
| Mage | Ranged magic. Fire and frost from a distance, glass bones up close. | +5 / +25 / +10 |
| Shaman | Healer and nature caller. Roots, rain and spirits; the party's best friend. | +8 / +22 / +20 |
| Rogue | Quick blades thrown from close range, poison, single targets brought down fast. | +10 / +10 / +15 |
Carrying capacity matters more than it sounds. Go over it and you can't pick up, loot or accept anything more until you lighten your pack.
Mana comes back slowly on its own, every 3000 milliseconds. A Mage gets back 5 each time, a Shaman 4, a Rogue 3 and a Knight 2. Eating speeds it up (see Food and potions).
Levels
You earn experience by defeating creatures and by finishing quests. When several frogs fight the same creature, the experience is split by how much of the damage each one did. Each level is a longer climb than the last. Level 2 comes in a few minutes of hunting, but the later ones take a good deal more patience. When you level up you get a banner and a little flourish, and your health and mana fill right up.
Your character panel ([C]) shows your level, your experience, your skills and every power you have or are working toward.
Skills
Five skills grow simply by using them:
- Melee: swinging at creatures up close.
- Distance: throwing and shooting.
- Shielding: blocking blows with a shield.
- Magic: grows with the mana you spend.
- Fishing: kept on your sheet already, though fishing itself is coming.
Each class learns its own skills faster. A Knight's melee and shielding climb quickly, a Mage's magic does, a Rogue's distance and melee do, and a Shaman's magic and shielding grow at a steady pace. Any class can train any skill. It's only a question of how long it takes.
When the spells come
Every spell has words. When you cast, they appear over your head for everyone nearby to read. Spells live on the hotbar (keys 3 to 6). New ones fill the free keys by themselves, and you can drag a power from the character panel onto any key you like.
Level 1: your weapon and Kindle. Key 1 is your class's basic attack: the Knight's sword blow, the Mage's staff shot, the Shaman's stave shot, the Rogue's blade throw. Everyone also knows Kindle, a little hovering ember that gives real light.
Level 2: your first class attack. Each class has one signature move to learn early, and Bardo the Fire-Keeper teaches it in the grove:
- Knight: Cleave, a wide slash that can catch up to 3 foes in front of you.
- Mage: Ember Bolt, a fire bolt with an ember trail.
- Shaman: Rootbind, vines that grab an enemy.
- Rogue: Twin Strike, two quick dagger flashes.
Level 3: Mend. Everyone learns it for free: warm hands that close a small wound.
Level 8: the class spells. These are bigger spells, taught for coin by the class masters:
- Knight: Shield Bash, a blow that leaves the foe dazed for a breath, unable to walk or strike.
- Mage: Frost Lance, a shard of night-cold that chills its target and slows its walk.
- Shaman: Healing Rain, a heal for an ally, and Spirit Totem, a planted spirit that heals everyone close to it.
- Rogue: Poison Blade, a throw that leaves poison working for several seconds after.
The class masters keep their halls in a town that hasn't opened yet. Until it does, the level 8 spells are coming.
Attack spells share a short cooldown, so you can't chain two of them back to back. Each spell also has its own timer, shown on its hotbar key.
Signature powers at 10, 25 and 50
Each class has three signature powers, one at level 10, one at 25 and one at 50. The Knight's first is Bastion, a dome of light that turns arrows away from his friends. The Mage's is Starfall. The Shaman's is Ancestor's Call, a great spirit beast charging through the enemy. The Rogue's is Shadow Step Flurry, blinking between up to five foes.
When you reach each level, the power wakes with a banner and shows in your character panel. It can't be cast yet, though: the signature powers are coming, and the panel marks them "unlocked, coming soon."
The path at level 20
At level 20 a path opens, and a note will point you to the character panel. Each class chooses one of two directions:
| Class | One way | The other way |
|---|---|---|
| Knight | Guardian: holds the line, heavier shield, a dome for the party | Vanguard: breaks the line, charges and cleaves at the front |
| Mage | Pyromancer: fire that spreads | Frostbinder: ice that holds, slows and pierces |
| Shaman | Mender: rain, totems, the party kept standing | Wildcaller: spirit beasts, vines, the wild on your side |
| Rogue | Nightblade: poison, twin strikes, finishing blows | Trickster: smoke, traps, locks that open for you |
Your choice is kept on the server with your frog, so it follows you everywhere. You choose once, so think it over by the fire first.
Which class should I pick?
- You want to stand firm and keep others safe: Knight.
- You want to hit hard from a safe distance and don't mind being fragile: Mage.
- You like keeping friends alive, and being the frog every party asks for: Shaman.
- You like to be quick, precise and a little sneaky: Rogue.
There's no wrong answer. There's only the frog you'll enjoy being at midnight in the Gap.