Compare the classes, races and faiths of No Map Home: what each starts with, how its abilities grow, and the blessings you can earn along the way.
Classes
Eight classes share one world and fight it differently. Each starts with one ability, grows three branches of its own, and carries a class defense for the moment a fight turns against you.
You choose a class and a race when you create a hero. Your race is permanent. A registered account holds up to 8 heroes, so you can try another class later.
The class defense is raised with V and lasts only a few seconds; see how defenses work in combat. Before you choose, you can preview any class’s ability tree on the play page: see Abilities.
Mage
Arcane damage and control
Shape the battlefield with frost, lightning, and sudden escapes.
Starts with
Arc Bolt. Send a concentrated arc into a visible enemy. Deals 25% more damage to targets standing in water or exposed to a thunderstorm. These bonuses do not stack.
Class defense
Arcane Barrier. Absorb 18 + twice your level in damage.
Main attributes
Intelligence and Perception
Fighter
Frontline and protection
Hold the passage. Break a charge. Give your allies room to breathe.
Starts with
Shield Bash. Strike and interrupt an adjacent enemy.
Class defense
Iron Bulwark. +30% fortitude and +45% shield block chance.
Main attributes
Strength and Vitality
Rogue
Burst damage and mobility
Strike from concealment, poison a blade, and slip through danger.
Starts with
Ambush. A heavy strike; concealment doubles its damage.
Class defense
Shadow Parry. +45% parry and +30% dodge chance.
Main attributes
Dexterity and Luck
Cleric
Healing and radiant damage
Keep your companions standing and turn light against the depths.
Starts with
Heal. Restore health to a selected ally, or yourself.
Class defense
Divine Aegis. Absorb 18 + twice your level in damage.
Main attributes
Intelligence and Vitality
Ranger
Ranged damage and traps
Pick your angle, pin approaching enemies, and loose a volley.
Starts with
Piercing Shot. Fire through enemies along the line to your target.
Class defense
Wind Ward. +55% dodge chance.
Main attributes
Dexterity and Perception
Druid
Nature magic and renewal
Bind enemies with roots and make hostile ground bloom with life.
Starts with
Entangling Roots. Bind enemies around your target in living roots.
Class defense
Barkskin. +35% fortitude chance.
Main attributes
Intelligence and Vitality
Necromancer
Summons and life drain
Command a skeletal companion and reclaim the life your enemies lose.
Starts with
Raise Skeleton. Bind a skeleton to fight for you for three minutes, longer at higher ranks. It rises toward your selected visible enemy when there is room. Maximum two; raising another replaces the oldest. Walk into companions to swap places and let them lead through narrow passages.
Class defense
Bone Armor. +35% parry and +20% fortitude chance.
Main attributes
Intelligence and Vitality
Bard
Support and disruption
Strengthen the company with a rallying song and silence the approaching dark.
Starts with
Rally. Strengthen nearby allies' attacks and restore a little health.
Class defense
Resonant Ward. Absorb 15 + twice your level in damage.
Main attributes
Intelligence and Luck
Races & attributes
Your starting hero
Every class and race starts at level 1 with different attributes, health and energy. The numbers include your starting equipment.
Hero
Strength
Dexterity
Vitality
Intelligence
Perception
Luck
Health
Energy
Human Mage
2
2
2
5
4
2
61
74
Elf Mage
1
3
1
6
5
1
53
82
Dwarf Mage
3
1
4
4
4
1
77
74
Goblin Mage
1
3
1
5
4
3
53
74
Halfling Mage
1
2
2
4
4
4
61
74
Orc Mage
4
2
3
4
3
1
69
66
Human Fighter
5
2
4
2
3
2
80
74
Elf Fighter
4
3
3
3
4
1
72
66
Dwarf Fighter
6
1
6
1
3
1
96
90
Goblin Fighter
4
3
3
2
3
3
72
66
Halfling Fighter
4
2
4
1
3
4
80
74
Orc Fighter
7
2
5
1
2
1
88
90
Human Rogue
2
6
2
2
3
3
61
74
Elf Rogue
1
7
1
3
4
2
53
74
Dwarf Rogue
3
5
4
1
3
2
77
66
Goblin Rogue
1
7
1
2
3
4
53
82
Halfling Rogue
1
6
2
1
3
5
61
82
Orc Rogue
4
6
3
1
2
2
69
74
Human Cleric
2
2
3
5
3
2
69
74
Elf Cleric
1
3
2
6
4
1
61
74
Dwarf Cleric
3
1
5
4
3
1
85
74
Goblin Cleric
1
3
2
5
3
3
61
66
Halfling Cleric
1
2
3
4
3
4
69
66
Orc Cleric
4
2
4
4
2
1
77
74
Human Ranger
2
5
2
2
4
2
61
74
Elf Ranger
1
6
1
3
5
1
53
82
Dwarf Ranger
3
4
4
1
4
1
77
74
Goblin Ranger
1
6
1
2
4
3
53
82
Halfling Ranger
1
5
2
1
4
4
61
74
Orc Ranger
4
5
3
1
3
1
69
74
Human Druid
2
2
3
5
3
2
69
74
Elf Druid
1
3
2
6
4
1
61
74
Dwarf Druid
3
1
5
4
3
1
85
74
Goblin Druid
1
3
2
5
3
3
61
66
Halfling Druid
1
2
3
4
3
4
69
66
Orc Druid
4
2
4
4
2
1
77
74
Human Necromancer
2
2
3
5
3
2
69
74
Elf Necromancer
1
3
2
6
4
1
61
74
Dwarf Necromancer
3
1
5
4
3
1
85
74
Goblin Necromancer
1
3
2
5
3
3
61
66
Halfling Necromancer
1
2
3
4
3
4
69
66
Orc Necromancer
4
2
4
4
2
1
77
74
Human Bard
2
2
2
5
3
3
61
74
Elf Bard
1
3
1
6
4
2
53
74
Dwarf Bard
3
1
4
4
3
2
77
66
Goblin Bard
1
3
1
5
3
4
53
74
Halfling Bard
1
2
2
4
3
5
61
74
Orc Bard
4
2
3
4
2
2
69
66
Races
Your race is chosen with your class and can’t be changed. It adds to your attributes, brings an exploration skill of its own, and opens a story of its own.
Race
Story
Attribute bonuses
Human
Keep the promises that bind scattered frontier communities.
+1 to every attribute
Elf
Recover the shared woodland charters and the memories held within them.
+2 Dexterity, +2 Intelligence and +2 Perception
Dwarf
Trace the work of bridgewrights and preserve their unfinished obligations.
+2 Strength, +3 Vitality and +1 Perception
Goblin
Protect caravan fellowship and challenge those who profit from false tolls.
+2 Dexterity, +1 Intelligence, +1 Perception and +2 Luck
Halfling
Help scattered households keep their seed, stories and shelter.
+1 Dexterity, +1 Vitality, +1 Perception and +3 Luck
Orc
Restore a mountain pact through the testimony of its living keepers.
+3 Strength, +1 Dexterity and +2 Vitality
The six attributes
Attribute
What it does
Strength
Physical attacks, forcing doors, and smashing secret walls.
Dexterity
Weapon damage, including agile attacks.
Vitality
Maximum health.
Intelligence
Magical attacks, spells, healing, and summons. Feeds the energy of classes that attack with it.
Perception
Ranged abilities, hidden treasure, and spotting crafting materials. Discovery improves at 5, 10, and 15.
Luck
Each point gives 1% chance to maximize a dice roll. Critical chance is a separate equipment or training bonus; critical hits double damage. Also improves treasure.
In the game, open Hero (C) and expand Attributes, then select one to see where its points come from.
Health, energy and growth
Health starts at 42 + 8 × Vitality, before equipment.
Energy starts at 42 + 8 × the average of your class’s two main attributes, rounded down, before equipment. The first is the attribute your class attacks with.
Growth. Every attribute grows as you level, reaching 24 from growth alone at level 50, on top of your class and race bonuses. Class and race keep their differences to the end.
Limits. An attribute reaches at most 29 before bonuses. Equipment, passive abilities and other effects add at most +11 to it together, and one item at most +6. No attribute goes above 40.
Abilities
Your class’s starting ability is already complete. Three branches grow from it, each a chain of abilities that alternates active abilities, which you use, with passives, which always apply.
Points and ranks
Points. Every level after the first gives 3 ability points: 147 by level 50.
Ranks. Each ability has 5 ranks; the table below shows what each one costs. The tree shows the effect of your current rank and the next.
Order. Fully upgrade an ability to unlock the next one in its branch. Save your points or split them between branches as you like.
Permanent. Points you spend stay spent. Exploration skills have points of their own.
Rank
First ability in a branch
Later abilities
1
1
1
2
2
2
3
3
3
4
3
4
5
3
5
All ranks
12
15
The Mage’s Frost branch is the exception: it has five abilities, and its first costs as much as a later one.
Your hotbar
Active abilities sit in 6 hotbar slots, used with keys 1–6 or by clicking or tapping them. Your starting ability begins in the first slot, and a newly learned active ability fills an empty one. To move or swap one, open Abilities (K) and select it. Your class defense is separate, on V.
Select any ability in the tree to read its range, area, strength, duration and timing at your rank.
Ready your next ability
Choose an ability while another is preparing, or in the last second of its cooldown, and your hero readies it to begin as soon as it can. Only one ability waits at a time; choosing another replaces it. Read how abilities work in combat.
Preview before you choose
On the play page, open Character & starting stats and choose Preview ability tree. You can switch between every class and look at each rank, its requirements and its cost, without spending anything or changing your hero.
Interface
Plan your branches
Each class has three branches to master. Spend ability points as you level, and preview any tree before you choose a class.
Faith
Each hero can follow one of five faiths. A faith adds small blessings, mostly in combat and recovery, and opens story quests of its own. It does not change your attributes.
Joining a faith
Visit a shrine. Lantern’s Rest has one, and so does every wilderness region; some cities have one too. Read it, or open Hero (C) → Race & faith → Faith while you stand beside it, to join, change or leave a faith, or to donate gold. You must be alive, not preparing an ability, and out of combat for 5 seconds.
Three blessings
A gift that grows. Donations to your faith unlock its gift in three tiers, shown below as tier 1 / 2 / 3. The Hero panel calls them passive tiers.
An equipment blessing. Each faith blesses one equipment slot. It works from the moment you join, while suitable gear is worn there.
A champion blessing. Only the faith’s champion carries it: the member playing right now who has donated the most to that faith. When the champion leaves the game or changes faith, the blessing passes on.
Faith
Gift
Equipment blessing
Champion blessing
Lantern Covenant Hospitality and protection: keep a place for the traveler who arrives last.
A shield at the door. Offhand slot: +1 percentage point of block chance with a shield equipped.
Keeper of the last lantern. +2% healing and shield strength from your abilities.
Verdant Circle Nature and renewal: restore the paths where people and wild things meet.
Deep roots. +1% / +2% / +3% maximum health, rounded up.
Shelter of the grove. Chest slot: +1 percentage point of dodge chance with any chest armor equipped.
Tender of the circle. Recover 1 extra health every 10s after 5s out of combat.
Starward Path Knowledge and discovery: seek evidence before following a distant light.
A wider horizon. +1% / +2% / +3% maximum energy, rounded up.
A star at the throat. Neck slot: +1 percentage point of critical chance with any neck item equipped.
Reader of the distant stars. Recover 1 extra energy every 10s after 5s out of combat.
Stonebound Oath Craft and ancestral duty: finish work entrusted to those who came before.
Steady hands. +1 / +2 / +3 percentage points of parry chance. Requires a weapon.
The smith’s touch. Hands slot: +1 percentage point of physical armor piercing with any gloves equipped.
Bearer of the old oath. +2 percentage points of physical armor piercing.
Quiet Veil Remembrance and care: preserve the names of the dead while tending the living.
A quiet step. +1 / +2 / +3 percentage points of dodge chance.
The traveler’s mantle. Back slot: +1 percentage point of fortitude chance with any cloak equipped.
Keeper of remembered names. Steps take 2% less time.
Donations
Gift tier
Total donated to the faith
1
250 gold
2
1,000 gold
3
5,000 gold
Donated gold is spent for good. Before the first tier the gift is inactive, and it stops growing at the third.
Any donation makes you eligible to be champion. If two members have given the same, the one who reached that total first keeps it.
Changing faith
Each faith keeps its own total: changing faith neither refunds nor moves it, and returning restores your tier. Only your current faith’s blessings apply, and its quests in progress wait while you follow another.