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ABOUT THE GAME

Classes

Follow the lights. Find the missing.

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.

ClassRoleStarting abilityClass defenseLastsCooldown
MageArcane damage and controlArc BoltArcane Barrier3 s14 s
FighterFrontline and protectionShield BashIron Bulwark4 s16 s
RogueBurst damage and mobilityAmbushShadow Parry2.5 s12 s
ClericHealing and radiant damageHealDivine Aegis3.5 s16 s
RangerRanged damage and trapsPiercing ShotWind Ward3 s14 s
DruidNature magic and renewalEntangling RootsBarkskin4 s18 s
NecromancerSummons and life drainRaise SkeletonBone Armor3 s15 s
BardSupport and disruptionRallyResonant Ward3.5 s16 s

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.

HeroStrengthDexterityVitalityIntelligencePerceptionLuckHealthEnergy
Human Mage2225426174
Elf Mage1316515382
Dwarf Mage3144417774
Goblin Mage1315435374
Halfling Mage1224446174
Orc Mage4234316966
Human Fighter5242328074
Elf Fighter4333417266
Dwarf Fighter6161319690
Goblin Fighter4332337266
Halfling Fighter4241348074
Orc Fighter7251218890
Human Rogue2622336174
Elf Rogue1713425374
Dwarf Rogue3541327766
Goblin Rogue1712345382
Halfling Rogue1621356182
Orc Rogue4631226974
Human Cleric2235326974
Elf Cleric1326416174
Dwarf Cleric3154318574
Goblin Cleric1325336166
Halfling Cleric1234346966
Orc Cleric4244217774
Human Ranger2522426174
Elf Ranger1613515382
Dwarf Ranger3441417774
Goblin Ranger1612435382
Halfling Ranger1521446174
Orc Ranger4531316974
Human Druid2235326974
Elf Druid1326416174
Dwarf Druid3154318574
Goblin Druid1325336166
Halfling Druid1234346966
Orc Druid4244217774
Human Necromancer2235326974
Elf Necromancer1326416174
Dwarf Necromancer3154318574
Goblin Necromancer1325336166
Halfling Necromancer1234346966
Orc Necromancer4244217774
Human Bard2225336174
Elf Bard1316425374
Dwarf Bard3144327766
Goblin Bard1315345374
Halfling Bard1224356174
Orc Bard4234226966

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.

RaceStoryAttribute bonuses
HumanKeep the promises that bind scattered frontier communities.+1 to every attribute
ElfRecover the shared woodland charters and the memories held within them.+2 Dexterity, +2 Intelligence and +2 Perception
DwarfTrace the work of bridgewrights and preserve their unfinished obligations.+2 Strength, +3 Vitality and +1 Perception
GoblinProtect caravan fellowship and challenge those who profit from false tolls.+2 Dexterity, +1 Intelligence, +1 Perception and +2 Luck
HalflingHelp scattered households keep their seed, stories and shelter.+1 Dexterity, +1 Vitality, +1 Perception and +3 Luck
OrcRestore a mountain pact through the testimony of its living keepers.+3 Strength, +1 Dexterity and +2 Vitality

The six attributes

AttributeWhat it does
StrengthPhysical attacks, forcing doors, and smashing secret walls.
DexterityWeapon damage, including agile attacks.
VitalityMaximum health.
IntelligenceMagical attacks, spells, healing, and summons. Feeds the energy of classes that attack with it.
PerceptionRanged abilities, hidden treasure, and spotting crafting materials. Discovery improves at 5, 10, and 15.
LuckEach 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.
RankFirst ability in a branchLater abilities
111
222
333
434
535
All ranks1215

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.

The Abilities window showing a mage’s Storm, Frost and Rift branches
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.
FaithGiftEquipment blessingChampion blessing
Lantern Covenant
Hospitality and protection: keep a place for the traveler who arrives last.
Sheltering light. +1 / +2 / +3 percentage points of fortitude chance.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 tierTotal donated to the faith
1250 gold
21,000 gold
35,000 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.