The arsenal of Mithrall
No classes: your gear is your class. Every weapon the team has shown so far, family by family, from a branch lashed into a club to the gatling gun.
No classes. Just choices.
Your gear is your class. Every weapon and piece of gear grants its own abilities: heavy armour and hammers, swift blades or magic staves. Change your gear, change your role, and level through play with no locked path.
Melee

War axe
Steel is where Mithrall starts and where most fights end.

Warhammer
Heavy armour and hammers, for the dwarf who means to stay standing.

Sword
A slash, an overhead and a thrust, each with a mirror.

Mace
Nine melee families, each with its own reach, weight and rhythm.

Dagger
Fast and forgiving to swing: get close and stay there.

Club
A branch lashed into a club: what a dwarf makes before ever finding ore.
Two-handed

Greatsword
One greatsword, five tiers: rough dark metal up to a gleaming apex blade.

Maul
Slow and enormous, and in the right hands an overhead that ends the conversation.
Polearms

Spear
It keeps everyone at arm's length and punishes anyone who closes carelessly.

Halberd
Reach and an axe head in one: hold the line, then cut through it.
Ranged

Bow
No dice roll on a shot: drop, travel time and drift on the wind.

Crossbow
A far shot is not a percentage. It is a judgment.

Slingshot
A forked stick and a pouch of stones: the first shot a dwarf ever takes.
Black powder

Hand cannon
Black powder, brass and clockwork.

Blunderbuss
It turns a doorway into a very bad place to stand.

Long rifle
For the patient.

Gatling gun
For the dwarf who has given up on subtlety entirely.
Shields

Shield
In the off-hand: block, bash and a pair of signature skills, to hold a line.

Tower shield
Oak and iron as tall as a dwarf, held in both hands and planted to dare the world to move it.
Off-hand

Tome of knowledge
An off-hand for the learned: a tome that carries its knowledge into the fight.
Magic
The eight schools, in full
Emberzul
Fire, the school of burst and area pressure. One-handed and two-handed staves.

Rimekhal
Frost: control and attrition, slowing a fight to your pace. One-handed and two-handed staves.

Vahlmun
Healing, the real thing: a dedicated support that mends allies. One-handed and two-handed staves.

Ankhaz
Arcane, precise and strange, the art the Ancients left behind. One-handed and two-handed staves.

Grothun
Nature: roots and terrain and green pressure. One-handed and two-handed staves.

Solvahl
Light: vertical strikes and zones that punish and protect at once. One-handed and two-handed staves.

Morgkul
Shadow: curses and drains that eat away at an enemy over time. One-handed and two-handed staves.

Vhorrak
Storm: tempo and reach and reactive lightning. One-handed and two-handed staves.
A first look only: many more weapons are still on the anvil.
The mountain is waiting.
Wishlist Mithrall on Steam and follow the game to hear what comes next. Coming Q4 2027.


