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

  • A dwarven war axe

    War axe

    Steel is where Mithrall starts and where most fights end.

  • A dwarven warhammer

    Warhammer

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

  • A dwarven sword

    Sword

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

  • A dwarven mace

    Mace

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

  • A dwarven dagger

    Dagger

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

  • A dwarven club

    Club

    A branch lashed into a club: what a dwarf makes before ever finding ore.

Two-handed

  • A dwarven greatsword

    Greatsword

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

  • A dwarven maul

    Maul

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

Polearms

  • A dwarven spear

    Spear

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

  • A dwarven halberd

    Halberd

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

Ranged

  • A dwarven bow

    Bow

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

  • A dwarven crossbow

    Crossbow

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

  • A dwarven slingshot

    Slingshot

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

Black powder

  • A dwarven hand cannon

    Hand cannon

    Black powder, brass and clockwork.

  • A dwarven blunderbuss

    Blunderbuss

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

  • A dwarven long rifle

    Long rifle

    For the patient.

  • A dwarven gatling gun

    Gatling gun

    For the dwarf who has given up on subtlety entirely.

Shields

  • A dwarven shield

    Shield

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

  • A dwarven tower shield

    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

  • A dwarven tome of knowledge

    Tome of knowledge

    An off-hand for the learned: a tome that carries its knowledge into the fight.

Magic

The eight schools, in full
  • A dwarven emberzul

    Emberzul

    Fire, the school of burst and area pressure. One-handed and two-handed staves.

  • A dwarven rimekhal

    Rimekhal

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

  • A dwarven vahlmun

    Vahlmun

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

  • A dwarven ankhaz

    Ankhaz

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

  • A dwarven grothun

    Grothun

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

  • A dwarven solvahl

    Solvahl

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

  • A dwarven morgkul

    Morgkul

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

  • A dwarven vhorrak

    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.