# 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.

Page: https://mithrall.com/arsenal

## 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

- **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.

[Read the arsenal devlog](https://anklebreaker-studio.com/devlog/the-arsenal-of-mithrall)
