Last time, you met the seven peoples. Today, what they carry into the dark. This is the longest look we have given you at how Mithrall actually plays. Weapons, magic, crafting, the systems that decide a fight and the ones that decide a wardrobe. It is a lot, so settle in. The usual honesty first. Everything below is in production. The art is our first concept pass, hundreds of pieces of it, and some of it will change before you hold it in-game. A few of the systems are still moving under our feet, and we will be honest about which. That is the whole point of a devlog.
You are what you wield
Mithrall has no classes. It never will. There is no warrior, no mage, no ranger, because there is no character sheet. Pick up an axe and you are an axeman. Draw a fire staff and you are, in that moment, a mage. Lift a bow and you are an archer. Your hands decide who you are, second to second, and you can change your mind mid-fight. That leads to the pillar we care about most: skill first. Easy to learn, hard to master. A brand-new dwarf can fight with two things, an attack and a block. A veteran is doing something that looks like the same two buttons and is, in truth, a different language: reading windups, baiting parries, dragging a swing a hair late so it lands after your guard drops. The floor is low on purpose. The ceiling is very, very high on purpose. And the promise underneath all of it: your gear gives you options, never a win. No weapon, no tier, no polish will ever beat a better player. In a full-loot game, it is the only promise that matters.
The melee arsenal
Steel is where Mithrall starts and where most fights end. Every melee weapon shares the same honest core: three attack directions, a slash, an overhead, and a thrust, each with a mirror. On top of that sits the mind game. Feint a swing to bait a panicked parry. Morph a slash into a stab halfway through the windup. Drag or accelerate a strike so it connects a beat earlier or later than expected. Defense answers in kind: a clean parry opens a riposte, and a perfect read becomes a counter that deflects the blow entirely and hands you the initiative. Stamina is the thread through all of it. One bar, and it pays for everything: attacking, blocking, feinting, sprinting. Spend it all and your guard breaks, and your weapon can be knocked to the ground where anyone can take it. Fights are not won by the biggest number. They are won by the fighter who still has something in the tank when it counts. Nine melee families in the concept catalog so far, from the humble dagger to the great two-handers, each with its own reach, weight, and rhythm. And some carry the mark of the people who forged them, like this Volzar war axe, obsidian and ember worked into the head. 
Magic is a weapon, not a class
A reveal we have been holding: magic in Mithrall is a full weapon category at launch. Not a locked archetype. A staff you pick up and put down, exactly like the axe. There is no mana. A staff's spells are on cooldowns, the way a weapon's abilities are, and the same stamina that fuels your sword fuels a charged cast. Draw the staff, you are a caster. Draw your axe, you are not. Nobody is ever trapped in a role. Eight schools, each with its own identity and its own line of staves across every tier: 
Emberzul, fire, the school of burst and area pressure.
Rimekhal, frost, control and attrition, slowing a fight to your pace.
Vahlmun, healing, the real thing, a dedicated support that mends allies.
Ankhaz, arcane, precise and strange, the art the Ancients left behind.
Grothun, nature, roots and terrain and green pressure.
Solvahl, light, zones that punish and protect at once.
Morgkul, shadow, curses and drains that eat away over time.
Vhorrak, storm, tempo and reach and reactive lightning.
That healing school deserves a pause. Healing is a viable, dedicated role in Mithrall, and it is a staff, not a class. Anyone can pick up a Vahlmun staff and keep a friend alive, and anyone can put it down. It is powerful, not oppressive: every heal is a visible cast, so a healer who is not protected gets punished. Support you can see, and interrupt. 
Range: physics is your aim
Bows, crossbows, thrown steel. Ranged combat runs on one idea: there is no dice roll on a shot. There is only physics. Every projectile flies through the same system. Up close it is crisp and immediate. Past that, it becomes a real thing in the air, with drop, travel time, and drift on the wind. A far shot is not a percentage. It is a judgment: how far, how high to hold, which way the wind is pulling. Effective ranges are modest by design, so there is no across-the-map sniper ruling a battlefield from a hill.
Engineering: dwarves and gunpowder
Dwarves are engineers. So of course they build guns. Alongside the bow and the crossbow sits a full line of dwarven engineered ranged weapons, black powder and brass and clockwork. This is confirmed, and we are thrilled about it. A heavy hand cannon. A blunderbuss that turns a doorway into a very bad place to stand. A long rifle for the patient. And a hand-cranked gatling gun, for the dwarf who has given up on subtlety entirely. The tradeoff is the whole point. These weapons are heavier, slower to bring to bear, and hungrier for materials and upkeep, and in exchange they hit like the industrial age arriving a few centuries early. Never a free win, exactly like everything else in the arsenal. Yes, dwarves with guns. It is one of the most fun corners of the whole game, and it is in. 
Tiers: the material spine
Every weapon and every piece of armor climbs a ladder of materials. Rougher metals at the bottom, rarer and stronger ones at the top, with the richest sitting out in the most dangerous corners of the map so that power is tied to risk.
And here is the first thing still moving under our feet. That ladder starts at metal. We are increasingly convinced it should not, that the true first tiers are missing, and that they are wood and stone, the things a dwarf with empty hands and no forge actually makes on day one. A branch lashed into a club. A wooden training axe. Wood and stone already run all the way through Mithrall as materials and tools and the grades you build your first walls from. Extending the ladders down to meet them feels right for a survival game. It is not shipped canon yet. It is a change we are talking about out loud, and this is us talking about it.
Quality, and the maker's mark
Tier is the material. Quality is the craftsmanship, a completely separate axis. Hand one weapon's recipe to six smiths and you get six results, from Crude at the bottom to the near-mythical Runeforged at the top.
Quality is real but small. The gap from worst finish to best is meaningful, and nowhere near enough to save a worse player. A common blade in a veteran's hand beats a Runeforged blade in a novice's, every time. What quality really buys you is durability, prestige, and the economy that grows around both. And our favorite detail: the finest work carries the maker's mark. Reach the top rungs and the weapon is engraved with the name of the dwarf who forged it. Master crafters become brands. A blade is not just Runeforged, it is Runeforged by someone, and that name is worth something.
Shields, hot off the drawing board
A section we could not have shown you a week ago. Shields have always lived in Mithrall's design: off-hand, their own block and bash and a pair of signature skills, the archetype for the dwarf who would rather hold a line than break one. The one thing they were missing was a face. Every other weapon had a full sheet of concept art, and shields had none. So we drew them. This is the very first pass, fresh enough that the paint is barely dry, and we wanted you to see it the moment it existed. They climb the same material ladder as everything else, and they carry the mark of the people who forge them. 
How it all comes together
Your hands hold your kit. A weapon or staff defines the abilities on your hotbar, and swapping your gear swaps your whole playstyle, no class, no respec, no menu. What you can make comes from knowledge you earn by exploring and fighting. How well you make it comes from practice, the discipline you have actually put your hours into. And whose style it wears, which of the seven peoples' traditions is engraved in the shape of it, comes from the reputation you built with them. Learn what to make. Make it well. Wear where you have been. Three clean questions, and your character is simply the sum of your honest answers to them. No class ever decided any of it.
Whose weapon will you master first?
That is the real question, and we would love to hear it in the Discord. Steel, spell, bow, or a gatling gun on a very bad day. Read the full illustrated devlog on our site: The Arsenal of Mithrall. The usual close. No dates on the pieces in between, the window is still Q4 2027, and everything you saw here is a first concept pass that will keep getting better. If you want to hold any of it early, the playtest platform is open at playtest.anklebreaker-studio.com, and wishlisting Mithrall is still the single most useful thing you can do for us. Steel, spell, or shot. Pick your hands. - François
