Warrior
Sword
First into the fight. Close, heavy swings that catch everything in front of you.
Game Guide
Every story starts on the Hearthside Trail, a sunny hillside behind the inn. There is no rush. Signs along the trail show your own keys as you need them.
In town, look for Bram, the old watchman. He knows the roads out of town and will point you down the first one.
Pick one of four ways to fight. The weapon in your hands decides how you fight, so you are never locked in.
Sword
First into the fight. Close, heavy swings that catch everything in front of you.
Bow
Keeps its distance and reaches the things sitting on the ledge above.
Staff
The softest body and the deepest well of magic, and the only one who can heal.
Bracer and throwing stars
Quick hands, and a shadow of yourself that throws when you do.
There are no class levels in Zukama. You get better at what you do. Swing a sword and your Blades discipline grows. Loose arrows and your Archery grows. The same goes for magic, throwing and even smithing. Press Tab to see how far you have come.
Levels come slowly here, on purpose.
Gear grows at Hollis's workbench in Larkhollow. Work something you hunted into a notch, choose how hot to strike, and bring the hammer down.
A gentle heat always takes. A blazing one is a gamble. A crack costs the material but never the gear, and Heartfire, carried by the great beasts of the wild, can mend it.
Every monster in Zukama can drop a sketch of itself. Sketches go straight into your Field Journal and take no room in your bag, so over time the journal becomes a book of everything you have hunted. Fill a monster's page and you learn what it carries, and you hit it a little harder from then on.
Press B to open it.
These are the starting keys. You can move any of them in the game's settings.
The arrow keys and a game controller work too.
Monster
Slow, round and in no hurry. Most newcomers meet one first, on Whisperwood Edge.
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