For veterans

Master of Mobs is built on the engine and art of a classic MMORPG, so if you've played it, a lot will look familiar. It plays like a MOBA, though — here's what changes.

You level up over months.

Every match starts at level 8 and tops out at 20. You're back to 8 when it ends.

Skills train with use.

There's nothing to train. Your power comes from your Mob, your level and the gear you buy.

Knights, paladins, sorcerers and druids.

You play a Mob — a monster with four abilities. The vocations are now roles: Tank, Bruiser, Assassin, Mage.

Distance attacks can miss and use ammo.

Ranged basic attacks home in on their target and never miss. No ammo, and bows are just stat items.

Runes are items you carry and throw at a target.

You bring two runes into a match and aim them like spells. They cost soul from a pool of 200, and a rune's soul cost is also its cooldown in seconds. They can be dodged.

Spells hit the moment you cast.

Aimed abilities fly to the tile you aim at and land when they arrive — players can step out of the way.

Dying costs experience and items.

You're downed for 10–30 seconds and come back at your base. Nothing is lost.

Gold coins pile up in your bank.

Gold is a wallet for one match: you start with 500 and spend it in the shop. Gear is gone when the match ends. What you keep is gems — they buy jewelry that stays with you.

Armor knocks a few points off each hit, and shields block.

Armor cuts damage by a percentage (100 armor halves it), and shields don't block.

You can log out anywhere outside a fight.

You can't log out during a match. If you disconnect, log back in to rejoin.

Ready? See how a match works.