A Guide to the Classes




Class Title
Requirements
Description
Difficulty
Fighter
Knight
Cavalier

Requirements:
16 str

200 million exp

 

Knights only take 200 million experience points to reach Cavalier. As one of the fastest classes to reach level 25 with the ability to equip nearly any weapon and armor and one of the best hit rates in the game, they are a great basic fighting class. With the bonus of 4 additional hit points per level, they are tank-like and can do a great deal of overall damage. This class is recommended for anyone who is new to the game, or looking for a quick easy level 25 character.

Easy
Rogue
Thief
Brigand

Requirements:
16 Agi

200 million exp

 

A class who depends on the stealth of autosneak and the ability to hide, Thieves can't really do a lot of damage, even when using the backstab attack. They have the ability to rob other characters, and can spot and disarm traps in some locations. Important statistics for this class are agility for robbing and intelligence for hiding. Autosneak allows this class freedom of movement that is ideal for exploring new areas. Recommended for the passive player, with a sneaky streak, who's looking for a few extra gold pieces.

Easy
Healer
Cleric
Priest

Requirements:
12 Str, 12 Int, 12 Wis

270 million exp

 

Don't let the innocent name fool you, once a cleric gets Vanos, these heavily guarded defense machines are nearly unstoppable, but lack in the offensive department. They can equip most armor, but can only use blunt weapons such as hammers, staves or claws, and have Ray, a moderate offensive spell. Level 20 Clerics have the ability to endow armor and weapons with a blessing from the god of their divinity, increasing it's potency and at level 12 a Cleric can, using a moonstone, bind an object to the soul of it's bearer. For this class I would recommend the subtle and defensive type, who wouldn't like trouble but can stand up to it and who maybe enjoy helping others with an occasional heal.

 

Easy
Rogue
Bard
Minstrel

Requirements:

16 Str, 12 Int, 16 Agi, 16 Chr

330 million exp

 

A Bard is a regular 'jack of all trades' type of character. Good at fighting, stealing, singing, and telling a tall tale, the bard is always the life of the party. While you'll likely be robbed blind in the meantime, it's often a small price to pay for the entertainment he will provide you! Bards may not equip shields and helms, and their robbing abilities are very elementary, but they are balanced with useful skills like the Ballad of Belzur that provides a temporary light source. Bards require a wet throat (don't forget your waterskin!) and a musical instrument to play a song. Songs also require mana points, so aiming for high Wisdom when rolling is advised. More ballads and songs are currently in development. Recommended as great role playing characters and those who would like to supplement a party with a useful addition.

 

Moderate
Fighter
Barbarian
Berserker

Requirements:
18 str

270 million exp

 

Although Barbarians currently have few special abilities, they have been known to do more average damage than any other class. One marked advantage is that Barbarians gain an extra 2 hit points per level. While limited on armor, Barbarians are still widely played, and favored over Knights for a basic fighting class. Recommended for the patient (Update Soon!) and slightly aggressive or offensive player.

Moderate
Fighter
Paladin
Guardian

Requirements:

16 Str, 11 Int, 14 Wis, 16 Chr

330 million exp

 

These holy warriors are not known for their attacking power, but more for their defense. With the ability to equip a wide variety of armor and weapons and the 2nd strongest healing spell in the game, Paladins are hard to knock over but can not knock over much. Their most noted ability is Protect, which enables the Paladin to jump in front of any blows directed at their charge and attempt to save them from attack.  Level 23 Paladins may endow weapons and armor with a blessing from their god. Recommended for the kind of player who prefers defense over offense, but still wants the ability to fight back.

 

Moderate
Fighter
Ranger
Stalker

Requirements:

16 Str, 16 Agi, 13 Chr

330 million exp

 

Rangers may not do a lot of damage and are somewhat restricted on armor, but are quite useful nonetheless. They have the ability to Tame NPC's based on their Charisma, causing the monster to join the Ranger's party, and if ordered, to attack anything not in that party. Other abilities include Stalk, Forage and the ability to wield two weapons like Monks and Assassins. The ability to brew Amber potions allows Rangers to make a powerful brew that temporarily increases the drinker's strength stat by one point. Amber potions are made of Troll Ear, Soybeans, and Garlic. Using ranged weapons like bow and arrow and hunting are future skills that are not yet available. Rangers have very useful abilities, but are not the best for Player versus Player battle on their own. Recommended for a defensive/neutral type of player.

 

Moderate
Fighter
Monk
Ninja

Requirements:

16 Str, 16 Agi

400 million exp

 

Formidable fighting machines, Monks have natural armor (+2 ac per level), natural magic resistance, high dodge rate, poison resistance and can equip two weapons at once. Although lacking variety in the armor department, Ninjas with fully blessed and enchanted antskins or a gi will have 98 armor. Monks can equip any weapon, but get a bonus for using a staff or their hands. If a Monk successfully lands three attacks in a row, the third attack will launch a flying roundhouse kick that causes up to two times their regular maximum damage. Monks also have the ability to brew Sapphire potions, a highly sought after drink that causes a temporary increase to agility and and nullifies the Druid spell faeriefire during its effect. Sapphire Potions are made of Coffee Beans, Rosemary, and Moon Plant. This class recommended for the offensive or aggressive player.

 

Moderate
Rogue
Assassin
Slayer

Requirements:

16 Str, 16 Agi

400 million exp

 

Assassins are deadly denizens who can equip backstabbing weapons and swords at the same time, sacrificing the use of their shield. Assassins are able to hide and sneak like a Thief, stalk like Rangers and Druids, and have a powerful backstab that is up to 4 times their normal damage. A caution though, this class is deadly with the right weapon but highly unpredictable. They have anywhere from an incredible to lousy hit and dodge rate. They are unpredictable but generally feared. I would recommend an offensive person with a mean streak to them for this class.

 

Hard
Mage
Sorceror
Enchanter


Requirements:

16 Int, 12 Wis

460 million exp

 

Sorcerors favor offense on top of most things, but also have the ability to beef up other characters using Mingster and Stoneskin. They have high armor and weapon restrictions and can only wear cloaks and padded armor and equip staves and daggers. While Zot hits for only 156 damage with 22 intelligence, it hits more consistently that any fighter, getting even minor hits on such an opposing player as a warden. Sorcerors have a wide range of useful spells like Iwuganti, Sap, Airwalk, Burst, Warpdoor, Unkelming and Mightshield (see the Academia for more information) and the very important ability to Enchant items. The Enchant spell gets stronger as you increase levels starting with a dully glowing enchant, progressing to a brightly glowing enchant that endows items with higher damage or better protection. This class requires the second most experience to gain level 25. It would be recommended for Power Players.

 

Hard

Healer
Druid
Elder Druid


Requirements:

15 Int, 15 Wis, 16 Chr


330 million exp

 

These defenders of Nature are a complicated mix of Spellcaster and Fighter. High restrictions on armor and weapons are balanced with the most varied abilities of any class. Spells range from simple and very useful spells like Boire and Nouritu that relieve thirst and hunger, to Animorph which morphs the Druid into an animal form, depending on what god they follow. Animorph is a very powerful spell, increasing Strength, Agility, and Armor Count (all based on the caster's Wisdom), as well as restoring the caster to full health no matter how many hit points they have. Druids are the one class where all 6 stats are very important. While they start out as Healers, they only have two basic healing spells, Curel and Venin. Other spells include Ray, Plantcall, Faeriefire, Charm and Haste. Druids also have the ability to Stalk and brew Amethyst potions. Amethyst potions are made of Star Fruit, Ginger Root, and Mint Leaves.  See the academia for more information on these spells and abilities. Druids are great fun and have many offensive as well as defensive advantages. I would recommend them for any player who is up to the challenge of balancing the skills of mystic with muscle.

 

Hard

Mage
Necromancer
Death Mage

Requirements:

16 Int, 16 Wis

500 million exp

 

Perhaps the most difficult of all classes to play, Necromancers devote themselves to the study of life, death, and arcane magics. Necromancers are powerful spellcasters and able to perform a variety of death magics and even raise the undead, which makes them very formidable foes (and quite unpopular at parties). With spells that drain life from the target to the caster, or those that cause a sickening poison to take hold in the target Necromancers truly are very powerful. They have a special affinity with the undead, being able to tame or call the most vile creatures to their aid. New Necromancer spells are currently in development. They have the same weapons and armor restrictions that Sorcerors do. Recommended for anyone who has the patience to level 500 million experience points!

 

Hard