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A Guide to the Classes
Class Title Requirements |
Description |
Difficulty |
Fighter Knight Cavalier
Requirements: 16 str
200 million exp
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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 |
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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
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Mage
Necromancer
Death MageRequirements:
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!
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Hard |
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