Difference between revisions of "Classes"
From Ananias Wiki
m (Removed Initial power levels to reflect v 1.6.2) |
m (Two new classes introduced in 1.62 - need a Fellowship player to fill these in.) |
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= Barbarian = | = Barbarian = | ||
+ | (Requires Fellowship Edition) | ||
+ | |||
+ | = Monk = | ||
+ | (Requires Fellowship Edition) | ||
+ | |||
+ | = Sage = | ||
(Requires Fellowship Edition) | (Requires Fellowship Edition) |
Revision as of 13:22, 28 May 2015
Alchemist
- Can mix potions without danger of explosion
- Can shoot potions
− Has no initial melee equipment
Initial Equipment:
- Pump Crossbow - loaded with 40/40 acid shots
- Alchemist Tunic - Integrity 75
- Herbolaria Potion
- Malaria
- Arsenic
Arcane
- Can use high level spells
- Extends wands life and make wands more powerful
- Makes spells more powerful
− Can not equip any armor beyond Defense 1 armor (ie: Leather Armor)
− Many weapons (anything that isn't a wand or staff) have a lower damage output (most of them becoming 1D3)
Initial Equipment:
- Bolt Wand - Charges: 30/60
- Shock Wand - Charges: 30/60
- Adeptus Robe - Integrity 200
- Kam Mel
- Mox Mani
- Hum Melon
Paladin
- Can wear any armor
- Can parry and block attacks
- Occasionally prevents weapon degrading
− No initial ranged equipment
− Melee emphasis implies monsters get more hits in - luck reliant class
Initial Equipment:
- Justice Sword - Integrity 50%
- Royal Plate - Integrity 100
- Bandage
Hunter
- Higher accuracy and range using bows
- Can deal critical damage with arrows
- Higher chance of arrows not disappearing after use
− All pros are bow based, thus follow bow restrictions (need to be 2 or more squares away, can't be blocked)
Initial Equipment:
- Dagger - Integrity 50%
- Magic Bow - loaded with 40/40 arrows
- Studded Armor - Integrity 100
- Bandage
Slayer
(Requires Fellowship Edition)
Barbarian
(Requires Fellowship Edition)
Monk
(Requires Fellowship Edition)
Sage
(Requires Fellowship Edition)