Difference between revisions of "Classes"

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(Arcane)
m (Arcane: - Now changed to Arcane Master, noted possible effects due to 1.65)
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* [[Items#Alchemy|Arsenic]]
 
* [[Items#Alchemy|Arsenic]]
  
= Arcane =
+
= Arcane Master=
 
* Extend magic wands charges and always hits.
 
* Extend magic wands charges and always hits.
 
* Effect bonuses when using energy spells.  ((Anyone mind explaining?))
 
* Effect bonuses when using energy spells.  ((Anyone mind explaining?))

Revision as of 21:16, 1 August 2015

Alchemist

  • Can mix reagents into potions without danger of them exploding
  • Wields the deadly spatter carbine artifact.

− Has no initial melee equipment

Initial Equipment:

Arcane Master

  • Extend magic wands charges and always hits.
  • Effect bonuses when using energy spells. ((Anyone mind explaining?))
  • Can cast high level spells safely.

− Can not equip any armor beyond light armor (ie: Leather Armor, Black Robe, or Studded Leather) ((Is this affected by v1.65?--Sudzzuds (talk) 22:15, 1 August 2015 (MDT)))
− Many weapons (anything that isn't a wand or staff) have a lower damage output (most of them becoming 1D3)

Initial Equipment:

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:

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:

Slayer

(Requires Fellowship Edition)

Barbarian

(Requires Fellowship Edition)

Monk

(Requires Fellowship Edition)

Sage

(Requires Fellowship Edition)