Difference between revisions of "Classes"
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== Shepherd == | == Shepherd == | ||
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* Tends herds of sheep. | * Tends herds of sheep. | ||
− This is meant to be a challenge class. This class can NOT have a pet of any sort, and it does NOT have any useful abilities. | − This is meant to be a challenge class. This class can NOT have a pet of any sort, and it does NOT have any useful abilities. |
Revision as of 13:24, 28 December 2015
Contents
Alchemist
- Can mix reagents into potions without danger of them exploding
- Wields the deadly spatter carbine artifact.
− Has no initial melee equipment
Initial Equipment:
- Splatter Carbine - loaded with 40/40 acid shots
- Alchemist Tunic - Integrity 75
- Herbolaria Potion
- Malaria
- Arsenic
Magic
- Fourth Circle of Power for Matter Magic
Arcane Master
- Extend magic wands charges and always hits.
- Effect bonuses when using energy spells.
- Can cast high level spells safely.
− Many weapons (anything that isn't a wand or staff) have a lower damage output (most of them becoming 1D3)
Note: Metal armor will affect the effectiveness of energy spells rendering the bonuses null.
Initial Equipment:
- Bolt Wand - Charges: 30/60
- Shock Wand - Charges: 30/60
- Adeptus Robe - Integrity 200
- Kam Mel
- Mox Mani
- Hum Melon
Magic
- Fourth Circle of Power for Elemental Magic
- Eighth Circle of Power for Life Magic
- Eighth Circle of Power for Mind Magic
- Fourth Circle of Power for Matter Magic
Paladin
- Blocks attacks with its sheild.
- Preserves weapons integrity. ((Lower chance of decreasing melee weapon integrity))
- Can use any armor.
− 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
Magic
- Fourth Circle of Power for Life Magic
Hunter
- Master bowman: Almost never misses a shot, has increased range and can do critical damage.
- Preserves arrows from breaking. ((Arrows are more likely to appear when the monster the player shoots at gets killed))
− 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
Magic
- Fourth Circle of Power for Life Magic
Slayer
(Requires Fellowship Edition)
- Can use weapons to parry attacks.
- Slashes through enemies.
- Jumps into enemies while running.
- Extra accurate when throwing items.
Magic
- Fourth Circle of Power for Elemental Magic
Barbarian
(Requires Fellowship Edition)
- Charges against enemies while running.
- Gain strength when low on health.
- Recovers health by defeating foes.
Magic
None
Ailorus Monk
(Requires Fellowship Edition)
- Flying Kick: Jumps into enemies.
- Unarmed attacks grow stronger with power.
- Immune to poison and spell maladies
Magic
- Fourth Circle of Power for Mind Magic
Dumeril Sage
(Requires Fellowship Edition)
- Can cast elemental spells several times and unleash their full power.
- Can cast high level spells safely.
Magic
- Eighth Circle of Power for Elemental Magic
- Fourth Circle of Power for Life Magic
- Fourth Circle of Power for Mind Magic
- Eighth Circle of Power for Matter Magic
Shepherd
- Tends herds of sheep.
− This is meant to be a challenge class. This class can NOT have a pet of any sort, and it does NOT have any useful abilities.