Classes
From Ananias Wiki
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
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:
- 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)