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
- 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
Hunter
- Master bowman: Never misses a shot ((a complete lie --Sudzzuds (talk) 22:23, 1 August 2015 (MDT))), 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
Slayer
(Requires Fellowship Edition)
- Can use weapons to parry attacks.
- Slashes through enemies.
- Jumps into enemies while running.
- Extra accurate when throwing items.
Barbarian
(Requires Fellowship Edition)
Monk
(Requires Fellowship Edition)
Sage
(Requires Fellowship Edition)