Difference between revisions of "Classes"

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m (Two new classes introduced in 1.62 - need a Fellowship player to fill these in.)
m (Alchemist: v1.64 - changed text and weapon name.)
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= Alchemist =
 
= Alchemist =
* Can mix potions without danger of explosion
+
* Can mix reagents into potions without danger of them exploding
* Can shoot potions
+
* Wields the deadly spatter carbine artifact.
 
− Has no initial melee equipment
 
− Has no initial melee equipment
  
 
Initial Equipment:  
 
Initial Equipment:  
* [[Items#Weapons|Pump Crossbow]] - loaded with 40/40 acid shots
+
* [[Items#Weapons|Splatter Carbine]] - loaded with 40/40 acid shots
 
* [[Items#Armor|Alchemist Tunic]] - Integrity 75
 
* [[Items#Armor|Alchemist Tunic]] - Integrity 75
 
* [[Items#Alchemy|Herbolaria Potion]]
 
* [[Items#Alchemy|Herbolaria Potion]]

Revision as of 15:21, 14 June 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

  • 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:

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)