Difference between revisions of "Classes"

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(Arcane Master)
(Hunter: :))
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= Hunter =
 
= Hunter =
* Master bowman: Never misses a shot ((a complete lie --[[User:Sudzzuds|Sudzzuds]] ([[User talk:Sudzzuds|talk]]) 22:23, 1 August 2015 (MDT))), has increased range and can do critical damage.
+
* 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))
 
* 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)
 
− All pros are bow based, thus follow bow restrictions (need to be 2 or more squares away, can't be blocked)

Revision as of 15:38, 11 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.

− 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:

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:

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:

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)

  • Charges against enemies while running.
  • Gain strength when low on health.
  • Recovers health by defeating foes.

Ailorus Monk

(Requires Fellowship Edition)

  • Flying Kick: Jumps into enemies.
  • Unarmed attacks grow stronger with power.
  • Immune to poison and spell maladies

Dumeril Sage

(Requires Fellowship Edition)

  • Can cast elemental spells several times and unleash their full power.
  • Can cast high level spells safely.

Shepherd

(Requires Fellowship Edition)

  • 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.